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Pingwiny z Madagaskaru

Pingwiny z Madagaskaru Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Goal of the Game
  • Game Components
    • Tokens
    • Penguin Cards
    • Figurant Cards
    • Mission Cards
    • Zoo Tiles
    • Help Cards
    • The Bag
    • First-Player Marker
  • Setup (Family Variant)
    • Example Setup for 4 Players
  • Playing the Game
    • Your Turn
  • Visiting Locations
    • Effects of Visiting Each Location
  • Exchanging Tokens (Gastro Zone)
  • Acquiring Figurant Cards (Headquarters)
  • Discarding Tokens
  • Example Turn
  • Ending the Game
  • Scoring
    • Example Scoring
    • Winner
  • Short Game
  • Advanced Variant
    • Advanced Components
  • Advanced Setup
  • Advanced Turn Structure
    • Types of Action
    • Location Actions
    • Zoo Gate
    • Gastro Zone (Advanced)
    • Headquarters (Kwatera Główna)
    • Discarding Tokens (Advanced)
  • Figurant Cards (Advanced)
  • Officer X
  • Ending the Game (Advanced)
  • Scoring (Advanced)
    • Example Scoring (Advanced)
  • Short Game (Advanced)

Game Overview

The game has two variants: the family variant (described first below) and the advanced variant (later in this rulebook). If you are only discovering board games, start with the family variant, whose rules are easier to learn.

The game is played until the deck of figurant cards runs out — nightfall comes, the guests leave the zoo, and the animals settle down to sleep. Watch your tokens: during the game they are needed to recruit figurant cards, but any surplus will give you penalty points at the end.

Goal of the Game

Your task is to score as many victory points as possible by completing missions and recruiting figurants, and by fulfilling the personal objective shown on your penguin card. Score points at the end of the game.

Game Components

  • 4 penguin figures with stands and accessories (Kowalski – blue, Skipper – green, Rico – red, Szeregowy (Private) – yellow). Assemble them as shown in the picture on the first page of the printed rules.
  • 4 penguin cards (one per penguin colour).
  • 42 figurant cards.
  • 10 mission cards.
  • 4 help cards (karty pomocy), which summarise the most important rules during play.
  • 104 tokens.
  • 8 Officer X markers.
  • 9 zoo tiles (kafelki zoo), which form the board.
  • 1 first-player marker.
  • 1 six-sided die (kostka do gry).
  • 1 notepad (notes).
  • 1 black bag (worek) for the tokens.
  • 1 rulebook (instrukcja).

Tokens

Tokens represent objects and traits that penguins use to complete their tasks. They are essential for recruiting figurant cards.

  • Red – weapons and armour.
  • Blue – technology and knowledge.
  • Green – equipment and gear.
  • Yellow – sweets and plush toys.
  • Grey – fish.
  • White – reason.
  • Black – strength.
  • Any token – a token of any colour (red, blue, green, yellow, grey, black or white). Shown with a rainbow design.

Penguin Cards

Each penguin scores extra victory points at the end of the game for the figurant cards it owns that have tokens of its colour. Each penguin also has a unique action, which can be used once during the whole game.

Figurant Cards

Each figurant card taken by a player scores its victory points at the end of the game. To acquire a figurant card, you must pay its cost – discard the tokens of the matching colours shown on it.

Each figurant card shows a type (one of: bird, human, mammal, enemy, reptile, amphibian, insect) and its tokens needed to acquire the card. Each card also has a name and a quote (which has no effect on play), and a victory point value.

Mission Cards

Completing a mission means gathering figurant cards of a specified type. Mission cards give extra victory points at the end of the game. Each mission card shows a name, a quote (no effect on play), the conditions for the extra victory points, and the number of victory points.

Zoo Tiles

The zoo tiles form the board, with 9 locations that penguins visit during play. Each location has a different effect, indicated by a matching symbol:

  • Chimp enclosure (Wybieg szympansów)
  • Gorilla enclosure (Wybieg goryli)
  • Souvenir shop (Sklep z pamiątkami)
  • Zoo storehouse (Magazyn ZOO)
  • Otter enclosure (Wybieg wydr)
  • Lemur enclosure (Wybieg lemurów)
  • Zoo gate (Brama ZOO)
  • Gastro zone (Strefa gastro)
  • Headquarters (Kwatera Główna)

Help Cards

Help cards summarise the most important rules for quick reference during play.

The Bag

The bag stores the tokens and makes them easy to draw. During the game it passes from player to player, showing whose turn it is.

First-Player Marker

It makes it easy to remember which player started the game.

Setup (Family Variant)

  1. Place the Headquarters tile in the middle of the table. Arrange the other zoo tiles around it, as shown in the picture on page 4 of the printed rules. Make sure the side with the penguin feet is face down. This forms the board. Place the first-player marker beside it.
  2. Shuffle the deck of figurant cards and place it beside the board, blue-shield side up. The cards must be arranged so only the top card is visible. Do not look at the cards below it!
  3. Beneath the board, lay out face up the top cards of the figurant deck – as many as the number of players + 2 (for example, 4 cards in a 2-player game, 6 cards in a 4-player game).
  4. Above the board, lay out 5 mission cards, blue-shield side up: Najlepszy wróg ("The Best Enemy"), Królestwo za kciuk ("A Kingdom for a Thumb"), Ptak zamknięty ptak szalony ("Caged Bird, Crazy Bird"), Człowieki ("Humans"), and Ni wydra, ni... ("Neither Otter Nor...").
  5. Give each player one randomly chosen penguin card and one help card. Place them in front of you, blue-shield side up. Give each player the penguin figure that matches their penguin card.
  6. Put all tokens into the bag.
  7. Each player draws 5 tokens from the bag.

In the family variant you do not use the other 5 mission cards, the die, the notepad or the Officer X markers. Return them to the box.

Example Setup for 4 Players

The printed rulebook (page 5) shows an example layout for four players, with the 9 zoo tiles forming the board in the centre, the mission cards above it, the face-up figurant cards below it, and each player's penguin card and help card in front of them, with the bag at the side. The picture is for illustration only; the setup steps above are the rules.

Playing the Game

The game starts with the player who most recently visited a zoo. (If two or more players were at the zoo at the same time, the youngest player starts.) This player receives the first-player marker and takes the bag with the tokens, then takes their turn. After the turn, they pass the bag to the next player clockwise. Each player takes their turn in turn, and so on until the game ends.

Your Turn

In your turn:

  1. First, draw 2 tokens from the bag.
  2. Then visit 2 locations in the zoo, placing your penguin figure on the zoo tiles of the locations you want to visit, one after another.
  3. At the end of your turn, pass the bag to the next player.

You must visit two locations in your turn – you may not pass. The two locations do not need to be next to each other. You may visit the same location twice in a row. All cards and tokens you gain are placed in front of you so that everyone can see their colours and number.

Visiting Locations

Effects of Visiting Each Location

  • Chimp enclosure (Wybieg szympansów): Take one blue token from the location. If there are no blue tokens there, you cannot visit this location.
  • Gorilla enclosure (Wybieg goryli): Take one red token from the location. If there are no red tokens there, you cannot visit this location.
  • Souvenir shop (Sklep z pamiątkami): Take one yellow token from the location. If there are no yellow tokens there, you cannot visit this location.
  • Zoo storehouse (Magazyn ZOO): Take one green token from the location. If there are no green tokens there, you cannot visit this location.
  • Otter enclosure (Wybieg wydr): Draw one random token from the bag.
  • Lemur enclosure (Wybieg lemurów): Take one mission card from those laid out above the board. You may hold only 1 mission card during the game. You may exchange the mission card you hold for another one by visiting this location again. In that case, place your mission card above the board and take another mission card in its place.
  • Zoo gate (Brama ZOO): Take all the face-up figurant cards lying beneath the board, shuffle them, and place them at the bottom of the figurant deck, so that they become its last cards. Replace them with the same number of cards from the top of the figurant deck.
  • Gastro zone (Strefa gastro): Exchange one token you hold for another token (see Exchanging Tokens below).
  • Headquarters (Kwatera Główna): Acquire one of the face-up figurant cards lying beneath the board (see Acquiring Figurant Cards below).

Exchanging Tokens (Gastro Zone)

When you visit the Gastro zone, you may exchange one token you hold for another token. Discard the token you want to exchange (see Discarding Tokens), and take the token you receive from the appropriate place on the board (yellow, red, blue or green) or – if it is not available there – from the bag. White and black tokens are always taken from the bag.

The exchange table is:

  • Two white or two black tokens for one any token, other than grey.
  • One yellow, red, blue or green token for one any token, other than grey.
  • One grey token for two tokens of the same colour, other than grey.

You may not exchange tokens for a grey token.

Acquiring Figurant Cards (Headquarters)

You may acquire one of the figurant cards lying beneath the board if you hold tokens in the number and colours shown on that card. You may use a grey token as a joker – a token of any colour.

Discard those tokens (see Discarding Tokens) and place the acquired figurant card in front of you. Place the next card from the top of the figurant deck into the free space left by the card you took, straight away.

You may only acquire a card lying beneath the board, not the top card of the figurant deck. However, after you take a card from beneath the board, the top card of the deck takes its place, and you can acquire it on your next move.

Discarding Tokens

Where you return a discarded token depends on its colour:

  • White and black tokens: put them back into the bag.
  • Yellow tokens: place them on the Souvenir shop (Sklep z pamiątkami).
  • Red tokens: take them to the Gorilla enclosure (Wybieg goryli).
  • Blue tokens: place them on the Chimp enclosure (Wybieg szympansów).
  • Green tokens: return them to the Zoo storehouse (Magazyn ZOO).
  • Grey tokens: discard them to the box – they take no further part in the game.

Example Turn

The printed rulebook (page 8) walks through an example turn for the penguin Iza:

Iza starts her turn with 2 black tokens, 1 white token and 2 yellow tokens. She first draws 2 random tokens from the bag – a yellow and a blue token.

Then she visits her first location: she places her penguin figure on the Gastro zone to exchange 2 black tokens for a yellow token. She returns the 2 black tokens to the bag and takes a yellow token from the bag, because there is no yellow token on the Souvenir shop yet. (If there had been one there, Iza could have simply visited the Souvenir shop and taken the yellow token – she would not then have had to sacrifice 2 black tokens for the exchange.)

Next, Iza visits the Headquarters and points to the figurant card Becky lying beneath the board. She returns 1 white token to the bag, and places 4 yellow tokens on the Souvenir shop, thereby acquiring the card Becky. She places the card next to her, and the top card of the figurant deck takes its place.

Iza's turn ends, and the player to her left continues the game: takes the bag from Iza and draws 2 tokens from it.

The printed rulebook adds: Iza was the first player (she holds the first-player marker), so the other players finish their turns before the game ends. If Iza had been the last player, the game would have ended as soon as her turn was over.

Ending the Game

The game ends when night falls and the guests leave the zoo and the animals settle down to sleep – that is, when the deck of figurant cards is exhausted. The current round is played to the end, so that every player has taken the same number of turns. Then count victory points.

Scoring

Each figurant card you acquired is worth the number of victory points shown by its blue shield.

In addition, you receive victory points from your penguin card. It gives you 1 extra victory point for every 2 figurant cards you acquired that contain at least one token of the colour shown by your penguin card. If you hold a mission card, it gives you extra victory points for the figurant cards of the specific type it names.

Finally, subtract penalty points from the total: 1 penalty point for each token you still hold at the end of the game. (Translator's note: the printed scoring line reads "1 punkt karny za każdy posiadany żeton ekwipunku" (per held equipment token). The printed worked example below deducts for two leftover red and blue tokens, and the advanced variant's scoring rule (page 21) says penalty points equal the number of tokens held. This translation therefore follows the example and the advanced rule. The wording is a point in the source that has not been corrected here.)

Example Scoring

The printed rulebook (page 9) gives a worked example for Iza, who plays with Rico:

Iza plays Rico, so during the game she focused on acquiring figurant cards with red tokens. During the game she also acquired the mission card Najlepszy wróg (The Best Enemy). At the end of the game she has these figurant cards: King Julian, Mort, Burt, King of the Rats, Rats, Becky and Buck Rogut. She therefore gets 14 victory points from her figurant cards, and 1 point from her mission card because she has only 3 enemy-type cards. Because she has Rico, she gets an extra 2 points – she has 5 figurant cards with at least one red token. Her total is 17 points. From that sum she subtracts 2 penalty points, because two tokens were left over that she could not use during the game. Her final score is 15 victory points.

Winner

The player with the higher total wins the game. In case of a tie, the player who recruited more figurant cards wins. If the tied players also have the same number of figurant cards, they win together.

Short Game

If you want a shorter game, then during setup remove from the figurant deck these cards: Becky, Hans, Dr Bulgot, King of the Rats, Stacy, the Danish Guard (Duńska Ochrona), Lobsters (Homary) and Rats (Szczury); and from the mission deck remove the card Najlepszy wróg (The Best Enemy). They take no part in this game. Otherwise the rules do not change.

The printed rulebook recommends playing this way for your first games.

Advanced Variant

In this variant the penguins compete with every means available – just as in real life. It is recommended for experienced players who like strong interaction.

When playing this variant, turn all cards to their orange-shield side up, and place the zoo tiles on the table penguin-feet side up. The board is laid out randomly, so every game has a different board.

Advanced Components

The components are the same as in the family variant, with these differences in use:

  • Zoo tiles – every location except the Headquarters also has a bag symbol. Each tile also has blockade fields (square spaces along its edges, used by penguins who want to block entry to that tile).
  • Mission deck – all 10 mission cards are used. The mission deck is shuffled and placed above the board.
  • Officer X markers (8) – placed on bag symbols on the board to mark locations that Officer X has reached.
  • Die – used to check whether Officer X finds a penguin's trail after a figurant card is acquired.
  • Notepad – helps count victory points in the advanced variant.
  • Grey tokens – kept beside the board at the start, not in the bag.

Advanced Setup

  1. Place the Headquarters tile in the middle of the table. Arrange the other zoo tiles around it at random, penguin-feet side up. Place the first-player marker beside the board.
  2. Shuffle the deck of figurant cards and place it beneath the board, orange-shield side up. Only the top card must be visible. Do not look at the cards below it!
  3. Beneath the board, lay out face up the top cards of the figurant deck – as many as the number of players + 2 (for example, 4 cards in a 2-player game).
  4. Shuffle the deck of mission cards and place it above the board, orange-shield side up. Only the top card must be visible. Do not look at the cards below it!
  5. Above the board, lay out face up the top cards of the mission deck – as many as the number of players + 1 (for example, 3 cards in a 2-player game).
  6. Give each player one randomly chosen penguin card and one help card. Place them in front of you, orange-shield side up. Each player takes the penguin figure that matches their penguin card and places it on the Headquarters.
  7. Place the Officer X markers, the die and the notepad beside the board.
  8. Put all tokens except grey ones into the bag. Place the grey tokens beside the board.
  9. Each player draws 5 tokens from the bag.

Advanced Turn Structure

The game starts with the player who most recently visited a zoo (if two or more were at the zoo at the same time, the youngest of them starts). This player receives the first-player marker, takes the bag with the tokens and takes their turn. After the turn, the bag passes clockwise to the next player, and so on until the end of the game.

In your turn you must perform 4 actions. Actions are marked with the {A} symbol on penguin cards, figurant cards and zoo tiles. The same action may be performed several times, as long as it is not single-use.

All acquired cards and tokens are placed in front of you so that everyone can see their colours and number. Keep your discarded cards (cards you have discarded by performing their actions) apart from your other cards. You may not perform the action of a discarded card again.

At the end of your 4 actions, if your penguin stands on a location with a bag symbol that is not covered by an Officer X marker, you must draw 2 tokens from the bag.

Types of Action

You may choose from five types of action:

  • Move – move your penguin figure across the board. A penguin may move to an adjacent tile (not diagonally) for 1 action. If another penguin blocks the way, you push it aside at the cost of one additional action.
  • Block – after stopping on a location tile, a penguin may stand in the middle of the tile, or on a square blockade field at an edge of its choice, thereby blocking that edge. The first penguin that wants to enter that tile through a blocked edge must spend 2 actions on that move. The first penguin that enters through a blocked edge unblocks it, pushing the blocking penguin to the middle of the tile. Each edge can be blocked by only one penguin at a time. A blockade only hinders entering a tile; it has no effect when leaving it.
  • Figurant card action – you may perform a figurant card's action once during the whole game, for 1 action. After performing it, place the card on your discard pile, to mark that you cannot use it again. Some figurant cards have a permanent effect or give extra victory points at the end of the game. Those cards have no action symbol and cannot be used as actions.
  • Penguin card action – you may perform your penguin card's action once during the whole game, for 1 action. After performing it, place the card on your discard pile.
  • Rummaging in the bag – when your penguin stands on a location with a bag symbol that is not covered by an Officer X marker, you may, for 1 action, draw 1 token from the bag. It does not matter whether the penguin stands in the middle of the tile or on a blockade field.

Location Actions

  • Otter enclosure (Wybieg wydr): Move to any other location. Blockades do not affect you.
  • Gorilla enclosure (Wybieg goryli): Take one or two red tokens, if they are available on that location.
  • Zoo storehouse (Magazyn ZOO): Take one or two green tokens, if they are available on that location.
  • Chimp enclosure (Wybieg szympansów): Take one or two blue tokens, if they are available on that location.
  • Souvenir shop (Sklep z pamiątkami): Take one or two yellow tokens, if they are available on that location.
  • Lemur enclosure (Wybieg lemurów): Take one of the face-up mission cards above the board, and place the top card of the mission deck in its place. A mission sets an individual goal. If you achieve it (even partly), you receive the extra victory points shown on the card at the end of the game. You may hold a maximum of two mission cards. Exception: after completing the mission Idealny Dzień (Perfect Day), you may take another mission card in its place (as stated on that card).
  • Zoo gate (Brama ZOO): Exchange cards (see Zoo Gate below).
  • Gastro zone (Strefa gastro): Exchange tokens (see Gastro Zone below).
  • Headquarters (Kwatera Główna): Acquire a figurant card (see Headquarters below).

Zoo Gate

  • Exchanging figurant cards: Take all the face-up figurant cards lying beneath the board, shuffle them, and put them at the bottom of the figurant deck, so that they become its last cards. Place the same number of cards from the top of the figurant deck in their place.
  • Exchanging mission cards: Take all the face-up mission cards lying above the board, shuffle them, and put them at the bottom of the mission deck, so that they become its last cards. Place the same number of cards from the top of the mission deck in their place.

The printed rulebook (page 16) gives a 2-player example: Gosia would like to take the mission card Człowieki (Humans), but it lies on top of the mission deck, so she cannot take it through the Lemur enclosure action. Her first action is therefore to move her penguin onto the Zoo gate (1). Her second action exchanges the mission cards: she takes the 3 face-up mission cards above the board, shuffles them, and puts them back into the mission deck, then lays out 3 cards from the top of the mission deck above the board, including Człowieki (2). Her third action moves her to the Lemur enclosure (3), and her fourth action, a location action of that enclosure, takes the card Człowieki (4). Her turn ends on a location with an uncovered bag symbol, so she must still draw 2 random tokens from the bag (5).

Gastro Zone (Advanced)

Exchange your tokens for other tokens according to the exchange table. Discard the tokens you want to exchange (see Discarding Tokens), and take the tokens you want to receive from the appropriate place on the board (yellow, green, blue or red) or from the bag (white or black).

  • You cannot receive a token that is not available at its matching place on the board. This does not apply to exchanges for white or black tokens, which are always taken from the bag (and discarded back to it).
  • You cannot exchange a token for a grey token.
  • During one exchange action you cannot exchange tokens that were obtained through exchanges made in that same action.

The exchange table is the same as in the family variant:

  • Two white or two black tokens for one any token, other than grey.
  • One yellow, red, blue or green token for one any token, other than grey.
  • One grey token for two tokens of the same colour, other than grey.

The printed rulebook (page 17) gives an example: Adam has 5 white and 3 black tokens (1). His penguin is on the Headquarters. Adam wants to reduce the number of tokens he holds, because every token held at the end of the game costs a penalty point. First he moves to the Gastro zone, pushing aside Rico who blocks his way (2 actions) (2). He then exchanges 4 white tokens for 2 black tokens (3), and 2 black tokens for 1 white token (4), so after the exchange action he holds 2 white and 3 black tokens (5). The exchanged tokens are discarded to the bag, and he takes from the bag the tokens he exchanged for.

Adam cannot exchange those tokens again in the same action, but he can in his next action. In his last action he again performs the Gastro zone action (6), exchanges 2 white tokens for 1 black token (7), and then 2 black tokens for 1 blue token (action four) (8). The exchanged tokens are discarded to the bag, from which he draws a black token, and the blue token is taken from the Chimp enclosure. After this action Adam holds only 2 black and 1 blue token (9). His turn ends on a location whose bag symbol is covered by an Officer X marker, so he does not draw 2 tokens from the bag (10).

Headquarters (Kwatera Główna)

Each figurant card lists the tokens you must have to acquire it. The more tokens a card needs, the more victory points it gives.

When you perform the Headquarters action, you point to one of the figurant cards lying beneath the board. You may only acquire a card lying beneath the board, not the top card of the figurant deck. Then discard the tokens shown on it (see Discarding Tokens) and take the card. Place a new card from the top of the figurant deck into the free space left by the card you took.

Thus, in one action you can acquire a figurant card, and the new card that takes its place may be acquired with your next action, and so on.

A grey token may be used when acquiring a figurant as a token of any colour you choose – a joker.

After performing the Headquarters action, the penguin may not leave the Headquarters until the end of the current turn. However, you may perform a different action, such as acquiring another figurant or performing a figurant or penguin card action.

After acquiring a figurant card whose cost was 7 tokens, the player receives an extra reward – a grey token, taken from those lying beside the board.

After acquiring a figurant card, you must immediately roll the die (see Officer X below).

Discarding Tokens (Advanced)

The discarding rules are the same as in the family variant: white and black tokens go back into the bag; yellow tokens go on the Souvenir shop; red tokens go to the Gorilla enclosure; blue tokens go to the Chimp enclosure; green tokens go to the Zoo storehouse; grey tokens go to the box and take no further part in the game.

The printed rulebook (page 19) gives an example of discarding and acquiring: Kuba plays Kowalski. He is in the Headquarters, holds 6 tokens (3 black, one blue, one red and one grey) and the mission card Królestwo za kciuk (A Kingdom for a Thumb), and the figurant cards Shawna, Mason, Edek and Gladys (1). He wants to acquire the figurant card Antonio, which gives him an extra victory point for its type. To acquire Antonio he needs 1 yellow token (the second one is replaced by the grey token). He cannot use the Rummage action, because the Headquarters has no bag symbol. He therefore discards the card Gladys, and with her action tries to draw a yellow token from the bag (first action). Unfortunately he draws a white token, but Kuba still has the card Shawna. He discards it and, with her action, takes 1 yellow token from the Souvenir shop (second action) (2). Finally he has the required set: he discards the grey, yellow, blue and two black tokens and acquires the card Antonio (third action) (3). He takes the card and places the top card of the figurant deck in its place. The black tokens go back into the bag, the grey token into the box, the yellow token onto the Souvenir shop, and the blue token onto the Chimp enclosure.

Kuba does not leave the Headquarters this turn, because he has recruited a figurant. He could acquire the card Gustav, because he has the required tokens, but he decides instead to use his penguin card action, discards that card and draws 2 blue tokens from the bag (fourth action). His turn ends on a location with no bag symbol, so he does not draw 2 tokens at the end (4).

Figurant Cards (Advanced)

Each acquired figurant card scores the victory points shown on it at the end of the game. Some cards give extra victory points for holding other figurant cards. Others have a permanent effect or a unique action, which you may use once during the whole game. Cards with an action are marked with the {A} symbol.

The printed rulebook (page 11) gives these examples of card text:

  • Czerwony Wiewiór (Red Squirrel): +1 victory point if you also hold the card Braci Wezuwiusz (Vesuvius Brothers).
  • Dr Bulgot: {A} Give 1 token (of any colour) to any penguin.
  • Maurice: a permanent effect – you are not affected by the actions of the cards King Julian and Mort.

Officer X

Figurant cards show the Officer X symbol, together with a range of numbers (1–2, 1–3 and so on). After acquiring a figurant card, you must immediately roll the die. If the result falls within the range printed next to the Officer X symbol on the card, you must place an Officer X marker on one of the tiles on the board, covering the bag symbol on that tile. You cannot place it:

  • on a location where an Officer X marker already stands, or
  • on the Headquarters, because it has no bag symbol.

Unmasking: if there are any penguins on the tile where you placed the Officer X marker, the players to whom those penguins belong are unmasked. Each must discard one of their own tokens, chosen at random, if they have any (see Discarding Tokens). The player who caused Officer X to appear is also subject to unmasking if their penguin stands on the location where they placed the marker.

Some figurant actions can remove the Officer X marker from the board (for example Karaczany). Such a marker goes back beside the board and is used again the next time Officer X appears.

The printed rulebook (page 20) gives an example: In the previous example Kuba acquired the card Antonio, whose range is 1–2 (1). He rolls the die and gets a 2, so he places the Officer X marker on a location of his choice. He chooses the Souvenir shop, so the penguins Rico and Szeregowy standing there each lose one token through unmasking (2). Kuba could not place the marker on the Headquarters (there is no bag symbol there) or on the Gastro zone (it already has an Officer X marker) (3).

(The printed text in this example reads "we previously forgot to mention Officer X, but we will catch up", i.e. it is a correction to the earlier example.)

Ending the Game (Advanced)

The game ends when Officer X surrounds the Headquarters – that is, when the eighth (last) Officer X marker is placed on the board. The game also ends when night falls, the guests leave the zoo and the animals settle down to sleep – that is, when the deck of figurant cards is exhausted.

Players complete their turns so that each has the same number of turns. Removing an Officer X marker in the meantime does not stop the game ending. Then, in turn order, each player may perform one more action of one of their unused figurant cards. Then count victory points and determine the winner.

The printed rulebook (page 21) gives an example: Gosia is the first player (she holds the first-player marker). During her turn she placed the last Officer X marker on the board, so the game ends. All other players take one final turn. Then, starting with Gosia, each player may perform one action of one of their unused figurant cards. Gosia uses the action of Dr Bulgot (discarding that card onto her discard pile) to give one of her unused tokens to another player. If Gosia had been the last player, after her turn each player would have performed one final action of an unused figurant card, and then the game would have ended and the players would have counted their points.

Scoring (Advanced)

Count victory points based on the cards you hold at the end of the game, including cards you have discarded by performing their actions.

  • Figurant cards: each acquired figurant card gives the victory points shown on it. Some figurant cards give additional victory points for holding other figurant cards (for example Bolo).
  • Mission cards: each mission card you hold gives victory points according to how far you completed its conditions. One mission (Błyskawiczne zniknięcie, "Lightning Disappearance") gives no extra points, but protects you from penalty points.
  • Penguin card: gives you 1 extra victory point for every 2 acquired figurant cards that contain at least one token of the colour shown on your penguin card. This is counted even if the card was discarded after its action.
  • Penalty points: subtract from your total one penalty point for each token you hold at the end of the game. (The printed rule reads "penalty points equal to the number of tokens you hold".)

Example Scoring (Advanced)

The printed rulebook (page 22) gives an example: Filip played Szeregowy (Private), so he was interested in figurant cards with yellow tokens. During the game he acquired the mission cards Królestwo za kciuk (A Kingdom for a Thumb) and Człowieki (Humans). He also holds these figurant cards: Gladys, Fred, Edek, Joey, Alice, Zoe, Max Kolanko and Lolo. For every 2 cards with yellow tokens he gets 1 point – 3 points in total. From his figurant cards he gets 12 points, and from his mission cards 5 points. In addition he gets 1 point from the card Zoe, because he also holds the card Gladys. He has 1 token left, so he subtracts 1 penalty point from his total. Filip finishes with 20 victory points.

The score sheet in the printed rules shows the same tallies: figurant cards 12, mission cards 5 (3 + 2), penguin card 3, Zoe 1, penalty −1, total 20.

Winner: the player with the higher total wins. In case of a tie, the player who recruited more figurant cards wins. If the tied players also have the same number of figurant cards, they win together.

Short Game (Advanced)

The short game rules in the advanced variant are the same as in the family variant (see Short Game above). In the advanced variant, the mission card Najlepszy wróg (The Best Enemy) is removed from the mission deck during setup, along with the figurant cards Becky, Hans, Dr Bulgot, King of the Rats, Stacy, the Danish Guard, Lobsters and Rats.

  • Location action – you may, for 1 action, perform the action of the location where your penguin stands. It does not matter whether the penguin is in the middle of the tile or on a blockade field.