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Miams

Miams Rulebook

Table of Contents

Table of Contents

  • Credits and Acknowledgements
  • Contents
  • Setup
    • Anatomy of a game sheet
  • Gameplay Overview
  • 1. Rolling Phase
  • 2. Scoring Phase
  • Tokens
    • Reroll
    • Stars
    • Red die
      • Marshmallow
  • Clarifications
  • 3. Buy Phase
  • Game End
  • Solo Mode
    • Setup
    • Game Turn
      • 1. AI turn
      • 2. Your turn
    • Game End

Credits and Acknowledgements

A game by Jules Messaud. Art by Ben Renault. Layout and DTP by Alexis Vanmeerbeeck.

Jules thanks Seb and Lucie, who rooted for Yums from the start. This gave me the strength I needed to believe in the design! Thank you Jacques & Bernadette, for testing this first, and with as much enthusiasm! I would also like to thank Louison, Raoul and Luce, who share my dreams everyday. And most of all, I thank the entire team at KYF for believing in Yums, for growing it into a full-fledged game with such love, and thank you, Ben, for giving it the spark of madness it needed!

Contents

  • 1 pad with 100 game sheets
  • 1 market board
  • 42 Yums cards
  • 48 Star tokens (21 1-value, 12 3-value, 15 10-value)
  • 5 white dice
  • 1 red die
  • 12 Reroll tokens
  • 12 Red die tokens
  • 1 Solo mini-board

Setup

  • Each player receives a game sheet.
  • Place the Market board in the center of the table.
  • Shuffle the Yums cards and place them as a face down deck on the top space of the Market board. Place a face up Yums card from the deck in each other space.
  • Place Star tokens, Reroll tokens and Red die tokens near the Market board.
  • Choose the first player. That player circles the 1 space on their game sheet.

Anatomy of a game sheet

  • 1 space — the space a starting player circles at the start of the game.
  • Crossed off box / Circled box — the two ways a space on a skewer row can be marked.
  • Available skewers — the six skewer rows (Pair, Three of a kind, Full house, Four of a kind, Straight, Yums) printed on the sheet.
  • Catch-up spaces — a set of spaces you can cross off when you cannot score a skewer.
  • Bonus tokens — the token icons printed below certain spaces on each row.
  • Hearts track — the row of hearts at the bottom of the sheet, filled in as you circle spaces.
  • End of row value — the number printed at the end of each skewer row.

Gameplay Overview

The player who has circled the 1 starts the game and takes their turn.

A player's turn is made up of four successive phases:

  1. Rolling phase — Roll all 5 white dice to try and make the best possible fruit skewer (aka. dice combination).
  2. Scoring phase — Score Hearts and Bonus tokens depending on the skewer you made.
  3. Buy phase — Buy a Yums card to obtain powerful effects during your next turns.

The game ends when a player has filled all 50 Hearts of their Hearts track.

1. Rolling Phase

Roll all 5 white dice and try to create one out of 6 possible skewers, as shown on your game sheet:

  • Pair: 2 identical fruits
  • Three of a kind: 3 identical fruits
  • Full house: 3 identical fruits and 2 other identical fruits
  • Four of a kind: 4 identical fruits
  • Straight: 5 different fruits
  • Yums: 5 identical fruits

You may reroll, ONCE, as many dice as you wish.

Crosses on the dice do not contribute towards fruit skewers, but can be rerolled, like any other die face.

2. Scoring Phase

Circle the leftmost free box (meaning it is neither ticked nor circled) on the row of the skewer you obtained. A three of a kind.

Fill as many Hearts on your Hearts track as the value of the space you circled. Here, 3.

Take the Bonus token, if applicable, depicted on the space you circled. In this case, the Red die token.

If you had already crossed off or circled all spaces of the row, you still obtain hearts: as many as the value at the end of the row.

Meanwhile, for each cross on your dice at the end of your Rolling phase, your opponents cross off the leftmost free space (meaning the leftmost space that is neither crossed off nor circled) on the row of their choice, and obtain only the bonus tokens depicted on the crossed off space. Here, 3 stars.

Tokens

There are 3 types of tokens:

Reroll

During your Rolling phase, you may discard this token to get an additional reroll.

Stars

In the Buy phase (see next page), you may spend your Star tokens to buy new Yums cards.

At the end of the game, each unspent star is worth 1 additional point.

You also gain 3 stars for crossing or circling all the spaces in the first column.

Red die

Before your Rolling phase, you may return this token to the supply to add the red die to your roll.

On the red die, the Cross face is replaced with a Marshmallow face.

Marshmallow

On the red die, the Marshmallow is a wild that can replace any fruit.

Clarifications

  • During the Scoring phase, you may only score one skewer. If the dice you get after your roll(s) allow you to score multiple skewers, choose which one you want to score.
  • If you have already filled all the Hearts of your Hearts track, take a Star token for each Heart you cannot fill.
  • If you cannot score a skewer, you may instead cross off a free Catch-up space. You then obtain the Bonus token printed below the space.

3. Buy Phase

Pay the cost printed next to the card you want to buy. You may instead, for 3 stars, buy the top card of the deck.

Place this card in front of you. You may take advantage of its ability during your next turns.

Slide all cards that were above the card you bought, then place a new face-up card on the space below the deck.

There are three types of Yums cards:

  • Permanent cards have an ongoing effect until the end of the game.
  • One-time use cards are cards that you may choose to discard during your Rolling phase in order to use their ability.
  • End of turn cards have an effect at the end of your Scoring phase.

Game End

As soon as a player has filled all 50 Hearts of their Hearts track, take turns until everyone has taken the same number of turns.

Each player calculates their final score, adding up the filled Hearts on their game sheet and their Star tokens.

The player with the highest total wins the game. In case of a tie, victory is shared among tied players.

Solo Mode

In this Solo Mode, you clash with a virtual opponent, Arthur the Insatiable. Three levels of difficulty are available to you so that you can choose how strong your opponent is. Are you up for the challenge?

Setup

Take a game sheet for you and one for Arthur the Insatiable, also called the AI. Take the Solo mini-board.

The AI plays first. Circle the 1 space of its sheet.

Change the AI's sheet depending on the chosen difficulty:

  • Snacking: No change
  • Lunch: Cross off the 2 leftmost free spaces of each of its skewers.
  • Munchies: Cross off the 4 leftmost free spaces of each of its skewers.

Note: During this setup, do not take into account the Bonus tokens printed on the spaces you cross.

Game Turn

1. AI turn

Roll the red die for the AI. The solo mini-board indicates which skewer is scored. Circle the first free space of that skewer and fill as many as its value on its Hearts track.

The AI obtains Bonus tokens by circling and crossing off spaces of its sheet.

The stars the AI gains are placed in front of its sheet and are end-game points.

The Red die and Reroll tokens the AI gains are immediately discarded. For each token discarded this way, the AI crosses the leftmost space of its highest least advanced skewer.

During the AI's Crossing phase, you always play as if the AI had obtained one Cross face. Cross off your own game sheet like in a multiplayer game.

The AI has no Buy phase.

2. Your turn

Take your Rolling phase, Scoring phase and Buy phase like in a multiplayer game.

During your Crossing phase, each of your crosses grants the AI a cross in the leftmost space of their highest least advanced skewer.

Game End

Count your score and the AI's, like you would in a multiplayer game.

You win if your score is higher than Arthur the Insatiable's!