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Meeple Party

Meeple Party Rulebook

Table of Contents

Table of Contents

  • Objective
  • Components
  • Setup (Standard Game Setup)
    • 1 - Set the Date & Time!
    • 2 - Decorate for the Party!
    • 3 - Get Dressed!
    • 4 - Last Minute Prep!
  • Taking Your Turn (A Roommate's Turn)
    • Step 1: Welcome Meeple
    • Step 2: Mingle Meeple
    • Step 3: Check for Disasters (No Problems)
    • Step 4: Take Photos
    • Step 5: Check the Clock
    • Step 6: Restock
  • Meeple
    • Roommate Meeple
    • Guest Meeple
  • Rooms
    • Moving Between Rooms
  • Photos
    • AT LEAST and EXACTLY
  • Disasters and Party Fouls
  • Surprises
    • Welcome
    • Mingle
    • Party Clock
    • Surprise Effects
    • Laying Down Meeple
  • Dealing with Stress
    • Ways to Get Stressed
    • Ways to Relieve Stress
  • The End of the Night (Ending the Game)
  • How Awesome Was the Party? (Scoring)
  • Challenges (Optional)
    • Challenge #1 - Hot Tub Party
    • Challenge #2 - The After Party
  • Party Upgrades (Optional)
    • Items
    • Pets
  • Cheat Sheet
    • Photo Icons
    • Meeple Actions
    • On Your Turn
    • Clock Icons

Objective

Take the required number of photos to complete your party before all roommates stress out.

Components

  • 16 Double-Sided Tiles
    • 5 Standard Room Tiles
    • 2 Long Room Tiles
    • 4 Small Room Tiles
    • 5 Player Boards (Optional Rooms on the back)
  • 40 Meeple
    • 5 oversized Roommate Meeple
    • 5 Surprise Meeple (white)
    • 30 Guest Meeple: 6 Jerks (green), 6 Cools (blue), 6 Flirts (pink), 6 Wallflowers (yellow), 6 Party Animals (purple)
  • 135 cards
    • 68 Photo cards
    • 32 Surprise cards
    • 24 Disaster cards
    • 2 Challenge cards
    • 9 Item Reference cards
  • 15 Stress cubes
  • 1 Party Clock (4 pieces)
  • 1 Guest bag (cloth)
  • Optional Components: 1 Cat Meeple, 1 Dog Meeple, 1 Gift Meeple, 5 Cake Slice Meeple, 1 Reference Sticker Sheet

Setup (Standard Game Setup)

  1. Set the Date & Time!
  2. Decorate for the Party!
  3. Get Dressed!
  4. Last Minute Prep!

1 - Set the Date & Time!

Set up the PARTY CLOCK, which is used as the game's score tracker. Choose when the party starts and ends – the longer the party, the more difficult the game. Your party can start at 3, 6, 9, or 12 on the party clock. Your party ends (assuming you do not stress out) at your designated party end time (3, 6, 9, or 12).

  • CASUAL PARTY (6 Hours) - You need to take 12 Photos to win.
  • SERIOUS PARTY (9 Hours) - You need to take 18 Photos to win.
  • EPIC PARTY (12 Hours) - You need to take 24 Photos to win.

In addition to the party start time, difficulty is determined by the number of potential Disasters in play. More Disasters mean more restrictions to watch out for each turn. Each player will need to AVOID potential DISASTERS on their turn.

Choose your difficulty level: EASY, STANDARD, or HARD

  • EASY: Each player takes 2 Photo Opportunities. There is 1 communal Disaster.
  • STANDARD: Each player takes 2 Photo Opportunities and 1 Disaster. There is no communal Disaster.
  • HARD: Each player takes 2 Photo Opportunities and 1 Disaster. There is also 1 communal Disaster.

2 - Decorate for the Party!

Now, you have to clean up and decorate the house for the party. You do this by building the "house" (board) from the room tiles. When setting up the house, remember that all movement in the game is orthogonal (not diagonal).

The house must consist of at least 8 tiles. For an easier party, make sure that each room tile touches 2 other tiles. For a more challenging party, layout the room tiles however you'd like. All room tiles must share at least one wall with another room tile to allow for orthogonal movement.

The following rooms are always REQUIRED: Kitchen (blue), Living Room (orange), Dining Room (yellow), Bathroom (pink), Bedroom(s) (purple), Door (red), and Outside (green).

Each roommate must have somewhere to sleep – so you need AT LEAST one pillow per player across all of the Bedroom tiles.

Number of PlayersMinimum Tiles Required
11 Bedroom, Kitchen, Living Room, Dining Room, Bathroom, a Door, Outside, and 1 other room
21 Bedroom, Kitchen, Living Room, Dining Room, Bathroom, a Door, Outside, and 1 other room
32 Bedrooms, Kitchen, Living Room, Dining Room, Bathroom, a Door, and an Outside
42 Bedrooms, Kitchen, Living Room, Dining Room, Bathroom, a Door, and an Outside
53 Bedrooms, Kitchen, Living Room, Dining Room, Bathroom, a Door, and an Outside

3 - Get Dressed!

You, the players, are the roommates throwing this party. Each player selects (or randomly chooses) a Roommate – they can be the Flirt (pink), the Jerk (green), the Party Animal (purple), the Wallflower (yellow), or the Cool (blue). Give each player their respective roommate player board and the corresponding large roommate Meeple.

Each player takes their Roommate Meeple and places it in a different room. If there are not 5 players, take the remaining Roommate Meeple and place them randomly in empty rooms. Roommates may NEVER leave the party (you live here after all*).

*Nerd Alert: This ensures there is always at least 1 of each Meeple type at the party.

4 - Last Minute Prep!

Place the 30 guest Meeple into the guest bag (6 of each color – wallflower, flirt, jerk, cool, and party animal). Then place 3 Surprise Meeple (white) into the bag. Take the remaining 2 white Meeple and place them near the clock.

Shuffle the Photo deck and deal 2 Photo Opportunities to each player. These are each player's ACTIVE PHOTO OPPORTUNITIES at the party. Leave the rest of the Photo Opportunities in a pile face down by the board.

Shuffle the Disaster deck. In a STANDARD difficulty game deal 1 Disaster to each player (in EASY games players get zero Disasters). These are each player's POTENTIAL DISASTERS at the party. In an EASY or HARD game deal 1 Disaster to the PARTY that will be shared communally (STANDARD games do not have a communal Disaster). Leave the rest in a pile face down next to the Disaster Board. (For more information about Difficulty see page 4).

Shuffle the Surprise deck and place it face down near the board. Take the Stress Tokens, counting out 3 stress tokens for each player, and place them into a pile within reach of everyone.

When using any optional items or pets follow the additional rules under Party Upgrades (Optional).

The Starting Player is the player who most recently attended a house party. If there is a tie, it's the last person to throw a party!

Taking Your Turn (A Roommate's Turn)

  1. Welcome Meeple
  2. Mingle Meeple
  3. No Problems
  4. Take a Photo
  5. Check the Clock
  6. Restock

On your ROOMMATE board there is a quick reference for TURN ORDER and MEEPLE ACTIONS!

Step 1: Welcome Meeple

Players begin their turn by WELCOMING a Meeple to the party from the Guest Bag. They draw one Meeple randomly. This will either be an invited guest (the pink, purple, blue, green, or yellow Meeple) or a surprise guest (the white Meeple).

When you WELCOME an INVITED GUEST, place that Meeple into any room in the house, unless that room states otherwise (such as the OFFICE tile). Once placed, execute that Meeple's ACTION (see Meeple Actions below).

When you WELCOME a SURPRISE GUEST, don't add the white Meeple to the party. Instead, draw the top card from the Surprise Deck and follow the directions on the card. Unless otherwise noted, place the surprise Meeple back into the bag. The active player will not add a guest to the party this turn.

Step 2: Mingle Meeple

Players MUST mingle one Meeple. To mingle a Meeple, move a STANDING Meeple to any orthogonally adjacent room (remember there is no diagonal movement in Meeple Party). After you Mingle a Meeple, execute its MEEPLE ACTION (see Meeple Actions below).

Optionally, if a Meeple is laid down, you may spend your Mingle to instead STAND that MEEPLE UP. When a Meeple is STOOD UP it does NOT execute its Guest Action.

Step 3: Check for Disasters (No Problems)

As a ROOMMATE you are responsible for avoiding Disasters. If a Disaster happens we call that a PARTY FOUL! Depending on the chosen difficulty level of the game, this means you need to pay attention to your own Disaster and any communal Disasters.

AFTER you have completed the WELCOME and MINGLE steps check that all Disasters (yours and the group's) have been avoided. It's okay if you meet the conditions of another player's Disaster on your turn - it doesn't become a PARTY FOUL until STEP 3 on their turn!

If you can not avoid a Disaster - PARTY FOUL! When a PARTY FOUL occurs EACH ROOMMATE takes a Stress for each Disaster that occurs. (See Dealing with Stress.)

If this results in all ROOMMATES being at 3 STRESS – the game ends! The roommates have a big fight and everybody leaves the party. If all roommates are not yet STRESSED OUT, continue onto Step 4.

Step 4: Take Photos

Now, check to see if the requirements of any Active Photo Opportunities have been met. If so, you TAKE A PHOTO. When you take a Photo, advance the PARTY CLOCK one space and discard the Photo.

PHOTO BONUS: It is possible to meet the conditions for more than one Photo Opportunity at a time. If you do manage to take 2 Photos in a single turn, move the clock up twice, discard both cards, and then reduce your STRESS by one. If your stress level is zero, nothing happens.

Important: Photos are taken AFTER you complete your welcome action, mingle action, and have checked for Disasters. ONLY the ACTIVE PLAYER can take Photos or trigger Disasters.

Each player always has 2 Photo Opportunities active. After you WELCOME a guest, MINGLE a guest, and make sure that there are no Disasters - then you can check to see if you meet the requirements of a Photo.

Step 5: Check the Clock

Look at the Clock. Each space on the clock displays an icon. At the end of your turn, check the clock, and perform the PARTY ACTION listed. In the case of advancing the clock more than 1 space/level on a given turn, only the final event occurs. A reminder of these actions are shown on the back of the CLOCK and the back of this rulebook.

  • Surprise: Draw the next Surprise Card and resolve it.
  • Add the Surprise: Take a Surprise (White) Meeple and add it to the Guest Bag.
  • Welcome: Draw and welcome a new Guest Meeple to the party, as usual.
  • Add a Guest: Draw a guest from the Guest Bag, and add them to the Party at a DOOR - but do not execute their guest action.
  • Lay One Down: Select any Meeple and lay them down.
  • Refresh Disasters: Discard all current Disasters and replace them with new Disasters.

Step 6: Restock

Replace any Disasters that occurred with new potential Disasters. Replace any Photo Opportunities that were taken this turn. The next player clockwise becomes the Active Player. Repeat until the party ends.

NOTE: If the result of a party time clock event triggers a party DISASTER the next player will still have their entire turn to try to avoid that DISASTER becoming a PARTY FOUL. The DISASTER does not immediately take place and roommates do not immediately take stress.

Meeple

Roommate Meeple

The Roommates are larger Meeple. They work like any other Meeple, except that they cannot be removed from the party for any reason. Also, some Photo Opportunities, Disasters, and Surprises SPECIFICALLY refer to a ROOMMATE MEEPLE.

Guest Meeple

Each Meeple welcomed to the party is a guest. Most of them will be invited guests but some could be surprises! If having a symbol on the meeple helps you identify differences better there are stickers included.

GuestMeeple ActionColorSymbol
FlirtPull 1 Meeple from an adjacent roomPinkHeart
Party AnimalPull 1 Meeple from 2 rooms awayPurpleParty Hat
CoolPull 2 Meeple from adjacent room(s)BlueSunglasses
WallflowerPush 1 Meeple to an adjacent roomYellowFlower
JerkPush 1 Meeple 2 rooms awayGreenAngry Face
SurpriseDraw and execute a Surprise CardWhiteQuestion Mark

On your player board there is a cheat sheet for all of the GUEST ACTIONS!

  • THE FLIRT Pulls 1 Meeple to them from 1 room away. The Flirt is friendly, chatty, and has a magnetic personality. When the Flirt enters a room, another Meeple from an adjacent room always joins them to see what they have to say.
  • THE PARTY ANIMAL Pulls 1 Meeple to them from 2 rooms away. The Party Animal is loud and exciting! They can be heard all over the house and draw Meeple from far away to see what's going on.
  • THE COOL Pulls 2 Meeple to them from 1 room(s) away. The Cool Meeple is way chill. All Meeple like them and naturally a couple Meeple join them in whatever room they enter.
  • THE WALLFLOWER Pushes 1 Meeple from them to 1 room away. The Wallflower hangs back and keeps to themselves. Conversation isn't their strong suit, so another Meeple leaves to see what's going on in a different, adjacent room.
  • THE JERK Pushes 1 Meeple from them to 2 rooms away. The Jerk is just too much for some Meeple, and they want to keep their distance.
  • THE SURPRISE Draw a surprise card and follow instructions. The Surprise Meeple could be any Meeple! Draw a surprise card to find out! Is it the neighbors, or the landlord? A party crasher, or your bitter rival? The pizza delivery meeple, or your snooping ex?! When a Surprise Meeple is welcomed (or mingled), immediately draw a surprise card and execute the action. Unless otherwise noted, place the Surprise Meeple back into the bag. When mingling, the Meeple moves to an adjacent room, then you draw and execute a surprise card.

Rooms

While there are required rooms in every game of Meeple Party, the layout and additional rooms can change and shift.

Be careful to follow the room setup rules in Setup. Diagonal movement is not allowed, so think about movement as you are setting up the board.

The simplest set up is to place all the rooms together (the "Easy House Setup"). This allows easier movement around the house. The more rooms that touch each other, the easier the game will be.

A spread out house ("A Much More Difficult House Setup") is more difficult because there are less options for movement. In the example, if you place a FLIRT in the GARAGE - they can only PULL a Meeple from the Bedroom. Whereas every room in the easy setup has at least 2 (and usually 3 rooms) they can affect.

Optional Rooms - like the GARAGE and the HOT TUB - may have conditional rules. For instance, you cannot WELCOME a MEEPLE directly into the Hot Tub, you have to Mingle or use Meeple Powers to get them onto that tile.

Moving Between Rooms

There are no specific entrances or exits on room tiles. Tiles may be placed in any orientation. Whenever a Meeple is being moved to an adjacent room that means any adjacent tile/room to the current tile/room. If a Meeple is to be moved 2 rooms away that means two tiles away from their current tile/room.

In the Easy House Setup (pictured in the rulebook) if a Meeple was in the Living Room moving to an adjacent room would mean that Meeple could move to either the Bathroom or Bedroom. Similarly, if a Meeple was in the Living Room and was moving 2 rooms away that would mean the Meeple could move to the other Bedroom, the Front Door, or the Outside.

Meeple do not need to take the shortest route. In the above example, if you were PUSHING a Meeple 2 rooms away (using a Jerk) from the OUTSIDE, you could move Bathroom to Living Room, Bathroom to Bedroom, Bathroom to Door, Door to Bathroom, Door to Bedroom, Door to Dining Room, or Dining Room to Kitchen.

Photos

Each player always has 2 active Photo Opportunities. To complete a Photo Opportunity, the conditions must be met during STEP 4 (Take a Photo). If so, the roommate TAKES A PHOTO and the party clock advances. It is possible to take Photos for both Photo Opportunities if both conditions have been met.

You are NEVER able to take your Photo on another player's turn even if the conditions have been met.

HAVE THE BEST TIME (PHOTO BONUS): If a roommate takes both of their Photos on the same turn not only do they move the party clock forward by two they also relieve 1 STRESS!

AT LEAST and EXACTLY

Photos have a condition shown with an icon above the Photo Condition. AT LEAST (+) means other Meeple can be in the room(s) in addition to the required Meeple, in other words you need to have AT LEAST the requirement. EXACTLY (=) means that ONLY the required Meeple can be in the room(s).

(Example in the rulebook: a Photo taken in an "at least" room can be taken with only a Flirt, a Wallflower, and a Cool in that room, plus others.)

Disasters and Party Fouls

Depending on your difficulty level each player may have a DISASTER in front of them. This Disaster only needs to be avoided during that player's turn. There may also be a GROUP DISASTER that is communal and must be avoided on EVERY PLAYER'S TURN!

During Step 3 players must CHECK DISASTERS. When a DISASTER cannot be avoided, it turns into a PARTY FOUL. Each roommate takes a stress. If all roommates have not yet stressed out, play continues. Replace the Disaster card with a new one from the deck.

Disasters are also refreshed when the party reaches a time on the party clock showing REFRESH DISASTER (3, 6, 9, 12). This indicates that the current Disasters have been avoided but new ones have popped up.

Surprises

Surprises can happen at any time at this party!

Welcome

When welcoming a new guest to the party there is a chance that a SURPRISE GUEST (a white meeple) will be chosen. In that case, instead of adding a Meeple to the party, a Surprise Card is drawn. Immediately follow the instructions on the card. Unless otherwise stated, the Surprise Meeple is put back into the Guest Bag.

Mingle

When you mingle a SURPRISE MEEPLE, it draws a SURPRISE CARD.

Party Clock

Surprises also happen when the party clock reaches certain times. When the party reaches a level on the Party Clock that has a Draw a Surprise Card symbol; draw a surprise card and perform the action.

Surprises are always completed before you take any other action (example in the rulebook: if the Fire Fighter shows up you REMOVE 3 MEEPLE from the Kitchen immediately).

Surprise Effects

The effects of a surprise could cause the party to experience a PARTY FOUL! Luckily, the active roommate will have their entire turn to try to take care of the Disaster before it turns into a PARTY FOUL. If the Surprise that caused the Disaster is from the Party Clock, and is between player turns, the next player will have their ENTIRE turn to try to take care of the DISASTER before it becomes a PARTY FOUL and causes STRESS. Some surprises move Meeple around the house. The surprise will specify which room or which types of Meeple are effected. Some Surprises can remove Meeple from the party. When a Meeple is removed from the party, they are added back to the guest bag.

IMPORTANT: Roommate Meeple CANNOT EVER be removed from the party. This may force a Meeple you do not want removed to be removed. You also may NOT remove any laid down Meeple.

Other surprises may add Meeple to the party. You may need to draw a specified number of Meeple from the Guest Bag and add them to the party at a DOOR. NOTE: The guest effect of these added Meeple does NOT happen. If a Surprise Meeple is drawn it is added to the party just like any other guest Meeple.

Laying Down Meeple

Surprises can cause Meeple to lay down. When you lay down a Meeple place them on their side. While Meeple are laid down they are not able to be moved. This means they are not able to be pushed or pulled as part of a Welcome or Mingle Action.

However, these Meeple DO count as the Meeple type they are in the room they are in. For example if there are 2 laid down party animals in the kitchen, and you needed to get 2 party animals in the Kitchen, you would still meet the condition of the Photo.

To stand a Meeple back up, a roommate can use their Mingle Action to stand up any one laid down Meeple. The guest action of the Meeple does not happen when they stand up.

Dealing with Stress

Your goal is to successfully reach the end of the party without all roommates stressing out. Stressing out means that all roommates have hit their maximum stress level of three (3). If all roommates stress out (they have 3 stress) the PARTY ENDS IMMEDIATELY!

Ways to Get Stressed

  • PARTY FOULS: Each time a PARTY FOUL happens ALL ROOMMATES take 1 stress. This is the most common way to take stress.
  • SURPRISES: About 25% of the surprises will cause roommates to take stress. The surprises may affect one, all, or some of the roommates.
  • HELP A ROOMMATE OUT: Roommates can take stress to get out of a bad situation. On their turn, prior to the CHECK FOR DISASTERS step (Step 3), a roommate may choose to take a stress to refresh any one potential Disaster or Photo at the party. This means they could refresh their own, someone else's, or a communal Disaster. Be careful not to do this too often since Surprises and Disasters could strike at any moment!!! By taking a Stress for the team you could be saving EVERYONE from taking a stress. However, the new Disaster could still wind up becoming a Party Foul.

Ways to Relieve Stress

  • Have the Best Time! If you can manage to take both of your photos on the same turn, relieve a stress!
  • Special Rooms (Example: Hot Tub): Some special rooms have a calming effect and if a roommate Meeple ends their turn in that room they may reduce their stress by 1.
  • Special Items (Example: Cake): For more gameplay variety you may choose to play with items. Some items can affect stress.

The End of the Night (Ending the Game)

The party can end in one of 2 ways – you party to the end of the night or you stress out and kick everyone out of your house! If the roommates reach the end of the party (meaning the specified number of Photos have been taken) you've had a successful party and you all WIN! If all roommates stress out by reaching three (3) stress, the party ends immediately and you all LOSE!

How Awesome Was the Party? (Scoring)

You survived the party, but how good was it? Highest STRESS taken by any player:

  • 3 - GREAT, this party may have had ups & down but no one noticed. Nice!
  • 2 - AWESOME, this party was absolutely awesome in every way. Good Job!
  • 1 - LEGENDARY, this party will go down in history. Way to go!
  • 0 - TOTAL PERFECTION, everyone agrees A++! BEST PARTY EVER!!!

Challenges (Optional)

Do you want to keep partying? Do you want to try a quick challenge by yourself? Then you are in luck! Take one of these challenges to really show your ability at MEEPLE PARTYING!

Challenge #1 - Hot Tub Party

Play as a stand-alone challenge. Set up the house as you normally would and place all roommates in separate indoor rooms. Make sure that you have the HOT TUB tile in play. Deal one Disaster to each player. If playing on HARD also deal 1 communal Disaster. Take turns as normal. However, instead of working towards Photos, try to get as many people into the the Hot Tub as possible before stressing out. Remember you cannot WELCOME a Meeple onto the HOT TUB tile.

Before you start this challenge REMOVE the following DISASTERS: Noise Violation, Overcrowding, Jealous Rage, Heated debate, Peer Pressure, Dirty Tricks, Scandal, and Fight Club.

HOT TUB SCORE MACHINE! Count the Number of MEEPLE in the Hot Tub before stressing out.

  • 0-5 There was a Hot Tub?
  • 6-14 Relaxing Spa Day!
  • 15-24 That Hot Tub was HOT!
  • 25-30 Most Awesome Hot Tub!
  • 30+ HOT TUB of the GODS!

Challenge #2 - The After Party

Play this challenge after you have successfully completed any Meeple Party! Keep your STRESS. Return any laid down meeple to the bag. Remove any Surprise Meeple at the party (do not add back to bag).

Play until one of the following happens: All players stress out, the Disaster Deck runs out, or there are no more meeple in the bag (except Surprises). See how late you can party before stressing out and winding things down for good.

Party Upgrades (Optional)

Items

One item can be added to any game of Meeple Party for more variety.

CAKE: Put out Slices of Cake equal to number of roommates into one room at the start of the game. At any time on their turn, a roommate may choose to eat a slice of cake when their roommate Meeple is in that room to relieve 1 stress. Remove the slice from the board when eaten. A player may only eat 1 piece of cake per turn. They may choose to eat an additional piece of cake on a later turn but they should make sure the other roommates are OK with it! Sharing is caring!

GIFTS: One gift is placed into one room at the start of the game. Gift Cards equal to the number of roommates are drawn, shuffled, and placed face down by the party clock. On their turn, a roommate may open a gift when their roommate meeple is in that room. The player draws and takes a gift card. A Roommate can use a Gift Card at any time.

Pets

Many of our roommates are pets and it's the same way for meeple! One pet can be added to any game of Meeple Party for more variety.

CAT: Place the CAT meeple into the KITCHEN at the start of the game. During the mingle phase a roommate may mingle the CAT. If they do the CAT acts as any one guest type (flirt, jerk, party animal, wallflower, or cool). The active player must choose what type the cat represents and must perform the corresponding guest action.

DOG: Place the DOG meeple outside at the start of the game. During the mingle phase a roommate may mingle the DOG. If they do the DOG moves to ANY room with a roommate, then pulls a meeple to them from an adjacent room.

Important Note: PETS do not count as GUESTS or ROOMMATES for PHOTO OPPORTUNITIES or DISASTERS. The cat does not count as the specified guest type - it just takes the action.

Cheat Sheet

Photo Icons

  • EXACTLY: Your PHOTO must contain ONLY what is listed in the PHOTO DESCRIPTION.
  • AT LEAST: Your PHOTO can contain more Meeple than shown, as long as the condition is met.

Meeple Actions

  • Flirt: pull a meeple from an adjacent room.
  • Party Animal: pull a meeple from two (2) rooms away.
  • Cool: pull 2 meeple from adjacent room(s).
  • Wallflower: push a meeple to an adjacent room.
  • Jerk: push a meeple two (2) rooms away.
  • Surprise: draw and resolve a surprise card.

On Your Turn

  • Welcome: pull a guest from the bag. add to party. execute their action.
  • Mingle: move a guest to an adjacent room. execute their action.
  • No Problems: check to see if you trigger a disaster.
  • Take a Photo: check to see if you take any photos.
  • Check the Clock: move the game clock for each photo taken.
  • Restock: discard taken photos and disasters, draw replacements.

Clock Icons

  • Draw and execute a surprise card.
  • Add an additional white meeple to the guest bag.
  • Draw a guest and welcome them to the party.
  • Draw a guest, and add them to a door without executing any actions.
  • Choose and lay down any one meeple that is not already lying down.
  • Discard all of the active disasters and replace them with new disasters.