Solos en Casa
Solos en Casa Rulebook
Table of Contents
Table of Contents
Components
- 6 × Pet figures (with bases)
- 1 × Board
- 16 × Door tokens
- 56 × Action cards
- 14 × Crash cards
- 9 × Trap tokens
- 1 × Die
- 6 × Identification tokens
Setup
Open the board in the middle of the table and place closed doors on the house doors that have a red line. Where the marking says "x2", place 2 closed doors. Place the door tokens, open side up, on all the other doors.
Place the banana peel / glue bomb tokens next to the board, within reach of all players.
Transcriber's note: this setup line calls the second trap token "glue bomb" (bomba de pegamento), while the action cards call it "cola bomb" (bomba de cola). Both are translated as printed, and they refer to the same trap.
Each player chooses a pet, placing the figure with its base on the house entrance and the pet's identification token on their side of the table.
Prepare the action card deck with all cards except those of pets that do not take part in the race. Those cards are set aside, out of the game. Shuffle the deck and place it face down next to the board, within reach of all players. Each player draws 5 cards, which they start the game with.
Finally, shuffle all the Crash cards and place them face down next to the board, forming a deck within reach of all players.
The player who most recently touched a pet is the starting player. If nobody remembers, the youngest player starts. Play proceeds clockwise.
Rules of Play
Turn
During their turn, a player must:
- Roll the die to advance a number of spaces equal to the result.
- Use any number of action cards they have in hand.
The player decides the order of these two actions as they wish. They may roll the die and then play cards, do it in reverse, or even play cards, roll the die, and then play more cards.
In addition, you may discard up to 2 cards, moving back 1 space for each card discarded. Once you have used the cards you want and made your die roll, you end the turn by drawing cards again until you have 5 cards in hand.
General Considerations
Regarding movement, no more than two pets may occupy the same space. If a player's movement would end on a space already occupied by two pets, they must place their pet on the previous space.
You may move a pet along the normal path and through shortcuts, as long as the doors are open or you open them to pass through.
If at any point in the game the action card deck or the Crash deck runs out, shuffle the discard pile and prepare the decks again.
If at any point in the game all the traps are on the board, you must wait for traps to be triggered so that a trap token becomes available to use them.
Winning the Game
The first pet to reach the fridge is the winner of the game.
Action Cards
- Door: Allows you to open or close any door in the house.
- Ventilation Grille: Allows you to swap your position with that of any other player.
- Banana Peel: Allows you to place a banana peel trap on any space of the same colour as the banana peel card played. A player who passes a space with a banana peel stops their movement. The player may still use cards normally.
- Cola Bomb: Allows you to place a cola bomb trap on a space of the same colour as the cola bomb card played. A player who passes a space with a cola bomb stops their movement and cannot use cards, ending their turn instantly; that is, they cannot draw at the end of it.
- Immunity Potion: Protects you from a trap (either a banana peel or a cola bomb) on a space of the same colour as the immunity potion card used. In the case of the multicoloured immunity potion, it works for traps on any space on the board. Finally, if a player has two immunity potions, they may discard them to protect themselves from the effect of a "Ventilation Grille" card that another player is using against them.
- "Crash": Allows you to turn over the top card of the Crash deck and trigger its effect (see the Crash cards section).
Pet Cards
Pet cards allow your pet to make advances, attacks and movements. If the pet card played is your own pet, you use the effect marked with a green tick; if it is a different pet from yours, you use the effect marked with a red cross. A summary of the actions on Pet cards is as follows:
| Type | Green tick (your pet) | Red cross (another pet) |
|---|---|---|
| Advances (paw icon) | Advance until you cross a door, using shortcuts. Traps do not affect you. | Advance until you cross a door, without using shortcuts. Traps do not affect you. |
| Attacks (target icon) | Draw two cards from one player, or one card from each of two players. | Draw one card from a player. |
| Movements (dice icon) | Roll two extra dice (at any time during the turn). | Roll one extra die (at any time during the turn). |
Icons in the table: the advance icons are a dotted path (shortcuts) and a winding path (no shortcuts); the attack icons are two pets to a card (green tick) and one pet to a card (red cross); the movement icons are "+2" with two dice and "+1" with one die.
Crash Cards
On their way to the fridge, the pets may encounter various events that hinder or help them on their way to the prized treat. The cards carry icons that define their action:
- Affects all players: three pets together.
- Affects the pet chosen by the player, whether their own or another player's: one pet.
- Forward: green arrow pointing right, meaning move forward.
- Backward: red arrow pointing left, meaning move backward.
- Move until the first open door on the path: open door symbol.
- Move until the first closed door on the path: closed door symbol.
If a player cannot carry out the effect of a Crash card, they are directly not affected by it.
Examples:
- All pets advance to the next closed door, placing them on the space just past the door. The door remains closed. (Card icon: three pets → green arrow → closed door.)
- One pet of your choice moves back to the next open door, placing it on the space just past the door. The door remains open. (Card icon: door ← one pet.)
Transcriber's note: the printed icon on the second example card (the one moving a pet backward) is drawn as a plain red door symbol, the same symbol the legend uses for the closed door, while the rule text and example describe it as the open door. The text is transcribed as printed; the icon is the one shown in the official rulebook.