Meeple Hope
Meeple Hope Rulebook
Table of Contents
Table of Contents
Goal of the Game
Ensure all your own meeples enter the rocket before the other players do.
Material
- 4 green meeples
- 4 blue meeples
- 4 red meeples
- 4 yellow meeples
- 1 black meeple (the President)
- 30 Action cards
- A rocket to assemble
- 1 token "1st player"
Setup
When starting the game, the players form a boarding file at the foot of the rocket.
Every player, apart from the President, places 2 of his/her meeples in the boarding file, as follows:
- First, the youngest player (or, if the latter is also the President, the 2nd youngest) places one of his/her 2 meeples at the foot of the rocket, in the 1st position in the boarding file.
- Then, in a clockwise direction and during two consecutive turns, every player (apart from the President) places one meeple behind the meeple of the player who precedes him/her in the boarding file.
- Every player (apart from the President) puts his/her 2 remaining meeples aside.
- At last, the black meeple (the President) is placed in the middle position of the boarding file, even if none of the players plays the President.
Every player then takes the 6 Action cards of his/her colour and places them face up in front of him/her.
The player who is in the 2nd position in the boarding file gets then the token "1st player", in the example below, the player with the green meeple.
Setup for 4 players. The red meeple here corresponds to the youngest player.
The Action cards and the remaining meeples are put aside from the game, in the box.
Number of meeples in the boarding file when starting the game:
- 1 player (solo mode): 5 meeples
- 2 players: 5 meeples
- 3 players including 1 President: 5 meeples
- 3 players without President: 7 meeples
- 4 players including 1 President: 7 meeples
- 4 players without President: 9 meeples
- 5 players including 1 President: 9 meeples
Sequence of a Game
The game is played in one or several rounds.
A round is broken down into two sequences: in the first sequence, the first three Action cards of each player are laid. Then, in the same way, in the second sequence, the three remaining Action cards are laid.
During each sequence, the players first proceed to a "programming" (laying the cards, strictly speaking), then to a "revelation" (performance of the actions of the cards).
The round is over when the 6 Action cards of all the players have been laid and "revealed".
First Round
1st Sequence
1- Programming
The 1st player first lays one of his/her Action cards, face up, next to the boarding file. This card forms the first card of the lay pile.
In turn, three times in a row, in a clockwise direction, every player lays an Action card on top of the pile, face up.
The card laid must not be identical to the previous one, except if it is the last card of the player.
The meeples (and if required the rocket) are allowed to be moved only once the 3 cards have been laid by each player during this "programming".
The pile of cards is turned over, as soon as each player, including the President if he/she is embodied by a player, has laid his/her 3 cards at the end of this "programming".
2- Revelation
Each card is revealed from the top of the pile and the action indicated on this card is carried out by the player whose meeples correspond to the colour of the card.
In this example, if the green card is revealed, the player owning the green meeples carries out the action.
The cards are revealed until the pile is empty.
2nd Sequence
1- Programming
Once the pile of the 1st sequence is empty, the cards used are put aside and the players continue by laying their 3 remaining cards, according to the same rules.
The player to the left of the first player in the previous sequence takes the token "1st player" and first lays a card to form the pile. In a clockwise direction, every player puts down in turn his/her last 3 cards, one by one, on the top of the pile.
2- Revelation
Once all the cards have been placed, the pile is again turned over and the cards are revealed and the actions are carried out as previously.
And this is the end of the first round.
It should be noted that the actions revealed must be played if it is possible to do so. Between two sequences or two rounds, the order of the meeples remains the same. Only the Actions from the cards revealed modify the order of the meeples in the boarding file.
Following Rounds
At the end of the first round, if none of the players made all his/her meeples enter the rocket, a new round starts.
Each player takes his/her 6 cards back and places them in front of himself/herself, faces up.
The player who owns the token "1st player" gives it to the player to his/her left.
The rules of the 1st round apply to every new round.
Reminder: Once laid, the first 3 cards must be revealed, in the middle of every round.
Who Wins at the End?
The first player who gets all his/her meeples enter the rocket wins the game. If one of you plays the President, all you need to do is to get one meeple enter the rocket.
Description of the Actions of the Cards
The six Action card icons are printed beside their descriptions, listed below in the order the manual prints them (top to bottom).
- The meeple which is the closest to the rocket is sent to the last position in the boarding file.
- The player who lays this card can move the meeple of his/her choice (including a meeple of another colour than his/hers) by placing it before the meeple which precedes it, towards the rocket.
- The player who lays this card can move the meeple of his/her choice (including a meeple of another colour than his/hers) by placing it before one or two meeples which precede(s) it, towards the rocket.
- The meeple which is the closest to the rocket takes its place on board, even if its colour is not that of the card revealed. This card is the only one that allows meeples to enter the rocket.
Privilege of the President: if none of the players embodies the President, the player who makes the President enter the rocket also makes one of his/her meeples, located in the boarding file, enter the rocket.
- The player who lays this card places at the end of the boarding file one of his/her 2 meeples that were put aside at the beginning of the game. If all the meeples of the colour of the card are in the boarding file, this card is without effect.
Privilege of the President: when the President, embodied by a player, lays this card, he/she allows entry to the meeple of the colour he/she has chosen - among those put aside by the other players - in the boarding file. If only one colour of meeple remains, he/she must make the meeple in question enter.
- The rocket is moved to the end of the boarding file, which results in reversing the direction.
Warning: there cannot be more meeples in the boarding file than at the beginning of the game (see table in Setup).
Alternative: the President
In this version, the rules are the same. You can decide to stop the game when the President has entered the rocket.
The player who made the largest number of meeples enter wins the game.
Solo Mode
Goal of the game: reach several goals by facing a fictitious opponent.
The rules of the solo mode follow largely that of the classic mode, it is therefore necessary to read them before playing.
Solo Setup
The setup is the same as the classic mode, the only difference is that you pretend to be a "second player".
The meeples and the cards are set up for 2 players. You choose a colour, with the exception of the black one (that of the President).
The President cards are not dealt. The cards of the other player are dealt, but contrary to your cards, they are shuffled, face down, so that they can form the pile of the fictitious player.
For example, you have chosen the red colour. Your cards are face up and the cards of the fictitious player with the green meeples are placed in a pile, face down.
The first player is the one whose 1st meeple is in the second position in the boarding file.
You can now choose one of your goals. We advise you to choose them in the order further on.
Solo Programming
Lay your cards and those of your fictitious opponent on the lay pile. When it is your turn, make your choice, then lay one card of your colour. When it is the fictitious player's turn, draw the card from the top of its pile and lay it on the common lay pile.
When the 3 cards of each player are played, the revelation is carried out.
The token "1st player" is given alternatively to one player then to the other player after each sequence.
Solo Revelation
When you have placed alternately 3 cards of each colour in the lay pile, turn up the pile and proceed to the "revelation" of the actions.
You will thus handle all the meeples of your colour, those of the fictitious player, as well as the President if required, according to the actions that will be revealed.
Important: In solo mode, the following actions are different from the classic mode. The other Actions remain unchanged.
- If this card is that of the colour of the fictitious player, move the meeple of his/her colour which is the closest to the rocket by placing it before the meeple which precedes it, towards the rocket. If the meeple of the fictitious player which is the closest to the rocket is at the beginning of the boarding file, the latter does not move.
- If this card is that of the colour of the fictitious player, move the meeple of his/her colour which is the closest to the rocket by placing it before the two meeples which precede it, towards the rocket. If the meeple of the fictitious player which is the closest to the rocket is at the beginning of the boarding file, the latter does not move. The privileges of the President will not apply.
Solo Goals
Goal n°1: 3 meeples in a row in the file. Three members of your family must wait together in the boarding file. You will have to succeed in placing three meeples of your colour in a row in the file by combining the cards to lay. Note: the President or other meeples may already have embarked.
Goal n°2: 2 members of my family. Two of your meeples must take a seat on board before anyone else has embarked.
Goal n°3: 3 members of my family. Three of your meeples must take a seat on board before anyone else has embarked.
Goal n°4: President alone on Meeple Earth. The President must end up alone on Meeple Earth.
Goal n°5: My family only. All the members of your family and only the members of your family must have boarded the rocket.
Goal n°6: Only my family and the President. All the members of your family and the President must have boarded the rocket.
Goal n°7: Alone with the President on Meeple Earth. All the members of the fictitious player's family and only the members of the fictitious player's family must have boarded the rocket. It is not necessary that all your meeples have joined the boarding file.
Goal n°8: Alone on Meeple Earth. All the members of the fictitious player and the President must have boarded so that they will be the only ones to stay on Meeple Earth.
Goal n°9: Alone on Meeple Earth in the boarding file. All the members of the fictitious player and the President must have boarded so that they will be the only ones to stay on Meeple Earth. Your meeples must all be in the boarding file.
Transcription note: the printed text of Goal n°9 repeats the wording of Goal n°8 verbatim; it is transcribed as printed. The final sentence ("Your meeples must all be in the boarding file.") is printed separately beneath Goal n°9 on the page.
Transcription note: the printed caption for the sequence example reads "n this example" (a dropped initial letter in the printed page); it is transcribed here as "In this example".