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Questions de Merde

Questions de Merde Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Turn
  • Next Turn
  • End of the Game
  • Author's Tip

Components

  • 120 Question cards
  • 8 sets of token / pill / heart (one set per colour: each set is a token, a pill and a heart of the same colour)
  • 2 rolls
  • 1 board
  • Stickers reading "It flies high!" and "It doesn't fly high!"

Setup

  1. Stick the "It flies high!" and "It doesn't fly high!" stickers onto the two rolls.
  2. Each player receives 1 token, 1 pill and 1 heart of the same colour. Each player places their token in front of them and their pill on the first space of the board.
  3. Choose a Leader. The Leader collects the hearts of the other players into their hand.
  4. The Leader takes the 2 rolls and hides them behind the lid of the box.
  5. The Leader draws a card and chooses one of the three questions printed on it.

Translator's note: the sheet does not say where the Leader's own heart goes. The Leader does not answer the question, so the rules as printed do not place it; it is not transcribed as a rule.

Turn

The Leader asks the question aloud to the other players. Everyone except the Leader answers that same question!

The Leader's left-hand neighbour answers first. Immediately after that answer, the Leader secretly drops that player's heart into one of the rolls: "It flies high" or "It doesn't fly high!"

Play continues to the left. Each player answers, and after each answer the Leader drops that player's heart, according to their own opinion, into one of the two rolls.

At the end of the turn, the last player to have answered decides which roll wins: "It flies high" or "It doesn't fly high!" This decision is made after the Leader has dropped that player's heart. The Leader removes the lid and lifts the designated roll in front of everyone. All players whose heart is in that roll win the turn!

Example of a turn in a 5-player game (illustrated panels, in reading order):

  • Top row, first panel: "Just you and me, on a desert island. What do we do?"
  • Top row, second panel: "We write a huge SOS in the sand."
  • Top row, third panel: "We play hide-and-seek!"
  • Bottom row, first panel: "I'll eat you to survive!"
  • Bottom row, second panel: "You know very well what we're going to do, it's been so long since you've wanted it!!!"
  • Bottom row, third panel: "I choose the roll that doesn't fly high!"

All players who win the turn move their pawn forward 1 space on the board.

Translator's note: the sheet calls the piece on the board a "pawn" (pion) in this section and a "pill" (pilule) in the setup; both refer to the same piece, the one each player placed on the first space.

Next Turn

At the next turn, the Leader's left-hand neighbour becomes the new Leader. The new Leader takes the other players' hearts into their hand, and also takes the two rolls and the lid.

Each turn, the player who answers last decides the winning roll.

End of the Game

The game ends as soon as one or more players have reached the last space of the board! Those players have won, and may now fly away, far, far away... or start a new game!

Author's Tip

For the Leader, the two rolls are not there to judge whether an answer is good or bad. A funny answer can end up in the roll that doesn't "fly high". Conversely, an answer that "flies high" may also be a rather bland one.

When you are the last player to answer, you are the one who picks the winning roll, so try to guess which roll the Leader dropped your heart into!

Questions de Merde is a humour game: you are not obliged to tell the truth...