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PRRRT...

PRRRT... Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • A Suspicious Smell…
  • Set-Up
  • Searching for the Culprit
    • A. Own Up
    • B. Deny
    • The Accusation
  • The Revelation
  • A New Smell Spreads…
  • End of the Game
  • Fortunately Shame Doesn't Kill…
  • Special Effects
  • Tip

Goal of the Game

Deny being the author of the offence… or own up to it. These are the choices you will have to make in order to accumulate as few shame points as possible…

A Suspicious Smell…

A game is played over five to nine rounds.

At the start of each round, a fart spreads its foul smell in a place.

Who is responsible??? You will need to be persuasive to turn suspicion onto someone else… since all the other players will try to do the same. And there is always someone responsible…

So? Deny or own up? Denying can put you at risk, whereas owning up limits the damage…

The first player turns over the first Location card and places it in front of them, face up. This card shows four elements:

  • The direction in which the round will be played (the arrow). Here: towards the left.
  • The context. Here: at work.
  • The number of Shame cards to place on the table. According to the pictograms printed on the card, some cards are placed face up and others face down. These cards are taken from the Shame card deck. Here: two face-up cards and one face-down card.
  • The place of the fart. Here: in the lift.

Five Smell cards are dealt to each player, who looks at them in secret. The player with the largest total of points on their Smell cards is the person responsible for this sudden contamination. Don't panic! Some of the foul-smelling cards can even prove very useful.

Set-Up

Shuffle the three decks separately (according to their backs) and place them in the centre of the table, face down, as shown in the image.

  • Location cards (10 cards), corresponding to five different contexts: at home (family), at work, travelling, in public, as a couple.
  • Smell cards (36 cards), in eight intensities, from 0 (no smell on the horizon) to 8 (foul smell! everyone take cover!). There is one card of value 1, two of value 2, three of value 3, and so on up to eight cards of value 8. Note: a special effect is associated with the Smell cards of value 3 to 7.
  • Shame cards (64 cards), showing people bothered by the smell. The more bothered they are, the more ashamed you are, as everyone knows… Shuffle the Shame cards and turn the thirteenth card of the deck, counted from the bottom, sideways (perpendicular to the others). It will serve later as an indicator.

Searching for the Culprit

The first player turns to their neighbour (left or right, depending on the direction arrow on the Location card), looks them straight in the eyes and asks: "Was it you who farted?"

Any other sentence may be valid, for example: "Surely you didn't forget yourself a little, by any chance?" Don't hesitate to vary the fun… Let rip!

The questioned player has two possibilities:

A. Own Up

If the player thinks they will lose the round, depending on the cards in their hand, they may limit the damage by owning up. In this case the round stops immediately, the player picks up all the Shame cards that are in the centre of the table, places them in front of them face down, and a new round begins.

B. Deny

If they deny being responsible, the player must show the cards in their hand, face down, to the player who asked the question. That player draws one card at random and places it face up in front of the player who denied. In this way, everyone has a clue as to the degree of responsibility of that player.

At the moment they are revealed, certain cards trigger a special effect, which you will discover in the section Special Effects.

If the player denied, they turn to the next player and ask them the same question. The latter may in turn own up or deny, and so on.

When all the players have been questioned and nobody has owned up, a new Shame card is placed face up and a second round of the table begins…

If nobody has owned up during the second round of play, a new Shame card is placed and the third and last round of the table begins.

Caution, it is getting serious and becoming dangerous, because each player already has two Smell cards revealed in front of them… Here comes the ultimate moment to own up…

At the end of the third round, if nobody has owned up, each player will try to work out who is responsible. To do this, they must evaluate the total of smell points of each player, taking into account the known elements (the three cards revealed in front of each player) and the unknown elements (the cards in hand).

What is left in everyone's hands…?

The Accusation

When everyone has finished their evaluation and made their choice, the players will designate the one they think is responsible.

To do this, all the players raise a finger in the air. The index of preference…

Count up to three and, simultaneously, each player points their finger at the one who, in their opinion, has the highest total.

It is forbidden to designate oneself. On the other hand, one may also keep one's finger in the air without accusing anyone… An attitude which says a lot about the character or responsibility of that player…

Example: Camille, who already has 9 points of Smell in front of her, is a prime suspect. Bruno and Ludovic fall for it and designate her as responsible. But Camille votes for Sandra, because she has good reasons to think that Sandra is the real culprit. Besides, Sandra does not take part in the vote… It is clear: she does not have a clear conscience!

The Revelation

All the Smell cards are then revealed.

The player with the largest total of smell points is of course the person responsible for this unpleasant situation. They are punished by picking up all the Shame cards placed in the centre of the table, plus one card per player who pointed at them!

All the players who accused someone wrongly also receive one Shame card drawn from the deck. It is not nice to accuse someone wrongly…

The new round can then begin.

Example: Ludovic has 9 points, Sandra 16 points, Bruno 10 points and Camille 10 points. The verdict is in. Sandra is finally the real culprit. She receives all the Shame cards in the centre of the table, as well as the first card of the deck (Camille accused her very rightly). Sandra would no doubt have done better to own up when there was still time. Bruno and Ludovic each receive a Shame card: accusing someone wrongly is never very glorious… Camille alone receives nothing. There is no doubt that she will become a prime target in the next rounds!

Exception: If, at the end of a round, a player presents five cards of value zero, they are designated as the sole responsible person. Abusing deodorant in this way is clearly a means of hiding one's misdeed…

A New Smell Spreads…

The Location card of the finished round is placed face up in the centre of the table. The responsible player of the previous round becomes the first player and carries out the following operations:

  • Draws the first Location card and places it in front of them, face up.
  • Places the new Shame cards as indicated on the Location card.
  • Shuffles and deals the Smell cards.

The new round can then begin.

End of the Game

The game stops when:

  • at least one round has been played in each of the five different contexts (that is, between five and nine rounds), or
  • when the Shame card placed sideways at the start of the game is drawn.

This round, which will be the last, ends normally.

Fortunately Shame Doesn't Kill…

The player who has accumulated the most shame points loses the game. They are crowned "Master of the Fart" (Maître es Pet).

Special Effects

When one of the following cards is revealed and placed in front of a player, a special effect is immediately played.

Card of value 3. If they already have Shame cards, player A takes them and presents them face down to a player B of their choice. B draws a card, reveals it and receives all the cards of the same value held by A! B adds these Shame cards to their pile in front of them, face down. Yes, this game is cruel…

This action has no effect if player A has no Shame cards.

Card of value 4. The player chooses an opponent and draws a Smell card from their hand, and gives them a card from their hand in exchange. It is possible to give back the card that has just been drawn.

Card of value 5. The player chooses an opponent who already has one or more visible Smell cards in front of them. They choose one of the visible Smell cards, take it and place it in front of them. They give the opponent a five in exchange…

This action is compulsory even if all the cards revealed so far are higher than five.

This action has no effect if no other player has a visible Smell card in front of them.

Card of value 6. The player chooses an opponent, draws three Smell cards from their hand and gives them three cards from their hand in exchange. It is possible to give back one or more of the cards that have just been drawn. If the opponent has fewer than three cards in hand, the player takes all the cards in the opponent's hand and gives them the same number of cards.

Card of value 7. The player immediately discards all the Smell cards they hold in hand and continues the round with no cards in hand. Thus, if there are still turns of the table to be taken, the player may deny without a new card being revealed to them.

Tip

When you look at your starting hand and have many high-value Smell cards, you should not necessarily give up and own up too quickly, because the special effects of some cards may allow you to turn the situation to your advantage. Then perhaps…