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Roxane

Roxane Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Round Sequence
    • 1. Turn Order
    • 2. Roxane's Movement
    • 3. Player Turns
    • 4. Fulfil Wishes
    • 5. End of the Round
  • Garden Tiles
  • Player Turns
    • 1. Reset Extra Actions
    • 2. Action Phase
    • Text Cards
  • Writing
  • Woo (Umwerben)
  • Trade (Tauschen)
  • Scheme (Intrigieren)
  • Influence (Beeinflussen)
  • Duel (Duellieren)
    • 3. Check Resources
    • 4. Refill Hand Cards
  • Reveal Track
  • Example of a Turn
  • End of the Game and Final Scoring
  • Appendix
    • Kiss Markers
    • Wish Tiles
    • Romance and Poetry Tracks
    • Rhyme
    • Romance Track
    • Poetry Track I
    • Poetry Track II
    • Poetry Track III
    • Poetry Track IV
    • Poetry Track V

Components

  • 1 rulebook
  • 1 game board
  • 1 Romance track (Romantikleiste)
  • 5 Poetry tracks (Poesieleisten)
  • 1 Roxane
  • 8 Movement tiles (Bewegungsplättchen)
  • 9 Wish tiles (Wunschplättchen)
  • 3 Fulfilment markers (Erfüllungsmarker)
  • 20 Kiss markers (Kussmarker)
  • 25 Rose markers
  • 25 Letter markers (Briefmarker)
  • 33 Fencing markers (Fechtmarker) (11 of each of 3 values)
  • 1 Duel glove tile (Duellhandschuhplättchen)
  • 3 Pebble markers (Kieselmarker)
  • 2 Exchange markers (Tauschmarker)
  • 6 Influence markers (Beeinflussungsmarker)
  • 4 Extra action markers (Zusatzaktionsmarker)
  • 4 Turn order markers (Reihenfolgemarker)
  • 4 Scoring markers (Wertungsmarker)
  • 4 Reveal tracks (Enthüllungsleisten)
  • 24 Garden tiles (Gartenplättchen)
  • 8 Comma cards (Komma-Karten) (2 per player colour)
  • 90 Text cards (in 3 colours; 18 of each of 5 types)
  • 1 bag
  • 1 Pavilion tile (Pavillonplättchen)
  • 1 Romance marker

Setup

  1. Place the game board in the middle of the table. Take the Pavilion tile and place it in the middle of the grid that forms Roxane's garden. Shuffle the 24 Garden tiles and place them randomly face up on the other spaces, starting with the spaces adjacent to the Pavilion tile. Orient the tiles so that the triangle symbol on the tiles is in the same corner as on the spaces of the board. Make sure that the Fountain, Statue and Spring-fountain tiles are not placed adjacent to the Pavilion tile (diagonal is permitted). In that case, replace them with any other tile. Finally, stand Roxane on the Pavilion tile.
  2. Shuffle Roxane's Movement tiles, determine 6 of them at random and return the others to the box without looking at them. Form a stack from the randomly determined tiles and place the stack face up on the rightmost shadow figure of the Movement track (so that the arrow of the first tile is visible).
  3. Shuffle the Kiss markers and place them face down on the balcony of Roxane's house.
  4. Shuffle the Wish tiles, take 3 of them at random and place them face up on the corresponding spaces in Roxane's house. The other Wish tiles go back in the box.
  5. Place the Romance track face up on the roof of the left building in the upper part of the board. Place the Romance marker on the coloured space of the Romance track.
  6. Choose a Poetry track and place it face up on the roof of the right building in the upper part of the board. Place the Poetry marker on the coloured space of the Poetry track.
  7. Place an Influence marker on the gate of Roxane's garden. Form a general supply from the remaining Influence markers and place it next to the board.
  8. Place the Pebble markers face up on the corresponding spaces on the board.
  9. Place the Duel glove tile on the space provided for it on the board.
  10. Place 1 Exchange marker (with 2 or 3 players) or 2 Exchange markers (with 4 players) face up on the corresponding spaces on the board.
  11. Divide the Text cards by type (Quill, Candle, Sealing wax, Inkwell, Scroll) into separate stacks and shuffle each of them separately. Place them face down next to each other near the board, leaving room for the discard pile of each type.

Round Sequence

1. Turn Order

In the first round the players' turn order is determined randomly. From the second round on, the turn order depends on the number of resource markers (Letter, Rose and Fencing markers) each player owns. The player with the most resource markers is the new first player, the player with the second-highest number of resources is the second player, and so on. In case of a tie, the relative positions stay the same. Move the players' Turn order markers according to the new turn order on the turn order track.

2. Roxane's Movement

Take the top Movement tile from the stack and place it on the first free space with the lowest number on the Movement track. Then move Roxane one step in the direction shown by the arrow on the Movement tile you just took (if you have taken the last Movement tile, this is the last round of the game). Roxane always moves orthogonally on the Garden tiles and each of them represents one step of Roxane. In this phase Roxane always moves one step. Since the top Movement tile lies face up, Roxane's next movement is always known in advance.

If Roxane moves onto a Poetry or Romance tile, immediately move the matching marker in the direction of the arrow on the Garden tile, 1 space per arrow.

If Roxane moves onto a Fountain, Statue or Spring-fountain tile, immediately place a Fulfilment marker on the corresponding Wish tile (one-star, two-star or three-star), if it is still present. If the corresponding Wish tile has already been removed from the game, nothing happens.

If Roxane moves onto an empty tile or onto the Pavilion tile, nothing happens.

If Roxane is at the edge of the garden and would be pushed out of it by the movement, she moves in the opposite direction.

Example: The fourth round begins. You take the top Movement tile and place it on the space with the number 4 (1). Roxane would move 1 step in the direction of the arrow. However, she is already at the edge of the garden (2). Therefore she moves in the opposite direction (3). Her movement ends on a Romance tile (4). For each arrow on the tile the Romance marker is moved in the corresponding direction (5), so in total 2 spaces to the left. At the start of the next round Roxane moves 1 step towards the upper part of the garden (6).

3. Player Turns

Each player takes their turn according to their position on the turn order track (see section "Player Turns").

4. Fulfil Wishes

All Wish tiles that have a Fulfilment marker on them must be activated, starting with the left one. Each player who meets the requirements of a wish (see Wish tiles) may randomly draw 2 Kiss markers and look at them secretly. They may keep one of these markers. The other goes face down to the very bottom of the Kiss stack. The activated Wish tile is now removed from the game and is not replaced, even if no player fulfilled it.

5. End of the Round

  • Turn all exhausted Pebble markers back to their open side.
  • Turn all exhausted Exchange markers to their open side.
  • If there is no Influence marker on the gate of Roxane's house, take 1 from the supply and place it on that space. If an Influence marker is already there, nothing happens (you can never have more than 1 Influence marker on this space).

Garden Tiles

Pavilion: Roxane begins the game on this tile. If Roxane ends her movement on this tile, nothing happens.

Empty: If Roxane ends her movement on this tile, nothing happens.

Romance: These tiles influence the Romance marker. If Roxane ends her movement on one of these tiles, immediately move the Romance marker in the direction of the arrows, one space per arrow. If the marker cannot move further along the track in that direction, it stays where it is.

Poetry: These tiles influence the Poetry marker. If Roxane ends her movement on one of these tiles, immediately move the Poetry marker in the direction of the arrows, one space per arrow. If the marker cannot move further along the track in that direction, it stays where it is.

Spring-fountain, Statue, Fountain: These tiles activate the wish with 1, 2 or 3 stars (the same symbol as on the Garden tile). If Roxane moves through one of these tiles or ends her movement on one of these tiles, take a Fulfilment marker and place it on the matching Wish tile if it is still present; otherwise nothing happens.

Player Turns

On their turn each player carries out the following steps in order:

  1. Reset extra actions
  2. Action phase
  3. Check resources
  4. Refill hand cards

1. Reset Extra Actions

At the start of each round, place your Extra action marker face up to the right of your Reveal track and align its lower edge with the lowest unrevealed step.

Example: At the start of his turn the blue player has revealed the first two steps of the Reveal track, so he places the Extra action marker on the third step and then continues with the action phase.

2. Action Phase

You MUST play ONE card and use ONE of its possible effects.

Then you MAY play UP TO 3 OTHER cards and use ONE of their possible effects for each card. For each of these additional cards you must reveal 1 step of your Reveal track.

You begin your action phase by playing a card (mandatory action) and then decide whether you want to play up to 3 further cards (extra actions). For each card you play as an extra action, you reveal one step of your Reveal track (see the box "Reveal track" on page 10). The effect of each played card must be resolved completely before another card is played. If all steps of the Reveal track have already been revealed, you cannot perform any optional actions.

Thanks to your Extra action marker (which you place at the start of the round), which covers exactly 3 steps of the Reveal track, you can keep track of the 3 extra actions. As soon as all three steps of the Reveal track corresponding to the Extra action marker have been revealed, the player has used up their extra actions.

In addition to the five types of Text cards, each player has 2 Comma cards, which they can use as an action at any time during the game, just like Text cards. Each card can be used in three different ways. When it is played to perform an action, however, it can only ever be used in one of these ways. The possible actions when playing a card are: Write, Woo, Trade, Scheme, Persuade or Duel.

Text Cards

Players use Text cards to perform their actions. There are 5 different types of Text cards, each marked by a symbol in the top left corner (Quill, Scroll, Inkwell, Sealing wax and Candle). Cards of the same type always offer the same action options, but differ in colour and text. The actions of a card are also shown on its back. Players may at any time require their opponents to show the backs of the Text cards in their hand.

Card anatomy (front): Type (top left symbol); Resource space (circle); Points at game end (heart, top right); Rhyme symbol; Text; Colour; Write action (top); Second action; Third action. The Comma cards and the card backs likewise show the Write action, Second action and Third action.

Writing

You can Write any Text card or Comma card.

To write a Text card, place it face up in front of you. It stays there for the rest of the game. If you already have one or more Text cards in your display, place further cards to the right of them, so that a horizontal row forms. This creates a verse. Within a verse you may never write two Text cards with the same symbol (so a verse can consist of at most 5 Text cards). The order in which Text cards can be written to compose a verse is not restricted. Written Text cards can no longer be moved.

When you write a Comma card, place it to the right of the last written Text card in that verse; from now on it is no longer possible to write other Text cards in this verse. Writing the Comma card allows you, in the same action, to immediately write another Text card from your hand and thereby begin a new verse beneath the one just completed. In the new verse it is possible to write types of Text cards that were already used in the previous verse, but you still cannot write the same type of Text card twice in the same verse. You can write a Comma card after any number of Text cards. The written Comma card stays next to the verse just completed for the whole game (therefore a player can write at most 3 verses).

Woo (Umwerben)

You find this action, in modified form, on the Quill, Scroll, Inkwell and Sealing wax Text cards as well as on the Comma cards, and it allows you to obtain resources in order to woo Roxane.

There are three types of resources in the game: Roses, Letters and Fencing markers. The Fencing markers all share the same back, while their front shows 1, 2 or 3 swords. Keep your Fencing markers secret from your opponents until you want to use them. You yourself may look at the value of your Fencing markers at any time. The quantity and type of resources you own must always be visible to all players.

To use the Woo action, discard the chosen Text card from your hand and place it face up next to the matching stack.

  • If you discard a Quill card, take 1 Rose from the supply.
  • If you discard a Scroll card, take 1 Letter from the supply.
  • If you discard an Inkwell card, draw 2 Fencing markers from the bag.

Sealing wax Text cards and Comma cards combine the Woo action with another action (Influence or Duel respectively). Both cards allow you to draw Fencing markers from the bag before or after the other action (it is always possible to carry out the actions of these cards only partially). If you use a Sealing wax Text card in this way, place it face up next to the matching stack; if you use a Comma card, it is removed from the game.

NOTE: Rose and Letter markers are considered unlimited. If you need a Rose or Letter marker and the supply is empty, you can use any other marker as a suitable substitute. Fencing markers are limited: if the bag is empty (which is very unlikely), you cannot draw new Fencing markers.

Trade (Tauschen)

You find this action on the Candle Text cards. It allows you to trade your resources in order to react to Roxane's changes.

To use the Trade action, discard a Candle Text card from your hand and place it face up next to the matching stack. Afterwards you may carry out a resource exchange if at least one Exchange marker is open (face up) on the board. Turn one of the Exchange markers on the board to its hidden side.

Now you may:

  • discard 2 of your resources to receive 1 resource of your choice, or
  • discard 3 of your resources to receive 2 resources of your choice (the resources you take may be of the same type as the discarded ones).

For each Exchange marker you can only carry out one exchange. If all Exchange markers on the board are face down, you cannot perform this action.

NOTE: If you have to discard and draw Fencing markers at the same time, draw the new Fencing markers before you put the discarded Fencing markers back into the bag.

Scheme (Intrigieren)

You find this action on the Quill, Scroll or Inkwell Text cards or on the Comma cards. Our Cyranos hide outside Roxane's garden. From there they let themselves be inspired by the sweet words of love and try to understand Roxane's preferences for romance and poetry. When they become bolder, they can throw pebbles into the garden to make her curious with the Scheme action and bring Roxane to come closer.

Discard a Quill, Scroll or Inkwell card and place it face up next to the matching stack. Then flip up to 2 Pebble markers. For each Pebble marker flipped you may move Roxane 1 step in her garden. Roxane moves only orthogonally (never diagonally) from one Garden tile to another. During her movement Roxane may enter a Garden tile only once. This includes the Garden tile from which she begins her movement. These restrictions apply within the same Scheme action. If you carry out a second Scheme action during your turn, you may re-enter spaces from the previous action.

The Garden tile on which Roxane ends her movement is activated. This can trigger a movement of the Poetry and Romance markers on their respective tracks. If Roxane has entered a Fountain, Statue or Spring-fountain tile during her movement, you place the Fulfilment marker on the corresponding Wish tile, if it is still present (see also the chapter "Roxane's Movement" on page 4). If Roxane moves through a Garden tile that contains no wish symbols, nothing happens and only the tile on which the movement ends is activated.

If you decide to carry out the Scheme action with the Comma card, the card must afterwards be removed from the game. Comma cards allow you to carry out the Scheme action multiple times. For this you use up to all 3 Pebble markers, so that Roxane can take up to 3 steps.

Pebble markers that are already face down cannot be used. If all Pebble markers have already been used in this round, the Scheme action cannot be carried out.

The number of Pebble markers that are flipped must always equal the number of Roxane's steps.

Influence (Beeinflussen)

This action exists only on Sealing wax Text cards and allows you to Influence Roxane to linger at a certain position on the Romance or Poetry track.

Discard a Sealing wax Text card and place it face up next to the matching stack. Then, if still available, take the Influence marker from the board and place it on any space of the Poetry or Romance track; before or after this action you may also draw 1 Fencing marker from the bag (as described in the paragraph Woo). The Influence marker may also be placed on a space on which one or more Influence markers already lie or which contains the marker (in this case you place it under the marker).

If, after Roxane's movement, a marker would move OUT OF a space of the track that contains at least one Influence marker, you ignore the entire movement (1 or 2 spaces): place the Influence marker under the marker and leave the marker where it is. If a marker is together with an Influence marker on the last space at the left or right of the track and has to be moved further in the same direction, the marker does not move and the Influence marker stays (it cannot block a movement).

In each round only one Influence action can be carried out; if the Influence marker of the current round has already been used, this action has no effect (however, it is still possible to discard the Sealing wax card to draw 1 Fencing marker).

Duel (Duellieren)

You find this action on the Candle and Sealing wax Text cards and on the Comma cards, and it allows you to Duel another player.

Discard the chosen Candle or Sealing wax Text card and place it face up next to the matching stack. Then take the Duel glove tile and point it at the player you want to challenge: you are the attacker and your opponent is the defender.

The fight takes place alternately between attacker and defender. The attacker begins by placing any number of Fencing markers of their choice face up next to the gauntlet (you may check the value of all your Fencing markers at any time before deciding which ones you reveal). The attacker must always play at least one Fencing marker at the start of the fight; the sum of all played Fencing markers, added to the 1 sword of the Duel glove, gives the attacker's current strength.

The defender may now decide whether to strike back and play any number of Fencing markers whose values sum to equal or more than the attacker's strength, or whether to give up. If they decide to strike back, the attacker has the same choice, and so on.

If one of the challengers decides to give up, the fight ends: if the total strength of one challenger is greater than that of the other player, that challenger is the winner. The winner receives 2 Passion markers, while the loser reveals one step of their Reveal track and then draws 1 Fencing marker from the bag to soothe the grudge over the defeat.

If the total strength of the challengers is equal, both players take 1 Passion marker and neither reveals their Reveal track; the Fencing marker to ease the grudge is drawn by the attacker, since they failed with their attack.

At the end of the Duel actions all played Fencing markers are put back into the bag.

You may duel anyone, even a player who has no Fencing markers, but you can never challenge the same opponent twice in the same turn (although it is possible to challenge different players with other actions).

If the defeated player cannot reveal their Reveal track, they must instead discard either a Passion marker, a Rose or a Letter (their choice). If the defeated player has none of these, nothing happens.

Example of a Duel: The orange player decides to challenge the blue player to a duel: they discard a Candle card (1), take the Duel glove tile and point it at the blue player (2). Now they look at all their Fencing markers and decide to place one marker with a value of 2 next to the Duel glove. Their total strength is 3 (2 from the Fencing marker + 1 from the Duel glove) (3).

The blue player decides to strike back by using 2 Fencing markers of value 2 each. They reveal them in front of them: their total strength is now 4 and exceeds that of the attacker (4).

The orange player decides to reveal a single Fencing marker with the value 1 to match the defender's strength (5).

The blue player accepts the tie: they play no further Fencing markers and give up, which ends the fight. Both players take one Passion marker (6) and neither reveals their Reveal track. The orange player draws a Fencing marker from the bag (7), since they did not win the duel. Then all played Fencing markers are put back into the bag and the Duel glove goes back onto the board.

3. Check Resources

Once the optional actions are finished, check whether all your own resources (Roses, Letters and Fencing markers) are placed on the spaces provided for them on the written Text cards or on the written or not yet used Comma cards. You may rearrange the resources on the cards at will at any time, but you must discard all surplus resources (those not connected with a card on the table).

NOTE: Each player checks resources only at the end of their turn. If, after one or more defeats in a duel outside your turn, you receive Fencing markers, you may keep them until your next "Check resources" phase, even if you have no cards to assign them to.

4. Refill Hand Cards

Draw from the Text card stacks until you have 6 cards in hand again.

Before the next player on the turn order track takes their turn, you bring your hand back up to 6 Text cards, drawing one card at a time from any stack (you may look at the card you just drew before deciding which stack to take the next card from). If one or more stacks are empty, shuffle their discard pile to form a new stack; in the rare case that there are no discard piles, you cannot choose that type of card.

Comma cards are not part of the Text card hand and therefore do not count towards the hand limit.

Reveal Track

The Reveal track shows how exposed the players are to Roxane's eyes during the game. It consists of thirteen levels, each of which is covered at the start of the game by a cardboard strip, so that Cyrano's shadow is completely hidden. During the game you can decide to reveal yourself. But you can also be forced to reveal your imperfections. Every time the rules tell you to reveal the Reveal track, you open the lowest closed cardboard strip like a booklet.

A revealed level shows the level number at the far right (A) (this value must always be visible to all players). The last four levels, once revealed, show the number of points that are lost at the end of the game (B) (only the number shown on the highest revealed level is lost); this number is also visible while the levels are still covered (C), so the players always have the penalties under the levels in view.

As soon as a level on a Reveal track is revealed, it stays open for the entire game.

Example of a Turn

The green player decides, as her mandatory action, to write a Comma card on her first verse, which consists of 4 cards: she plays it and immediately writes a Candle Text card (1) to begin the second verse (2).

Then she decides to use an extra action, reveals one step of the Reveal track (step 3) and discards a Quill Text card to Scheme Roxane. To do so she flips two Pebble markers and moves Roxane 2 steps. Roxane ends her movement on a tile that moves the Romance marker 2 spaces to the left. With the first movement the marker lands on a space with an Influence marker, which absorbs the second movement: the marker stays on that space and the Influence marker is discarded from the game.

The green player decides to use a second extra action, reveals another step of the Reveal track (step 4) and discards an Inkwell card to obtain 2 Fencing markers. Then she draws the 2 Fencing markers from the bag and looks at them secretly.

She decides not to use her last extra action. Then she places the Fencing markers she just drew onto her written Text cards and draws 3 new Text cards from the stacks: first she draws a Quill card. Since she is not satisfied with the colour, she draws another Quill card. Finally she draws an Inkwell card. Now it is the next player's turn on the turn order track.

End of the Game and Final Scoring

At the end of the sixth round (as soon as there are no more Movement tiles in the stack) the game is over and the points are counted to determine which player has won Roxane's heart. Move the players' Scoring markers one space forward on the scoring track for each point scored and one space backward for each point lost. As shown below and on the scroll on the game board, each player receives points in the following order:

  1. Written Text cards: Add up the points on the written Text cards.
  2. Passion markers: 1 point for every 2 Passion markers.
  3. Majority of Passion markers: 4 points for the player with the most, 2 points for the player in second place (to receive points you must have at least one Passion marker).
  4. Kiss markers: 2 points for each Kiss marker.
  5. Kiss marker requirements: Points for combinations shown on Kiss markers (see "Kiss Markers" on page 12).
  6. Romance: You receive points for the active area on the Romance track (see "Romance and Poetry Tracks" on page 13).
  7. Poetry: You receive or lose points for the active area on the Poetry track (see "Poetry Tracks" on pages 14 and 15).
  8. Least revealed Reveal track: 1 point for the player who has the least revealed Reveal track.
  9. Negative Reveal track: All points shown on the highest revealed level of the Reveal track are deducted.

During scoring it is never possible to reach negative points (the Scoring markers stay on zero). All ties (for majorities and Reveal tracks) are won by the player who is highest in the turn order (determined at the beginning of the sixth round). The player who has scored the most points has won. Ties are always resolved in favour of the player who is higher in the turn order.

Appendix

Kiss Markers

Each Kiss marker you own gives you 2 points at the end of the game, +1 additional point for each time the combination shown on the front of the marker is fulfilled. Keep your Kiss markers hidden from your opponents until final scoring. You may use the same elements to fulfil requirements shown on different Kiss markers. The elements used to fulfil the requirements are NOT discarded.

Below you find the details of the combinations on the Kiss markers. You receive 1 point for each group of:

  • 2 Letter markers + 1 Fencing marker
  • 2 Rose markers + 1 Fencing marker
  • 2 Letter markers + 1 Rose marker
  • 2 Rose markers + 1 Letter marker
  • 2 Fencing markers + 1 Letter marker
  • 2 Fencing markers + 1 Rose marker
  • 1 Letter marker + 1 Rose marker + 1 Fencing marker
  • 1 Letter marker + 2 Passion markers
  • 1 Rose marker + 2 Passion markers
  • 1 Fencing marker + 2 Passion markers
  • 4 written Text cards of any kind (also in different verses)
  • 2 written orange Text cards + 1 written green Text card (also in different verses) + 1 Passion marker
  • 2 written green Text cards + 1 written orange Text card (also in different verses) + 1 Passion marker
  • 2 written green Text cards + 1 written purple Text card (also in different verses) + 1 Passion marker
  • 2 written purple Text cards + 1 written green Text card (also in different verses) + 1 Passion marker
  • 2 written purple Text cards + 1 written orange Text card (also in different verses) + 1 Passion marker
  • 2 written orange Text cards + 1 written purple Text card (also in different verses) + 1 Passion marker
  • 1 written orange Text card + 1 written green Text card + 1 written purple Text card (also in different verses) + 1 Passion marker
  • 1 Kiss marker (including this one)
  • 1 revealed level of the Reveal track with negative points

Wish Tiles

The Wish tiles show the minimum requirements that players must meet at the end of the round in which the tile is activated in order to receive a Kiss marker. In each game only 3 Wish tiles of the total of 9 are drawn at random. Below you find details of all Wish tiles:

  • Wish for Communication: You must have at least 3 Letters.
  • Wish for Kindness: You must have at least 3 Roses.
  • Wish for Protection: You must have at least 5 Fencing markers.
  • Wish for Glory: You must have at least 4 Passion markers.
  • Wish for Elegance: You must have at least 5 written Text cards of the same colour (also in different verses).
  • Wish for Creativity: You must have at least 5 written Text cards with all three colours (also in different verses).
  • Wish for Balance: The sum of your Roses and Letters must be greater than or equal to the number of your Fencing markers.
  • Wish for Bravery: The number of your Passion markers must be greater than or equal to the sum of your Rose and Letter markers.
  • Wish for Secrets: You must have 2 Kiss markers and your Reveal track must not be revealed beyond level 8.

Romance and Poetry Tracks

The Romance and Poetry tracks represent Roxane's preferences in two different areas. During the game her tastes swing along with the movement of the markers. At the end of the game, however, only ONE area of each track is active. This is the area on which the marker ends the game. All players receive or lose points as indicated in the active area of the respective track.

The Romance track is unique and at the end of the game gives points for Roses and/or Letters that the players have.

With the Poetry track, which can vary from game to game, players receive or lose points at the end of the game depending on which Text cards they have written during the game. Five different Poetry tracks are included in the game (one for each act of Cyrano de Bergerac). It is recommended to play the first game with Poetry I and to proceed to the other tracks only in later games, once you are familiar with the game mechanics. Points from the Poetry track can be gained or lost multiple times if the active condition is fulfilled multiple times.

Rhyme

Rhyme is a requirement that frequently appears on Poetry tracks. The rhymes on the Text cards are represented by clef symbols (treble clef, bass clef, C clef): identical symbols rhyme with each other. The only valid rhymes in the game are those marked by clef symbols. To obtain a rhyme, the last Text card of a verse must have the same clef as the last Text card of another verse. Possible rhymes are: with 2 verses (first and second, first and third, second and third) or with all 3 verses.

Romance Track

  • 10 points for the player who has the most Letters, 4 points for second place and 2 points for third place. To receive points you must have at least one Letter marker.
  • For each Letter you have, 2 points, and for each Rose 1 point.
  • The player with the most Roses receives 7 points, 2 points for second place. The player with the most Letters receives 7 points, 2 points for second place. To receive points you must have at least one of the resources mentioned above.
  • Each Rose you have gives 2 points and each Letter 1 point.
  • 10 points for the player who has the most Roses, 4 points for second place and 2 points for third place. To receive points you must have at least one Rose.

Poetry Track I

  • 5 points for each verse that has exactly this order of Text cards: Quill, Candle, Sealing wax, Scroll. You may use the Inkwell Text card, but only at the beginning or at the end of the sequence (without interrupting it).
  • 4 points for each verse that consists of exactly 5 Text cards (written Commas do not count).
  • 4 points for each verse with the phrase wie ein Rosenpünktchen auf dem i der Liebe ("like a little rosebud on the i of love"). The phrase is divided into two parts: the first is found on the Inkwell Text cards and the second on the Scroll Text cards. You may write further Text cards before or after the phrase above.
  • 4 points for each verse consisting of Text cards of a single colour; to receive points, the verses must consist of at least 3 Text cards.

Poetry Track II

  • 5 points if all 3 verses have been written.
  • 4 points if there are two verses that rhyme; 7 points if all three verses rhyme. (See the "Rhyme" box.)
  • 2 points for each verse in which the Quill and Candle Text cards lie next to each other in this order. You may write other Text cards before or after the card pair above.
  • -2 points for each verse that contains Text cards in all 3 colours.
  • -3 points for each written verse with fewer than 5 Text cards.

Poetry Track III

  • 5 points for each verse that has exactly this order of written Text cards: Quill, Candle, Sealing wax, Inkwell, Scroll.
  • 4 points for each verse with the phrase wie ein Rosenpünktchen auf dem i der Liebe. The phrase is divided into two parts: the first is found on the Inkwell Text cards and the second on the Scroll Text cards. You may write further Text cards before or after the phrase above.
  • 5 points if there are two verses that rhyme; 8 points if all three verses rhyme. (See the "Rhyme" paragraph.)
  • -1 point for every 2 written Text cards with the same text (if 3 cards with the same text are written, the penalty remains -1 point).
  • -2 points for each verse without a written Inkwell, Scroll or Quill Text card (the absence of one of the three types is enough to receive the penalty).
  • -3 points if you have written fewer than three verses.

Poetry Track IV

  • 1 point for each written orange or green Text card; -1 point for each written purple Text card.
  • 5 points if there are two verses that rhyme; 8 points if all three verses rhyme. (See the "Rhyme" paragraph.)
  • -1 point for every two written Text cards with the same text (if 3 cards with the same text are written, the penalty remains -1 point).
  • -2 points if there are 2 verses that rhyme; -3 points if all 3 verses rhyme. (See the "Rhyme" paragraph.)
  • -1 point for each written orange or green Text card; 1 point for each written purple Text card.

Poetry Track V

  • You immediately take minus points from the most recently revealed level of the Reveal track; the penalty must be taken again as usual at final scoring (see Final Scoring).
  • 8 points for each verse with the phrase ein Kuss von dir vibriert süß wie ein Rosenpünktchen auf dem i der Liebe ("a kiss from you vibrates sweetly like a little rosebud on the i of love"). The phrase is divided into five parts: the first is found on the Candle Text cards, then on the Quill, Sealing wax, Inkwell and Scroll Text cards.
  • 2 points for each written Scroll Text card with the text in Liebesdingen or in einer Seele voller banger Pein.
  • 2 points for each written Inkwell Text card with the text wie ein langer Mantel or wie ein endloser Pfeil durch die Nacht.
  • 3 points for each written Quill Text card with the text dein glänzendes Haar or unsere reine Rede.
  • As soon as the marker enters this space (the space with the crossed-out Influence marker), you immediately move it to the coloured space. You cannot place Influence markers on this space.
  • 1 Poetry marker
  • 25 Passion markers (Leidenschaftsmarker)
  • Put all Fencing markers into the bag. Place the bag, as well as the Rose markers, Letter markers, Passion markers and Fulfilment markers, within easy reach of all players next to the board in the general supply.
  • Each player takes all components in the colour they have chosen: the Reveal track, 2 Comma cards, the Extra action marker, the Turn order marker and the Scoring marker.
  • Each player places their Reveal track and the 2 Comma cards face up in front of them, then draws 2 Fencing markers from the bag, secretly looks at their values and places them face down on the corresponding spaces of the Comma cards.
  • Then each player places their Scoring marker on the "zero" space of the scoring track on the board. Finally, each player draws one Kiss marker from Roxane's balcony, secretly looks at it and places it face down in front of them.
  • Place the Turn order markers at random on the turn order track, one per space.
  • In turn, each player draws the top card of each Text card stack. In addition, each player draws one more card from a stack of their choice. All players should now have 6 cards with which they begin the game.