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Perekupai

Perekupai Rulebook

Table of Contents

Table of Contents

  • Game Parts
  • Object of the Game
  • Setup
  • Game Flow
    • Buying a Car
    • Repairing a Car
    • Selling a Car
      • Attentiveness test
      • Haggling test
      • Final selling price
      • Like/Dislike value
    • Drawing cards after a sale
    • Working as a loader at the vegetable market
    • Pushing a Car into the scrap heap
  • Description of Game Parts
    • Car card
    • Buyer card
    • Acquisition / Scam card
    • Surprise card
    • Perekupas card
    • Game die
  • FAQ

Game Parts

  • Perekupų veikėjų kortos (Dealer character cards): 6
  • Pirkėjų kortos (Buyer cards): 20
  • Siurprizų kortos (Surprise cards): 40
  • Prijomų / Šmutkių kortos (Acquisition / Scam cards): 44
  • Mašinų kortos (Car cards): 48
  • Dešimtainis kauliukas (ten-sided die): 1
  • Baksai (money):
    • $50: 20
    • $100: 30
    • $500: 20
    • $1000: 30

Object of the Game

Players enter the game as perekupai, the dealers of the game. Each Perekupas has its own unique ability, which helps in pursuing the goal: to collect 5000 Baksai. Players can earn Baksai by selling Cars at a profit or by working as loaders at the vegetable market. Players may also hinder one another by using the Acquisition (Prijomų) cards.

When a player collects 5000 Baksai or buys the last Car, that player announces it to everyone and finishes their turn.* The other players then finish their turns, and the final round of the game begins. The game ends when that final round is complete.** The player with the most Baksai at the end of the game wins.

Cards that add Baksai at the end of the game (for example, P*derastkė) are counted toward a player's money only after the game has ended.

If at the end of the game players still hold unsold Cars, the purchase price of those Cars may be added to their final Baksai total.

* If five or six players are playing, the players may agree to end the game when someone collects 4000 Baksai.

** A round of the game begins when the first player starts their turn and ends when the last player finishes their turn.

Setup

  1. Cars (see p. 15): shuffle these cards, place the deck on the game table and reveal five Cars from its top.
  2. Buyers (see p. 16): shuffle these cards, place the deck on the game table and reveal three Buyers from its top. If all revealed Buyers are third-level budget Buyers, reveal three Buyers again, repeating until at least one first- or second-level budget Buyer is revealed at the start. Return all Buyers that were not suitable for the start to the Buyer deck and reshuffle it.
  3. Perekupai (see p. 19): each player randomly draws a Perekupas character.
  4. Surprises (see p. 18): shuffle these cards and place the deck on the game table.
  5. Acquisitions / Scams (see p. 16): shuffle these cards and place the deck on the game table. Each player draws four of these cards.
  6. Money (Baksai): each player receives $1000.
  7. Game die.

Game Flow

The game proceeds in clockwise order. The game is started by the player with the most real cash. During their turn, a player may perform any two of the actions listed below, in any order:

  • Buy a Car
  • Repair a Car
  • Sell a Car
  • Work as a loader at the vegetable market
  • Push a Car into the scrap heap

The budget level is shown on the Car and Buyer cards. A Buyer's budget level determines which Cars they will buy:

  • A level 1 Buyer (one banknote icon) will buy only level 1 Cars.
  • A level 2 Buyer (two banknote icons) will buy only level 1 and level 2 Cars.
  • A level 3 Buyer (three banknote icons) will buy only level 2 and level 3 Cars.

During their turn, a player may also perform the same action twice.

Pay attention to what is written on the Acquisition / Scam cards. Some of them can be used during an opponent's turn.

Buying a Car

A player may choose three of the five Cars laid out on the market and inspect them (take the card and look at the Car's technical side).

After inspection, the player chooses one of the five Cars on the market that they want to buy. In place of the bought Car, the top card of the Car deck is placed onto the market. After paying the stated amount of money, the player must draw as many Surprise cards as is written on the Car card's technical side.

The bought Car is placed beside the Perekupas, technical side up. Surprises stay face-down, but the player may look at them at any time. If one of the Surprises is a Car modification, the player turns that Surprise face-up and places it beside the Car.

After inspecting the Cars, a player may buy nothing, but the action is still used up. A player may not own more than two Cars at the same time.

When the Car deck runs out and the last Car is bought, the game ends. The remaining players complete their turns until the round ends. Then the last round of the game begins, at the end of which the game ends. The player with the most Baksai at the end of the game wins. The Car deck does not need to be reshuffled.

Example: Paulius performs a buying action.

  1. He inspects three Cars and chooses one, e.g. "Bearing with two Surprises" (Guolį su dviem Siurprizais).
  2. He pays the money (the price printed in red) and places the Car in front of him.
  3. He draws two Surprises, e.g. "Granata kala" and "Gera magė".
  4. The negative Surprise ("Granata kala") is placed face-down beside the Car, and the positive Surprise ("Gera magė") is placed face-up.

Repairing a Car

A player may repair Surprises. The repair cost is half the price of the Surprise. A repaired Surprise is placed on the pile of used Surprises. During this action, the player may repair any number of Surprises on a single Car.

For each repaired Surprise, the player receives an Acquisition / Scam card.

Example: Ilona has a Delfin (a Car type) with three Surprises: "Trūkusi galva" (broken head, −$400), "Sulinkusi šakė" (bent fork, −$300) and "Kondiškė neveikia" (air conditioning not working, −$200). Ilona, being excessively honest or not trusting her own flipping skills, decides to repair two Surprises: "Kondiškė neveikia" and "Trūkusi galva". She pays 300 Baksai (100 for the air conditioning and 200 for the head). Those two Surprise cards are removed and two Acquisition / Scam cards are drawn. Ilona uses one action.

Selling a Car

A player chooses one of the Buyers and sells them a Car. To sell a Car, the Buyer's budget level must be equal to the Car's budget level, or one level higher. A Buyer with a third-level budget will never buy a first-level Car.

If the Car's budget level is higher than the Buyer's budget level, that Car cannot be sold to that Buyer.

A Car bought during the same turn cannot be sold.

Selling sequence:

  1. Choose a Buyer.
  2. Perform an Attentiveness test (Pastabumo testas) for each Surprise.
  3. Perform a Haggling test (Derybų testas).
  4. Add or subtract the Like/Dislike value (Patinka/Nepatinka).
  5. Calculate the final selling price.

Attentiveness test

If the Car being sold has at least one hidden Surprise, an Attentiveness test is made (roll the die). A separate Attentiveness test is made for each hidden Surprise.

The Attentiveness test is performed by the player selling the Car. If the die roll is equal to or higher than the Attentiveness value printed on the Buyer's card, the player wins (the Buyer did not notice the Surprise). If the roll is lower, the player loses (the Buyer noticed the Surprise). If the Buyer noticed a Surprise, that Surprise is turned face-up and its value is subtracted from the final selling price of the Car.

Example: Austėja has a Kliuška with one Surprise and chooses the Buyer Delfina Birzgulytė. Delfina's Attentiveness is 2, which means she notices a Surprise only on a roll of 1. Austėja makes the Attentiveness test and rolls 1. Unfortunately, Delfina saw the Surprise! But that is not the end: Austėja uses the Acquisition "Kabinti makaronus" (Hang the noodles) and adds +1 to the roll result. The final total is 2, so Delfina did not notice the Surprise, and the Surprise card does not need to be turned face-up.

Haggling test

After the Attentiveness test (if one was needed), the player must make a Haggling test. The Buyer's card shows the haggling value. If the die roll is equal to or higher than this value, the player wins the haggling test. If the roll is lower, the player loses.

If the player wins, the haggling amount is added to the final selling price of the Car. If the player loses, the haggling amount is subtracted.

Car budget levelHaggling amount
First level+$50 / −$50
Second level+$100 / −$100
Third level+$150 / −$150

Example: Austėja is negotiating with Delfina. Delfina's haggling value is 4, so to win, Austėja must roll 4, 5, 6, 7, 8, 9 or 0. Austėja rolls the die and gets 3. Oops, she lost the haggling. From the final price, Austėja subtracts $50, because Kliuška is a first-level budget Car.

Final selling price

The final selling price is calculated by taking into account all Surprises the Buyer noticed, the haggling result, the Buyer's Like/Dislike value (Patinka/Nepatinka), the Car modifications, and any other cards that change the Car's value.

Like/Dislike value

The Like/Dislike value shown on the Buyer's card is added to the final selling price of the Car.

Example: After the Attentiveness and Haggling tests, Austėja calculates the final selling price. The starting point is the green price printed on the Car card. The value of the Surprises, the haggling result, the Like/Dislike value and the effects of Acquisition / Scam cards are added to or subtracted from this price. Austėja sells Kliuška, which is "Daužta" (battered) and has one Surprise, to Delfina. The green price on the Car is $900. From this price she subtracts the lost haggling (−$50), adds the Like/Dislike value (+$0, because Delfina neither likes nor dislikes Kliuška), and gets a final selling price of $850 ($900 − $50).

Drawing cards after a sale

After selling a Car, the player draws one Acquisition / Scam card. For each unnoticed Surprise, the player draws one additional Acquisition / Scam card.

Example: Paulius sells a Car with two Surprises, which the Buyer does not notice. Paulius is a "maladec" (well done) dealer, so he draws three Acquisition / Scam cards: one for the sold Car and two for the two unnoticed Surprises.

Paulius sells another Car, which has three Surprises. The Buyer notices two of them. Paulius draws two Acquisition / Scam cards.

Paulius sells one more Car, which has no Surprises at all. After the sale, Paulius draws only one Acquisition / Scam card.

After a sale, the sold Car is placed on the pile of sold Cars, and the Buyer to whom it was sold is placed on the pile of used Buyers. The top card of the Buyer deck is turned face-up and placed in the spot of the previous Buyer.

When the Acquisition / Scam deck runs out, all used Acquisition / Scam cards are reshuffled to form a new deck. During the game, a player may hold no more than six Acquisition / Scam cards in hand.

When the Buyer deck runs out, all former Buyers are reshuffled to form a new Buyer deck.

The amount of Baksai a player holds is not secret. During the game, a player may ask another player at any time how much money they have.

Working as a loader at the vegetable market

By performing this action, the player receives $150 and one Acquisition / Scam card.

Pushing a Car into the scrap heap

The player loudly announces that they are pushing a Car into the scrap heap and places it on the pile of used Cars. Everyone laughs at them, and the player receives their pitiful Baksai: half the purchase price of the Car. If half the purchase price is an odd amount, the sum is rounded down ($575 → $550, $525 → $500).

Description of Game Parts

Car card

This card has two sides: the front side (fasadinė pusė) and the technical side (techninė pusė).

Front side:

  1. Car manufacturer.
  2. Car model.
  3. Purchase price.
  4. Budget level: shows which level of Buyer may buy this Car. If the Car's budget level is higher than the Buyer's budget level, the Car cannot be sold to that Buyer. A third-level Buyer will never buy a first-level Car.

Technical side:

  1. Car manufacturer.
  2. Car model.
  3. Sale price: the amount of money for which the player may sell this Car.
  4. Budget level: shows which level of Buyer may buy this Car.
  5. Visible defects: the defects the player sees when they look at the Car's technical side.
  6. Surprises: the number of Surprises drawn from the Surprise deck when this Car is bought.
  7. Haggling amount: how much the player gains if they win the haggling test, or loses if they lose it.

Buyer card

  1. Buyer's name.
  2. Attentiveness (Pastabumas): this number is the die value the player must roll, or a higher value, to win the Attentiveness test.
  3. Haggling (Derybos): this number is the die value the player must roll, or a higher value, to win the Haggling test.
  4. Like/Dislike (Patinka/Nepatinka): if the Buyer likes a particular Car manufacturer or model, the player adds the stated sum to the Car's sale price. If the Buyer dislikes that Car manufacturer or model, the player subtracts the stated sum from the sale price.
  5. Buyer's budget level: if the Car's budget level is higher than the Buyer's budget level, the Car cannot be sold to that Buyer. A third-level Buyer will never buy a first-level Car.

Acquisition / Scam card

  1. Acquisition name.
  2. When the Acquisition may be used.
  3. Acquisition effect.
  4. Scam name.
  5. Scam type: a permanent effect or a Car modification.
  6. Scam effect.

Acquisitions and Scams work in two ways:

  • Acquisition (Prijomas): a one-time effect.
  • Scam (Šmutkė): a permanent effect or a Car modification. A Scam may be played before your first or second action of the turn. A Car modification takes effect only when selling the Car it was placed on. Car modifications may be placed during your turn, before your first or second action.

Example: the Acquisition "Stukačius" (Informer) is played during an opponent's sale. Its effect: the opponent turns face-up one hidden defect card on the Car. The Scam half of the same card is a Car modification worth +$200 to the Car's value.

When a Car modification is used, its Acquisition / Scam card goes to the pile of used Acquisition / Scam cards.

Permanent effects that are not Car modifications are placed beside the Perekupas and remain in play for the whole game.

Acquisitions and Scams have a very wide range of effects, which strongly shape the style of play. If you want to play more aggressively and brazenly, use more Acquisitions. If you want to play more carefully and quietly, use more Scams.

A player may not place two identical permanent-effect Scams. A player may not hold more than three permanent-effect Scams. A player may discard any permanent-effect Scam and place a new one in its place.

The time an Acquisition may be used is shown on the card. Scams may be used during the player's turn, between the actions they perform.

Surprise card

  1. Surprise name.
  2. Surprise value.

When a Surprise is drawn, it is placed face-down beside the Car. The player who owns the Car with Surprises may look at them at any time, but for the other players they remain face-down (hidden).

Some Surprises are Car modifications. When such a card is drawn, it is turned face-up and placed beside the Car.

Surprises may be identical. If two or more identical Surprises are drawn, they all count as separate Surprises.

When the Surprise deck runs out, all used Surprises are shuffled and a new Surprise deck is formed.

Perekupas card

  1. Perekupas name.
  2. Short description of the Perekupas.
  3. Perekupas ability.

Game die

The die is ten-sided, numbered 1 to 10. Zero counts as ten.

FAQ

How are P*derastkė and Cepa counted? Must a player hold a P*derastkė card to collect 4600 Baksai in order to end the game?

No. Scams are not counted toward the amount of money a player holds. Their value is added to the amount of Baksai only at the end of the game.

Translator's note: the question as printed says 4600 Baksai. The Object of the Game section gives 5000 (and 4000 with five or six players). The FAQ wording is reproduced as printed.

During the game, all revealed Buyers were first-level budget Buyers. No player had a first-level budget Car, and there was no possibility to buy a first-level budget Car at the market. What should be done?

In such a situation, shuffle all Buyers (including those in the pile of used Buyers) and reveal three Buyers again.

When the card "Atmušt pirkėją" is used, does the opponent lose their buying action?

They do not lose it if there is another Buyer to whom the opponent can sell the Car.

When the card "Atmušt pirkėją" is used, is a new third Buyer turned face-up?

Yes.

How does the Perekupas Algimantas Kalpokas' ability work?

When selling a Car, Algimantas gets +1 to the Attentiveness test result. The ability can be used only by Algimantas, and only when he is selling a Car.

When a player uses the Acquisition "Bachuriukas", does the player take the opponent's Car modification, or is that modification damaged and placed on the pile of used cards?

After using the Acquisition "Bachuriukas", the Car modification is damaged and placed on the pile of used cards.