Scrappers
Scrappers Rulebook
Table of Contents
Table of Contents
Contents
- 1 factory floor game board
- 1 wrench marker for the foreman
- 4 standard bodger tokens
- 60 part cards to use for your contraptions
- 40 standard action cards
For use with optional Keelie and Guppy rules:
- 2 Keelie and Guppy bodger tokens
- 20 Keelie and Guppy action cards
Overview
In each round, the conveyor moves parts along the factory floor from the hopper to the bin. Each player spends his turn trying to position his bodger in front of the best part for the contraptions he's building--or trying to block other bodgers from getting theirs. Bodgers that try to pull the same part have to tussle over it. The first bodger to complete a contraption wins the game.
Bodgers
The four tokens each depict a different goblin bodger. The back of each of these tokens has an outline of the bodger to show when you pass on your turn.
Although their token colors match the colors of the parts they're competing for, bodgers are opportunists at heart and won't hesitate to pull whatever parts they need from the conveyor. If they fit, they'll do just fine!
Part Cards
Part cards represent the widgets, doodads, and thingamabobs the bodgers need for their work. Every part card is either a core (with four connectors) or a plug (with one connector). A contraption is complete when all four of its core connectors are attached to plugs.
A plug can attach only to the side of a core that matches its connector's color. A plug with a universal connector can be attached to any side of any core, no matter the connector color.
Action Cards
Players use action cards to move their bodgers or do things like move other bodgers, draw or discard action cards, move parts, or move the conveyor.
Put the action cards facedown in a stack next to the game board to form the action deck. Put discarded action cards faceup in a stack next to the action deck. When the action deck runs out, shuffle the discarded action cards to form a new action deck.
Setup
- Each player draws 3 action cards and puts them faceup on the table. Give the wrench marker to the player with the most tussle symbols on his cards. The player with the wrench marker is the first foreman of the game.
- The foreman puts the action cards back in the action deck, shuffles it, and deals each player 3 action cards. Put the action deck facedown next to the game board.
- The foreman shuffles the part cards and puts them facedown in a stack on the hopper.
- Beginning with the foreman and continuing clockwise, each player chooses a bodger and places it in any empty bodger space.
Playing the Game
Each round of Scrappers has three phases. The steps of each phase must be taken in order. When a step has to be completed by every player, begin with the current foreman and continue clockwise.
1. Maintenance Phase
- In order, each player discards any number of action cards from his hand and draws from the action deck until he has 3 action cards.
- If there is a part in the conveyor space closest to the bin, the foreman puts it faceup on the bin.
- The foreman moves all parts on the conveyor as far as possible toward the bin without changing their order.
- The foreman draws the top part card from the hopper and puts it faceup in the empty conveyor space closest to the bin. Repeat until all conveyor spaces are filled.
2. Action Phase
In order, players take turns making things happen on the board. Whenever the turn comes to you, you can either activate your bodger OR pass to the next player and flip your bodger token to the pass side. Whenever a bodger is activated, everyone who has passed flips their bodger tokens back to the colored side. The action phase ends when everyone's tokens show the pass side.
To Activate a Bodger
- Play an action card from your hand: show the card to the other players, choose whether to press and resolve the card's action buttons (in order, if there are two or more), and discard the card.
- After you play an action card and your bodger is in front of a part whose action button you haven't pressed this turn, you can press that button and resolve it as well. You can repeat this step as many times as you like as long as each button resolves, but you can't press the same part's action button more than once a turn.
3. Part Pulling Phase
- In order, each player takes the part in front of his bodger. If two or more bodgers are in front of the same part (on either side of the conveyor, for example), they tussle for it.
- When you pull a part from the conveyor belt, put it in front of you. You can rearrange or replace these parts however you like as you collect new ones, and you can work on as many contraptions as you like at a time. The first player to connect four plugs to a single core completes his contraption and wins the game.
- The foreman passes the wrench marker to the player on his left. That player becomes the foreman for the next round, and a new maintenance phase begins.
Tussling for Parts
Bodgers trying to pull the same part tussle for it. Each player involved in the tussle follows these steps:
- Draw 1 action card.
- Choose any number of action cards from your hand and put them facedown on the table.
- Reveal the chosen action cards and count the tussle symbols on them. The player with the most tussle symbols wins the tussle and gets the part.
- Discard all action cards used in the tussle.
When the foreman's bodger tussles and there's a tie, he gets the part. In any other tie, nobody gets the part.
Pressing Action Buttons
Each action card has at least one action button, and it might have two or three. Press the action buttons in order from top to bottom until one of them can't resolve or you choose to stop.
When an action card has two action buttons separated by hazard tape, its player must choose which of those action buttons to press.
Diagram captions: Switch resolves before Step does. / Choose either Step OR Switch to press.
Moving Bodgers
Some action buttons move a bodger along the bodger spaces around the conveyor. A bodger can't move into or through a space where there's another bodger; they all have sharp elbows and aren't afraid to use them! A bodger has to stop in the last empty space before another bodger even if it hasn't taken all its movement.
Action Buttons
An action button's color shows which bodgers it can affect:
- A black button affects your bodger.
- A red button affects a bodger in a space next to yours. You choose the bodger to affect. If there aren't any bodgers in the spaces next to yours, you can't press a red button.
- A blue button affects anyone else's bodger. You choose the bodger to affect.
Button effects:
- STEP--The affected bodger moves 1 space in any direction. If the bodger cannot move 1 space, you cannot press this button.
- DASH--The affected bodger moves in any direction until blocked by another bodger. If the bodger cannot move at least 1 space in the chosen direction, you cannot press this button.
- JUMP--The affected bodger moves exactly 2 spaces in any direction. He can Jump over other bodgers or the conveyor for this movement, counting the conveyer as 1 space. If there is no available space exactly 2 spaces away from the bodger, you cannot press this button.
- SWITCH--The affected bodger switches places with any bodger next to him OR switches the part in front of him with any part next to it. If there are no bodgers next to your bodger and no part in front of him, you cannot press this button.
- DRAW--Draw 1 action card.
- DISCARD--Randomly discard 1 action card from your hand.
- FORWARD--If there is a part in the conveyor space closest to the bin, put it in the bin. Move all parts on the conveyor 1 space toward the bin. Draw a part from the hopper and put it in the conveyor space closest to the hopper.
- REVERSE--If there is a part in the conveyor space closest to the hopper, put it on the hopper. Move all parts on the conveyor 1 space toward the hopper. If there is a part in the bin, put it in the conveyor space closest to the bin.
Rules for 2 Players
When playing Scrappers with two players, you control two bodgers instead of one, but they work together to complete a contraption. Your two bodgers are not rivals and won't tussle each other for parts.
Wherever the rules refer to "your bodger," choose one or the other. After completing an activation of one of your bodgers, you can activate the other one. You can activate each of your bodgers only once a turn.
If both your bodgers are involved in a tussle, draw 2 action cards instead of 1.
Optional Rules
The bodgers were used to competing with just each other during working hours. That all changed when Keelie and Guppy began showing up at the factory. Now the bodgers must deal with a sometimes mechanik and reckless kid as they try to complete their contraptions.
Players can choose to add one or both of these characters to their games.
Keelie
Keelie comes to the factory to "assist" the bodgers with their mechanical endeavors. Sometimes she can be a real help, and other times she is a disruption the bodgers would rather avoid. Either way, her eagerness keeps her in the mix.
Adding Keelie to the Game
Keelie is an independent bodger who roams around the bodger spaces, but all players have the ability to control her behavior on their turns. Keelie is a rival to all other bodgers.
The action cards with Keelie's picture on them are Keelie cards. These work the same as standard action cards, except she is considered "your bodger" just for that action. Shuffle Keelie cards into the action deck during setup.
The first player to place his bodger token on the game board during setup also places the Keelie token on an empty bodger space.
Keelie is considered a bodger, so she and other bodgers cannot move into or through spaces occupied by each other (the Jump action button gets around this rule, just as it does for other bodgers). Keelie can be affected by red or blue action buttons and the Switch button.
Playing Keelie Cards
During your action phase, you can play a Keelie card from your hand and activate Keelie instead of your bodger that turn. When you play a Keelie card, she is the bodger meant by "your bodger." After resolving the card, discard it and draw another action card. You cannot play more than 1 Keelie card a turn.
Keelie cards can have multiple action buttons just as standard action cards do and resolve the same way. When you play a Keelie card with more than one action button, press the buttons in order from top to bottom until one of them can't resolve or you choose to stop. When you play a Keelie card that has two action buttons separated by hazard tape, choose which of those buttons to press.
Tussling with Keelie
Keelie holds her ground against the other bodgers even though she's not building any contraptions. To show she means business, she tussles for parts just like the others.
Do not draw an action card for Keelie during a tussle. Instead, beginning with the foreman and going clockwise, each player not tussling can choose any number of action cards from his hand and put them facedown as hers for the tussle. The tussling players still draw action cards and choose their own tussle cards as usual.
If Keelie wins the tussle, she tosses the part in the bin. Nobody ever said bodgers were team players!
Guppy
Guppy has a strong curiosity and loves all the shiny things at the factory. The little guy just wants to have fun, but his antics cause plenty of problems for the bodgers.
Adding Guppy to the Game
Guppy roams around the bodger spaces playing with whatever parts he can reach, but all players have the ability to shoo him away on their turns.
The action cards with Guppy's picture on them are Guppy cards. Shuffle them into the action deck during setup. The last player to place his bodger on the game board during setup also places Guppy on an empty bodger space.
Guppy is constantly underfoot, but he's small and easy to get around. He and the bodgers can move into or through spaces occupied by each other with no problem. He's too young for any real work, though, so he cannot be affected by red or blue action buttons or the Switch button.
Playing Guppy Cards
During your action phase, you can play a Guppy card from your hand instead of activating your bodger. Guppy cards have action buttons with component symbols that match components scattered around the bodger spaces on the game board.
When you press the action button on a Guppy card:
- Move Guppy to any space with the component shown on the button.
- If there is a part in front of him, put it in the bin.
- Move the parts on the conveyor as far as possible toward the bin without changing their order.
- Draw a part from the hopper and put it in the conveyor space closest to the hopper.
Guppy cards can have multiple action buttons just as standard action cards do and resolve the same way. When you play a Guppy card with more than one action button, press the buttons in order from top to bottom until one of them can't resolve or you choose to stop. When you play a Guppy card that has two action buttons separated by hazard tape, choose which of those buttons to press.
Tussles with Guppy
Guppy does not tussle for parts himself, but a tussling bodger who shares a space with Guppy does not draw an action card. He's too busy trying to keep the little scamp's hands off that part!
Component Symbols on Guppy Cards (three component symbols are shown as images in the rulebook)
Example 1: Tussle. Lug and Puck are both in front of the green part. If they're still in front of it at the part pulling phase, they'll have to tussle for it.
Example 2: Jump. If Puck uses the Jump button, he must move exactly 2 spaces. During his movement, he ignores intervening bodgers and counts the conveyor as 1 space.
Dash. Izzy can use the Dash button to run around the conveyor until he reaches the space next to Puck, but cannot move the other direction because Ridge is in the way.
Switch. Ridge can use the Switch button to switch the purple part with either the orange part or the universal part, or he can use it to switch places with Izzy.