Pasha
Pasha Rulebook
Table of Contents
Table of Contents
Components
- 1 game board
- 9 bonus tiles: 3 sets ("A", "B" and "C"), each with 3 tiles
- 5 dice
- 31 action dice: 5 of each player color and 6 white dice
- 45 victory point cards: 5 sets of different colors, each with 9 cards (-1, -1, -1, 1, 2, 3, 4, 5, 7)
- 10 discs: 2 of each color
Setup
Place the game board in the center of the table.
Each player takes a set of 9 cards, 5 action dice and 2 discs of the chosen color. One disc is used to indicate the player's color; the other marks the result of the player's dice roll on the game board.
Each player shuffles their cards and makes three decks from them, each of three face-down cards, and takes one of these decks into their hand.
Place the white action dice in a reserve next to the board.
Sort the bonus tiles by the letters on their backs and make one face-down stack: the tiles with the letter "C" at the bottom, above them the tiles with "B", and on top the tiles with "A".
Choose a first player.
Game Play
The game lasts 9 rounds. Each round consists of three phases:
A. Placing a new bonus tile B. Players' turns C. Scoring
A. Placing a New Bonus Tile
At the start of each round the top bonus tile is turned face up. It is placed above the column whose picture matches the die picture on that tile.
Example: this bonus tile is placed above column "3".
A bonus tile that remained above a column from the scoring phase of the previous round stays in place.
It is possible that several bonus tiles end up above one column.
B. Players' Turns
Starting with the first player and continuing clockwise, each player takes one turn. A turn consists of the following steps.
Playing a Card
First the player plays one card from their hand face up in front of them. This card shows the number of victory points that one of the players will receive in the current round.
If the player played the last card from their hand, they take a new face-down deck into their hand (if they have one).
Special cards: Playing one of these cards allows the player to perform a special action at the end of their current turn.
- Extra throw: On the current turn you may roll the dice 4 times.
- Aladdin's lamp: After your third roll you may ignore the result you got and begin rolling the dice anew (again three times). The result of these new three rolls is final.
Rolling the Dice
Then the player rolls the dice, trying to roll the best combination of the current round. The dice may be rolled three times. After a roll the player may set one or more dice aside and roll the rest. Dice that were set aside may also be rolled again in any of these three rolls.
Placing Discs
After the third roll, the player marks the result by placing their disc on the game board. The disc is placed at the intersection of the row showing the rolled combination (for example, "three of a kind") and the column showing the dice that formed this combination (for example, "6-6-6"). If the rolled combination is two pairs, the disc is placed in either of the two columns showing the dice that formed it. If the rolled combination is a pair + three of a kind (full house), the disc is placed in the column showing the dice that formed the three of a kind.
If the appropriate space is occupied, the disc is placed on top of the disc already there. If the player failed to roll any combination, they place their disc next to the game board. If another player also fails to roll a combination, they place their disc on top of the disc lying next to the board.
Example of a roll: Nina rolled "2-3-4-4-5". She decides to set aside both fours and reroll the other dice. This time the dice show "2-6-6". Nina sets the two sixes aside and rerolls the fours set aside earlier and the remaining die. On the third roll "4-5-6" comes up. In the end Nina's result after three rolls is "4-5-6-6-6": she has made three of a kind on sixes, so she places her disc on the corresponding space on the game board.
Examples of disc placement on the board for different combinations: "2-2-2-5-5"; "5-5-1-6-4"; "6-6-2-2-3" (the last one may go in either of the two columns).
Action Dice
A player may discard an action die to influence the result of their roll:
a. Reroll: discard one action die to reroll any dice. b. Change value: discard one action die to raise or lower the value of one die by one.
Example: Timothy's roll result is "3-5-5-6-2". He discards three action dice to raise the "3" to "5" and lower the "6" to "5". As a result he gets four of a kind on fives.
Important: A player cannot change a "6" to a "1" or vice versa using only one action die.
Note: If a player forgets to play a card on their turn before rolling the dice, the result of the roll is ignored. The player must play a card and roll the dice again three times.
C. Scoring
After every participant has taken a turn, the victory point cards played in the current round are distributed. The player with the worst combination (or with no combination at all) receives all the "-1 victory point" cards (if any). The player with the best combination receives the card with the most victory points. The player with the next strongest combination receives the card with the most victory points among those remaining, and so on, until all cards have been distributed. Received cards are placed in separate victory point piles in front of the players. Each participant places their unused disc on their pile, so that they do not mistakenly take it into their hand.
The value of a combination is determined by its position on the game board: a disc located higher is worth more than a disc located lower. If discs are in the same row, a disc located further right is worth more than one located further left. If two or more discs are on the same space, the top disc of the stack wins.
The player with the best combination in a column above which there is a bonus tile receives that tile. If nobody receives a bonus tile, it stays in place and may be received in the next round. If there are two bonus tiles above one column, the player may take both.
After all victory point cards have been distributed, the discs are removed from the game board and returned to their owners, and a new round begins. The player with the best combination becomes the new first player, and play passes from them clockwise.
Example: The Green player's disc is lowest, so he receives both "-1 victory point" cards. The Blue player has the best combination, so he receives the orange "7 victory points" card. The Yellow player has the second strongest combination, so he receives the blue "4 victory points" card. The Orange player received no cards, but since his disc is the only one in the second column, he receives the bonus tile above that column. This tile will bring him 3 victory points at the end of the game.
End of the Game
The game ends after the ninth round is completed. Players score points for:
- all victory point cards in their victory point pile (minus the sum of the cards with negative values);
- the bonus tiles with victory points that they have;
- each action die in their personal reserve: 1 victory point per die.
The player with the most victory points is the winner. In case of a tie, the tied player with more action dice left in their personal reserve wins. If still tied, all tied players are winners.
Bonus Tiles Overview
- Victory points tile: Place this tile in front of you. At the end of the game you receive the number of victory points shown on the tile.
- Discard -1 cards tile: Immediately discard all "-1 victory point" cards in your victory point pile. If you received a "-1 victory point" card in the current round, it is discarded too. Then remove this bonus tile from the game.
- White dice tile: Take from the reserve the number of white action dice shown on this bonus tile and place them in your personal reserve. White dice have the same effects as action dice of your color. Then remove this bonus tile from the game.