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Pamplona: Viva San Fermín!

Pamplona: Viva San Fermín! Rulebook

Table of Contents

Table of Contents

  • Box Contents
  • Game Setup
  • Setup For Each Run
  • The Bull Run
  • Moving
  • Special Cards
  • Game End
  • Questions and Answers

Box Contents

  • 4 double-sided boards
  • 4 plastic Oxen
  • 4 plastic Bulls
  • 4 Runner tiles
  • 62 cards:
    • 20 Black Bull cards
    • 20 White Ox cards
    • 8 Beer cards
    • 4 San Fermín Blessing cards
    • 1 Lion card
    • 1 Rabbit card
    • 8 Special cards
  • 12 Horn tokens
  • 12 Hoof tokens
  • 20 x 5-point Bravery tokens
  • 40 x 1-point Bravery tokens

Game Setup

Before the game begins, each player:

  • Chooses a Runner, a White Ox, and a Black Bull marked with the same color. The player keeps the chosen color for the entire game.
  • Takes 1 San Fermín Blessing card and 2 Beer cards. Once played, these cards are discarded and not replaced.

Setup For Each Run

The game is played over a series of four sections, called "Runs." Before each Run begins, follow these five steps:

1. Set Up the Track

Each section of the race is made up of two boards placed side by side. Once a section has been run completely, the game continues on the following section. The four sections are run in order.

The boards are double-sided. Find the sides that show the track for the current Run, and place them next to each other on the table.

The track on each board is divided into four rows of squares. Each Runner, Bull, and Ox will always be in 1 square at a time.

It is important to know which piece is in the lead. The piece in the row farthest ahead (closest to the end of the Run) is in the lead. If two or more pieces are in the same row, the piece on the square farthest to the right in that row (from the point of view of the race direction) is in the lead.

Note: Some of the squares on the board have a Runner printed on them. These are called Bystander squares and affect the movement of Runners, Bulls, and Oxen.

2. Prepare the Herd Cards

Shuffle the Black Bull cards and White Ox cards separately. Then deal each player 5 Black Bull cards and 5 White Ox cards. These cards are kept secret from the other players.

These cards may be played only during the current Run. New cards must be drawn before each new Run. Each card can be used only once during each Run, and replacement cards are not drawn.

Any cards not used during that Run must be discarded. They will be put back into the proper deck and shuffled when setting up for the next Run.

3. Choose Special Cards

Each player chooses 1 Special card to use during the current Run.

When first starting the game, determine who will go first. A fun way to do this might be the person who last saw a real bull goes first, the player who runs the fastest, or the youngest player. After determining who goes first the other players follow in turn, playing clockwise.

Starting with the second Run, the turn order is the opposite of each player's total score. The player with the fewest victory points goes first, then the second-to-last scorer, and so on. This order applies only during the set up for the current Run. If there is a tie for points, the tied Runner who crossed the finish line first during the previous Run plays first.

Once the setup turn order is determined, each player chooses a Special card for the current Run. Starting with the first player, each player in turn takes the stack of Special cards, chooses 1, and places it face up in front of him, visible to all.

The effects of all Special cards are described under Special Cards. The Special cards chosen can only be used during the current Run. Any Special cards that are not used before the end of the Run must be discarded before the next Run.

Each Special card can be used only once during each Run, and replacement cards are not taken.

Note: Players may choose to discard Beer cards to take extra Special cards at this time (see Beer).

4. Release the Herd

It is now time to move the Oxen and Bulls onto the track. See Moving for details on how to move Bulls and Oxen.

a) Release the Oxen

First, the Oxen are moved onto the board. The first player chooses 1 White Ox card from his hand, places it face up on the table, and moves his Ox onto the board the number of squares shown on the card. The Ox always starts from the first horizontal line on the track. The other players then follow in turn.

Keep in mind that Oxen always move forward, either straight ahead or diagonally. Also, remember that Oxen must stop moving if they enter a Bystander square (even if this means the Ox does not move the full distance listed on the Ox card). Oxen can never move through or enter squares with other Oxen or Bulls. If an Ox is not blocked, it must move the full distance shown on the card.

b) Release the Bulls

Once all the Oxen have moved onto the board, the Bulls enter the track. The player turn order is the same as before. Just as for the Oxen, the first player chooses 1 Black Bull card, places it face up on the table, and moves his Bull onto the board the number of squares shown on the card. The other players then follow in turn.

Like Oxen, Bulls can only move forward, either straight ahead or diagonally. They must stop if they enter a Bystander square, and Bulls can never move through or enter squares with other Bulls or Oxen. If a Bull is not blocked, it must move the full distance shown on the card.

5. Place Runners

After all the Oxen and Bulls have moved onto the board, each player can study the track's dangers — the number of squares he has to run, the people along the path (the Bystanders drawn on the track), any bottlenecks, and most importantly, the position of the herd.

The Runners' goal is to get away from the Bulls and Oxen and leave the track section safe and sound. To do so, they must cross the last line of squares on the track (in other words, move off the end of the board). During this step, players try to position their Runners far enough in front of the herd to make it to the end of the board, but close enough to prove their bravery!

Hint: Keep in mind that Runners normally move only two spaces each turn!

The Bull (or Bulls) in the row farthest in front of the herd are called the "Leading Bulls." Only Bulls are considered at this time — not Oxen!

In turn order, each player places his Runner on the board. Each Runner must be placed on an empty square within five rows of the Leading Bull in the herd (see the highlighted area in the following illustration).

6. Award Bravery Tokens

Once all Runners have been placed, each player receives Bravery tokens based on how close his Runner is to the Leading Bull (1, 2, 3, 4, or 5 rows). The closer the Runner starts, the braver he is!

All Runners receive Bravery tokens based on their distance from the Leading Bull:

Rows from Leading BullBravery points
15
24
33
42
51

The Lion and the Rabbit

After Bravery tokens are given out, the Lion and Rabbit cards are awarded:

  • The Lion card: If a Runner is placed on the square directly in front of a Leading Bull, and that Bull does not belong to the same player, he receives the Lion card in addition to his five Bravery tokens. If multiple Runners are directly in front of Leading Bulls, the Runner farthest to the right (according to the race direction) is awarded the Lion card.
  • The Rabbit card: The Runner placed farthest away from the Leading Bull receives the Rabbit card, which subtracts 1 victory point at the end of the current Run.

If there is a tie (two Runners both on the same row and farthest away), the last player to place his Runner in that row receives the Rabbit card.

Note: Ties are normally won by the Runner in the rightmost square, but not when awarding the Rabbit card.

Hint: If you only receive 1 Bravery token (because your Runner is five rows away from the Leading Bull) and you receive the Rabbit card, this cancels your Bravery tokens (1 – 1 = 0)! Therefore, you can only earn points for the current Run using your Bull and Ox!

When the current Run is complete, the Lion and Rabbit cards are exchanged for Bravery tokens and discarded.

Hint: Keep the Bravery tokens you gain during the current Run on the edge of the board in front of you, separate from any tokens you gained in a previous Run.

The bull run is ready to begin!

The Bull Run

The Run is played over a series of rounds. During each round, every Runner, Bull, and Ox gets one turn.

Turn Order During the Bull Run

Once the Run begins, the playing order can change from round to round. Movement order is determined by the positions of the pieces on the board. The Runner, Bull, or Ox farthest ahead moves first. If there is a tie (two or more pieces in the same row), the one farthest to the right according to race direction moves first. The other pieces then move in order of their position, working from the front to the back. Every piece on the track moves once each round.

See Moving for an explanation of how the pieces move on the track.

When a Runner exits the track section (by moving off the last row of squares on the board without getting Gored), his Bravery tokens are kept as victory points. If the Runner has the Lion card, exchange it for 3 Bravery tokens. If the Runner has the Rabbit card, he must discard 1 Bravery token and discard the Rabbit card. He may still move his Bull and Ox to try to Trample or Gore the other Runners to gain points, and the other Runners continue the race.

Note: Players should keep all their Bravery tokens in a separate pile visible to all other players.

If a Runner is Gored, his Bravery tokens (and his Lion or Rabbit card, if the Runner has one) for the current Run must be discarded. The Runner's piece is removed from the board, but the Runner will come back into play at the start of the next Run.

The Run ends after every Runner has crossed the last row of squares. (Note that the Bulls and Oxen do not have to cross the last row of squares for the Run to end.) Discard any unused cards and prepare the board and cards for the next Run, as described beginning in step 1 above, Set Up The Track.

Moving

The moving rules apply to all pieces in the game, including the moves Oxen and Bulls make when they first enter the track.

All pieces (Runners, Oxen, and Bulls) may only move into adjacent squares. Adjacent squares are those squares that are touching on an edge or corner. All pieces can only move forward, either straight ahead or diagonally, and never sideways or backwards. Green arrows in the illustration are shown where a piece can move, while the red arrows show where it cannot move.

All pieces must stop if they enter a Bystander square (squares which contain an illustration of a Runner). If a piece cannot move the full distance because of other pieces or Bystander squares, any leftover movement is lost.

A piece may move diagonally between two other pieces, but cannot move between pieces that are side by side. See the illustration below for an example.

Moving Bulls and Oxen

In order to move a Bull or Ox, the owning player must play a movement card from his hand. The number on the card shows the number of squares the piece moves. Movement cards are played face up on the table for all to see, then the piece is moved on the board.

Bull and Ox cards have values from 2 to 5, though the Oxen tend to move slightly faster (since in reality they set the pace of the race). Each Bull or Ox has only 5 cards for the entire Run. If a player has no more Bull or Ox cards left to play, his corresponding pieces cannot move any further during that Run.

The player controlling the Bull or Ox chooses the route that it moves along the track. The Bull or Ox must move the full distance shown on the card if possible, unless it moves into a square occupied by a Runner or Bystander.

Other Bull or Ox pieces can prevent a Bull or Ox from moving the full distance, however the player cannot choose a blocked route if an open route is available.

Bull or Ox pieces can enter squares occupied by a Runner piece (to Trample or Gore the Runner), but only from the square directly behind the Runner. Bull or Ox pieces cannot diagonally enter a Runner's square. As indicated above, Bull or Ox pieces can never enter a square occupied by any other Bull or Ox piece.

Example: It is the blue player's Bull's turn to move, and the player chooses to play a "5" card. The Bull has a number of possible routes to choose from:

Legal Moves:

  • The Bull can take the green route and must stop when it enters the yellow Runner's space. Any extra squares are lost in this case because the Bull must stop.
  • The Bull can take the yellow route and must stop when it runs out of movement (5 squares).

Illegal Moves:

  • The Bull cannot take the blue route because all pieces must stop moving if they enter a Bystander square, even if more squares of movement are available.
  • The Bull cannot take the red route because the path is blocked by the other Bulls and Oxen. A Bull cannot take a blocked route if an open route is available (the green and yellow routes are considered "open" routes).

Note: A Bull was used in the example above, but this also applies to Oxen.

Moving Runners

Runners always move 2 squares, if possible, directly forward or diagonally forward, in any combination. A Runner can only move less than 2 squares if all his routes are blocked, or if he moves onto a Bystander square. Runners can never enter a square occupied by a Bull, Ox, or other Runner.

Note: If a Runner cannot reach the end of the board (for example, if all the squares in the last row are occupied by Bulls or Oxen that have run out of movement cards), the Runner is removed from the board and loses all his Bravery tokens (and his Lion or Rabbit card, if the Runner has one) for the current Run.

Trampling Runners with Oxen

Oxen try to Trample the Runners. To Trample a Runner, the Ox must enter the Runner's square from directly behind the Runner (not diagonally). The Ox must stop moving when it enters a Runner's square. Only Runner pieces can be Trampled — Oxen cannot Trample the Bystanders illustrated on the track itself.

After Trampling a Runner, the Ox owner takes a Hoof token. This token is worth 1 victory point, and cannot be taken away or lost. The Ox stops in the square with the Trampled Runner. On its next turn, the Ox will move before the Runner in that square.

Important: A player cannot use his Ox to Trample his own Runner!

Goring Runners with Bulls

Bulls try to Gore the Runners. To Gore a Runner, the Bull must enter the Runner's square from directly behind the Runner (not diagonally). The Bull must stop moving when it enters a Runner's square. Only Runner pieces can be Gored — Bulls cannot Gore the Bystanders illustrated on the track itself.

After Goring a Runner, the Bull owner takes a Horn token. This token is worth 2 victory points, and cannot be taken away or lost. The Gored Runner is removed from the game board, and the owner of the Runner must discard the Bravery tokens gained during this Run, and the Lion or Rabbit card, if he has one. The Bull stops in the square until its next turn.

The Gored Runner will be able to participate in the next Run. In the meantime, the player continues to move his Bull and Ox normally during the current Run, and can score points for Trampling or Goring his opponents as normal.

Important: A player cannot use his Bull to Gore his own Runner!

Special Cards

Each player has a hand of Special cards that he can use to help his Runner or hamper his opponents. A player can play his Special cards at the beginning of his turn, before he moves his Runner, Bull or Ox. (Exceptions: See Gutter Pipe and Fiesta below.)

Each card has its own unique effect, as described below.

Cards Dealt at the Beginning of the Game

Each player receives 1 San Fermín Blessing card and 2 Beer cards. Each of these cards can be used only once during the game, and they are not replaced. These cards are not discarded at the end of a Run, and are held until played.

  • San Fermín Blessing: After all Runners are placed at the beginning of a Run, each player must declare if he is using his San Fermín Blessing for that Run. This card cancels the first Goring suffered by that player's Runner. The Runner is not removed from the board, and the Goring Bull does not earn a Horn token. On its next turn, the Bull will move before the Runner in that square. If the Runner is not Gored during that Run, the San Fermín Blessing is discarded when the Runner exits the board.
  • Beer: These cards may be used at the beginning of any turn, before the Runner moves. That Runner may move 1 extra square that turn. A player may play both of his Beer cards on the same turn, enabling his Runner to move 2 extra squares that turn.

Alternatively, when it is the player's turn to choose a Special card at the beginning of a Run, he may discard a Beer card to select 1 additional Special card for that Run. (He may discard both Beer cards to select 2 additional Special cards).

Cards Chosen at the Start of Each Run

At the start of each Run, every player chooses 1 Special card. Special cards can be used only once: after being played they are discarded. If a player does not play his Special card before the end of the Run, it is discarded before the next Run.

Special cards must be played at the beginning of the turn, before the player moves any of his pieces. Exceptions to this are for Gutter Pipe, which must be played after the Runner moves (but before any other pieces move), and Fiesta, which is played before another player's turn.

  • Carajillo: Instead of his normal move, the Runner can move four squares this round, but only straight ahead. The normal restrictions on movement still apply — he cannot enter occupied squares and he must stop if he enters a Bystander square.
  • Dive: This card is used instead of moving a Runner on his turn. Until the Runner's next turn, he cannot be Gored by any Bull that enters his square (he is treated like a Bystander square). This card does not protect the Runner from being Trampled by an Ox. If a Bull ends its move on his square, the Runner will move after the Bull during the next round.
  • Excited Ox: This Ox can Gore a Runner this turn, as if it were a Bull (it still must enter the Runner's square from directly behind the Runner).
  • Fiesta: If the Runner is tied for turn order (in the same row as another Runner or Bull or Ox), he can move first even if he is not in the rightmost square. This card must be played before the piece in the rightmost square moves.
  • Gutter Pipe: This card is used after the Runner moves in the current round, and only if he ends his move on one of the outside squares of the track. Until the Runner's next turn, he cannot be Gored or Trampled by a Bull or Ox that enters his square. If a Bull or Ox ends its move on his square, the Runner will move after the Bull or Ox during the next round.
  • Matador Move: During the current round, the Runner can move 1 square sideways. For example, the Runner can move forward 1 square then sideways 1 square, or vice-versa. This card does not allow the Runner to move backwards.
  • Trip: If another Runner is in a square next to this Runner, he can make his opponent fall, reducing the opponent's movement for the round by 1 square.
  • Wild Bull: The Bull can move in any direction, even backwards! However, in order to Gore a Runner, it must still enter the Runner's square from directly behind the Runner.

Game End

The game ends after all four Runs are complete (after all Runners have left the last board). Each player adds up his victory points (Bravery tokens earned, plus Horn tokens and Hoof tokens). The player with the highest total score is the winner of the Pamplona Running of the Bulls!

If there is a tie for the most points, the tied Runner who crossed the finish line first during the final Run is the winner!

Questions and Answers

1) If all the spaces in the row directly in front of the Leading Bull(s) are filled with Oxen, is anyone awarded the Lion card?

No, if no Runners can be placed directly in front of a Leading Bull, no one is awarded the Lion card for the current Run.

2) Can a Bull or Ox enter a Bystander square diagonally?

Yes. Note that no Horn or Hoof tokens are awarded for entering a Bystander square at any time.

3) What happens when no one is able to place their Runner in one of the four squares in the row directly in front of the Leading Bull(s)? (For example when the squares in that row are filled with Oxen.)

In this case, no Runner can receive five Bravery tokens for that Run! All Runners still receive Bravery tokens based on their distance from the Leading Bull(s), however.

4) When an Ox has stopped on top of a Runner after trampling but can't move on its next turn because it has no more movement cards, can the Runner still move?

Yes. The Runner can move normally after the Ox's turn, even though the Ox is still in the same square.