Stickers
Stickers Rulebook
Table of Contents
Table of Contents
Overview and Objective
Players compete with each other to collect the most cards in as many categories as possible. But be careful: not every category is worth the same! To win, you'll need to acquire the rarest cards of the rarest category.
The game will keep changing: after every game, you'll discover new rules and new game elements based on the decisions you made earlier.
Components
- 1 rarity board
- 1 player aid / campaign journal
- 108 cards
- 9 category markers
- 1 score pad
- 1 first-player marker
- 9 category upgrades
- 6 ability upgrades
Card Anatomy
Each card shows:
- Victory point value
- Illustration
- Category
- Action sticker spot
- Player-count icon
Empty Spaces
As you progress through the campaign, further stickers will be added to the victory-point spot and the action-sticker spot on cards, which will modify the cards' power (and value).
Setup
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Put the box in the middle of the table, and unfold the rarity board.
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Shuffle together all the category markers, then place them randomly on the spaces of the rarity board.
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Slide the player aid into its designated spot in the box.
Every player's own area on the table is called their "album."
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Prepare the draw pile as follows:
- 4 players: every card is in the game.
- 3 players: remove the 4-player cards.
- 2 players: remove the 3+ player and the 4-player cards.
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Shuffle the draw pile, then:
- Take 3 cards per player, shuffle those together, and form a face-down pile from them. This is the stock.
- Draw 6 cards from the draw pile and place them face up next to the pile. This is the market.
- Deal 6 cards from the draw pile to each player.
Shuffling tips: when you need to shuffle the cards, make roughly 6 random face-down piles on the table, for example, then stack the piles on top of each other to form the pile. This way you avoid damaging the cards while shuffling.
(Two blank boxes marked "Rule A" and "Rule B" follow here in the printed booklet. They are empty in the base game — later in the campaign, a sticker gets applied here to add a new rule at this point in setup.)
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The player who most recently stuck on a sticker starts the game. Give them the first-player marker.
Playing a Turn
Players take turns in clockwise order. On your own turn, carry out the following actions:
- Choose a card from the market
- Play a collection
- Refill your hand and the market
1. Choose a Card from the Market
Choose wisely!
Choose 1 card from the market and take it into your hand. Don't refill the market yet.
2. Play a Collection
Time to show off your collection!
Play a collection from your hand and place it in your album (in front of you). A collection can consist of any number of cards belonging to the same category.
When you place a collection, form the cards into a column and put it in front of you. The cards should overlap so that only the top strip of each is visible. If you already have a collection from that category, place the new cards on top of your existing collection to extend it. Otherwise, create a new column.
Then carry out the effects of the cards you just played:
- Collection bonus
- Action sticker
You can carry out these two effects in any order.
(A blank box marked "Rule C" follows here in the printed booklet, reserved for a later campaign sticker.)
Cards that you play with these effects don't count toward the collection bonus.
Visible card: the bottommost (not covered) card of your column is the "visible card."
Collection bonus (once per turn)
The bigger your collection, the bigger the bonus.
You may carry out the effect matching the number of cards you played from your hand (and only that number) from the list below:
(The printed booklet boxes this list and badges it "Rule D" — the same visual style used for rules that get added later by campaign stickers.)
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≤2: Choose 2 cards from the market, and take them into your hand.
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≥3: Swap 2 neighboring category markers on the rarity board.
Neighboring markers: markers whose difference is only 1 level.
(A blank box marked "Rule E" follows here in the printed booklet, reserved for a later campaign sticker.)
Action sticker
Some cards have action stickers on them. These can trigger extra effects.
If you play a card that has 1 or more action stickers, you may carry out their effects at any time during your turn, in any order.
When you play a collection, you may only carry out the action of your column's visible card (since the rest of the cards are covered).
Chain reaction!!! If, with the help of the collection bonus or an action sticker, you can play a card that also has an action sticker, you may also carry out the newly played card's effect, and so on.
Action sticker effects
- Hat icon: Draw the top card of the draw pile, and play it into your album.
- Question-mark icon: Choose a player, and name a category. The chosen player must hand you a card of their choice from that category, and draw a card from the draw pile. If they have no card of that category, draw a card from the draw pile instead.
(Four blank boxes marked "Rule F," "Rule G," "Rule H" and "Rule I" follow here in the printed booklet, each reserved for a later campaign sticker.)
Example
Bori chooses the Vladmalac card ("Vlad-piglet") from the market, and takes the card into her hand (1., page 4).
She then plays a collection of 3 Űregér ("Space Mouse") cards (2., page 4). The collection's visible card has an action sticker, which lets her play the top card of the draw pile.
The card played is a Bűvésznyuszi ("Magic Bunny"), which also has an action sticker. Bori may immediately request a card from another player.
She decides to carry out the collection bonus (Űregér) effect, and swaps the Űregér and Kockaurusz ("Cube-osaurus") markers on the rarity board.
3. Refill Your Hand and the Market
Collect more stickers!
Draw cards from the draw pile until you have 6 cards in hand. If you already have at least 6 cards in hand, don't draw any more cards (if you have more than 6 cards in hand, don't discard any).
Then refill the market: draw from the pile and lay out face up as many cards as needed so that the market consists of 6 cards.
Out of cards? If there aren't enough cards in the draw pile to refill your hand or the market, draw cards from the stock. Draw cards into your hand first, then refill the market.
If the draw pile has run out, finish playing the current round (so that every player gets the same number of turns), then begin final scoring.
The End of the Game
Here's your last chance to take the lead in your favorite category!
Choose a card from your hand, then reveal them simultaneously. If the card fits into one of your existing collections, add it. If you still have a card of that same color in hand (matching the collection's color), add it (them) to the collection as well. Ignore the collection bonus and action sticker effects.
Two-player games: there is no second place: only the player who collected the most cards in the given category receives victory points.
Final Scoring
The rarity of the categories changes during the game.
The rarest categories are worth more points to the players who have the most cards of that category.
Use the score pad to record players' scores.
Majority
Count up the cards in every player's collection, category by category.
(A blank box marked "Rule J" follows here in the printed booklet, reserved for a later campaign sticker.)
Look at who has the most cards in each category. This player receives the higher point value for that category's rarity. The player who collected the second-most receives the lower point value. In case of a tie, the tied players receive the score for their placement, and the next placement is not awarded.
(A blank box marked "Rule K" follows here in the printed booklet, reserved for a later campaign sticker.)
Example
Bori collected 4 Vauralkodó ("Ruler-lord") cards in her album. She has the most cards in this category, so she receives 11 victory points. Olivér and Bence each have 2 Vauralkodó cards, so they both receive 8 victory points each. Robi has 1 Vauralkodó card, so he receives no victory points.
Stars
Count up the number of stars in every album. Each star is worth 1 victory point.
(A blank box marked "Rule L" follows here in the printed booklet, reserved for a later campaign sticker.)
The player who collects the most points wins. In case of a tie, the player who has the most cards from the rarest category wins (legendary first, then the lower rarities, moving left to right).
Only put the game away when you are instructed to...
After Your First Game
STOP: Get ready for your first game — start playing now! Only keep reading once you've finished your first game.
The game keeps changing, which means from game to game you'll get further game elements. You decide how you personalize the game, and how the individual categories will change.
If you've just finished your first game, turn over the player aid.
Every player should write their name on one of the designated areas, so you can track the campaign's progress.
The lower area is the campaign journal.
Opening an Upgrade
After every game, you will open a new upgrade. The lower part of the campaign journal indicates which upgrade you need to open. Moving left to right, always open the next visible upgrade.
The game contains two kinds of upgrade:
- Ability upgrade: Open the matching number of upgrades.
- Category upgrade: Open a random upgrade.
Example
After your first game, open ability upgrade 1.
Every upgrade includes the following stickers, which need to be stuck onto the campaign journal:
- a trophy, which the winner sticks under their name;
- a sticker showing the type of upgrade, which should be stuck on the campaign journal's first empty space from the left.
Applying Stickers
When you receive new stickers, divide them equally among the players.
Every player sticks their stickers onto the cards found in their album. Stickers must always be stuck onto the empty spaces marked with a dashed outline.
Decorative stickers have no designated spot. You may stick these anywhere.
With 2 players: Set aside the "3+" and "4" stickers. If players join the campaign later, stick the set-aside stickers onto random cards.
With 3 players: Set aside the "4" stickers. If a player joins the campaign later, stick the set-aside stickers onto random cards.