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The King of All Bards

The King of All Bards Rulebook

Table of Contents

Table of Contents

  • Components
    • Card Anatomy — Song Card
    • Card Anatomy — Trick Card
  • Overview
  • Goal of the Game
  • Setup
    • The Six Pubs
  • Player Setup
  • Types of Cards
    • Bard Cards
    • Song Cards
    • Trick Cards
  • Playing the Game
    • Phase One: Movement
    • Phase Two: Duels
    • Phase Three: Performance
    • Modifiers
    • Epic Fail
    • End of Turn
    • Phase Four: Refreshment
    • Cash In During Refreshment
  • Game End
  • Important Rules
    • Playing Tricks
    • Using an Ability
    • Locations
    • Pubs
    • Town Square
    • Brawl
  • Component Limitations
  • Variants
    • Reduce the Bad Luck
  • Trick Cards Overview
    • Common Tricks
    • Rare Tricks
    • Unique Tricks
  • The Pubs — Flavor Text
  • Credits and Copyright Info

Components

  • 8 Bard Big Cards*
  • 8 Bard Standees
  • 8 Bard Standee Bases
  • 8 Bard Colored Dice
  • 80 Fan Discs (10 in each Bard's color)
  • 80 Song Cards (10 in each Bard's color)*
  • 64 Trick Cards (8 in each Bard's color)*
  • 50 Golden Tips (yellow crystals)
  • 1 Town Square Tile
  • Pub Tiles* 6
  • Egg Tokens 3
  • Cabbage Tokens 3
  • Tomato Tokens 3
  • X-markers 6
  • Crown First Player Token 1
  • Brawl Cloth Bag 1
  • Rule Book 1

*The game contains separate decks of Bard and Trick cards in English and in German language. The songs are international, so their cards are in English only.

*The names of the Pubs are universal for both language versions.

Card Anatomy — Song Card

  • Mood Icon — top right symbol showing the song's mood (Major/Minor mask).
  • Genre Icon — top left symbol showing the song's genre (Love/Epic/Dance/Drinking).
  • Song Title — the name of the song, with a short description beneath it (e.g. "Under the Ditch — a drinking minor song").
  • Flavor — italicized lyric snippet at the bottom of the card.

All Song Icons:

  • Genre: Love (heart), Epic (ship), Dance (boots), Drinking (mug)
  • Mood: Major (smiling mask), Minor (frowning mask)

Card Anatomy — Trick Card

  • Trick Name — e.g. "Another Round".
  • Trick Cost — the number of Tips required to play it (shown on a coin-purse icon).
  • Subtitle noting it is a unique trick card of a Bard.
  • Trick Effect — the rules text on the parchment.

Overview

All your life you have chased after one thing... the ultimate recognition a Bard like yourself can receive – the Bard Crown. The money, the fame, they all mean nothing… okay, that's not fair, money and fame are pretty nice and they are the best way to prove yourself worthy of the title "The King of All Bards". Finally, you are going to have a go at it – an epic sing-off in all the town's pubs and taverns is your chance to get your hands on that sweet crown... Unless those other vagabonds beat you somehow… No! Nothing will stand in your way! Nothing…

Kiro: Oi, kid, enough with the daydreamin', aye? Still with me? Good. I am Kiro the Fat and I will be your guide… yes, "the Fat", isn't it obvious why?! Now pay attention! Sure, you want to be the very best, but do you know how to achieve it? Ha, thought so! I am going to teach you how to play – don't worry, it's pretty simple. All drinking and singing is optional!

Goal of the Game

The goal is to be the first to have at least one Fan in five different Pubs AND five Tips. As soon as one player achieves the goal, the game is over and that player is the King of all Bards.

Kiro: It's very easy to remember – get five-and-five, and you win! Of course, you don't know what Fans, Pubs and Tips are just yet. Let's get to the good stuff!

Setup

  1. Place the Town Square tile in the middle of the table.

Kiro: Yes, I am aware that the Town Square is round… don't even get me started…

  1. Place the 6 Pubs around the Town Square clockwise in numerical order.

  2. Each player chooses a Bard Card and takes all components of its associated color: a Bard standee, 10 Fan discs, a Deck of 18 cards and a 6-sided die.

Kiro: Alternatively, you can pick Bards at random, or you can choose the one that looks like you the most… it's me, isn't it?

  1. Roll the dice to determine who will be the starting player and give that player the First Player token. Reroll all ties.

Kiro: While the First Player token has the shape of a crown, don't get your hopes up just yet – you will have to earn it!

  1. Starting from the first player and going clockwise each player places 1 of their Fans in a Pub of their choice and 1 of their Fans in the Town Square. ADVICE: check PLAYER SETUP on page 4 to see your starting hand before performing this step.

Kiro: Try to position your first Fan in a way that will be useful later. Or think about where they will have the most fun. I've heard that the alehouse is pretty awesome!

  1. Place all Tips in a supply pile nearby. If necessary, divide the Tips in two piles so that all players can easily reach them.

  2. Each player gets 1 Tip for a start.

The Six Pubs

Each Pub has a number (its placement order around the Town Square) and a genre/mood specialization:

  • 1 — Beer Mayor's Inn (Drinking Songs)
  • 2 — Lady Zara's Ballroom (Love Songs)
  • 3 — The Torn Banner (Epic Songs)
  • 4 — The Kraken's Eye Froghouse (Dance Songs)
  • 5 — The Weepin' Troll (Minor Songs specialization)
  • 6 — The Nuttery (Major Songs specialization)

Specialization example: a Pub that specializes in Minor Songs or Major Songs rewards performances of that mood; a Pub specializing in a genre (Love, Epic, Dance, Drinking) rewards performances of that genre.

Player Setup

  1. Place your Bard Card in front of you.

  2. Shuffle your Deck (all Song and Trick Cards in a Bard's color) and place it face-down to the left of your Bard Card. Leave some space for your face-up discard pile to the right of the Bard Card and some space for your Play Zone to the top.

  3. Draw the top 6 cards of your Deck – this is your hand.

  4. Leave your Bard Standee near your Bard Card for now – it will be placed on a Pub in the first Movement phase.

  5. Place your remaining 8 Fans, your colored Die and your starting Tip on a convenient spot around your play area.

Kiro: Organize your components as you would your stage! Remember, being the King is all about appearances – you gotta look the part to get the part!

Types of Cards

In this game there are 3 types of cards: Bard Cards, Song Cards and Trick Cards (see cover page for quick reference).

Bard Cards

A big size Bard Card represents the personality of your Bard character. All of the 8 characters have their name and boasting title above their heads, a special ability in the text field at the bottom of the card, and a Bard Specialization in the bottom left corner, represented by one of the 4 genre icons with a +1 number on top. This represents their genre preference and grants a bonus when singing a certain type of Song (see Modifiers below). On the back of the Bard Cards, there is a short background story for each character, which would give you some clues about their life and career, and perhaps some hints about the Tricks they use...

Kars: Aye, my card is like a treasure map! If you read it, you'll see why I'm so good at those epic shanties and treasure hunters follow my every step. Yo-ho!

Song Cards

Every Bard has 10 Song Cards in their own color (see their back sides and illustrated icon at the front sides). Mixed together with the 8 Trick Cards in the same color they build the player's Draw Deck. At the top of each Song Card you'll always see 2 icons - one for its genre on the left and one for its mood on the right. Every Song is simultaneously committed to:

  • one of the 4 song genres: Drinking, Dance, Love or Epic Songs and to
  • one of the 2 song moods: Major (happy) or Minor (sad).

ATTENTION: SONG CARDS ARE ONLY IN ENGLISH

So in total there are 6 symbols which could give you bonuses depending on the Bards' Specialization or Pubs' Specialization (based on Bards' or audience genre/mood preferences). Those 6 symbols are all the iconography that matters. The song names and the lyrics are unique for each of the 80 Song Cards, they are flavor text, meant to bring in the proper mood for the game. To summarize: Every Song belongs to one of the four genres and is in one of the two possible moods. That makes 8 combinations: Drinking Major, Drinking Minor, Love Major, Love Minor, Epic Major, Epic Minor, Dance Major, Dance Minor.

Trick Cards

Each Bard possesses an arsenal of 8 Trick Cards which ensure a lot of player interaction. They are a part of the player's Deck and have a name in the banner field on top of the card (common Tricks all have the same neutral banner, rare Tricks are in 2 colors and unique Tricks are always in the Bard's color - see overview at page 14). Every Trick Card has a cost from 0 to 2 and this value is displayed in the yellow purse and is paid with golden Tips. At the bottom of the cards, you'll find the Trick effect field. For more details see Playing Tricks on page 10.

Each deck contains: 4 Common Tricks, 2 Rare Tricks, and 2 Unique Tricks per deck.

Playing the Game

The King of all Bards is played over a series of rounds. Each round consists of four phases:

  1. MOVEMENT
  2. DUELS
  3. PERFORMANCE
  4. REFRESHMENT

During the first and last phases (Movement & Refreshment), all players act simultaneously. During the third phase (Performance), everybody takes their turn in order, starting from the first player and going clockwise. The second phase (Duels) is occasional - it happens only when Bards meet each other at the same Pub.

Phase One: Movement

During this phase, all players simultaneously and secretly choose a number on their die (putting it on the table and hiding it behind their palm) corresponding to the number of the Pub they want to go to. Bards cannot choose the Pub which they currently occupy (i.e. players have to move to a different Pub every round).

Kiro: Psst, the last part doesn't apply to that Hikari lass. She's not from around here, you see…

When everybody is ready, all players reveal their dice at the same time. Move all Bards to the selected Pubs.

Phase Two: Duels

Skip this phase during the first round of your first game, or if you are playing with beginner players. This will let you learn the other rules of the game before proceeding with Duels. Come back to read this section after you play (and drink) your first round.

Kiro: A self-respecting Bard never shares the stage with anybody! Even though some of those other dudes hold up their ale pretty well, a Duel is a Duel – your reputation is at stake during this sing-off!

This phase occurs only if after the end of Movement, there are two or more Bards in the same Pub. If all Bards are in different Pubs after Movement, skip the Duels phase.

Participation in a Duel is mandatory (it can be avoided only with the help of a Trick card or ability). Starting from the Pub with the lowest number and on, resolve all Duels one at a time.

All Duels resolve in three steps:

  1. All participating players (e.g. all players, located in the same Pub) simultaneously and secretly choose a Song Card from their hand to Sing (place it face-down in your Play Zone).
  2. After everybody is ready, flip the Songs face-up and simultaneously roll a die.
  3. Apply all modifiers to the die roll (see PERFORMANCE PHASE for details). The player with the highest score wins the Duel. In case of a tie, the tied players reroll their dice until there is a winner.

NOTE: If a Bard doesn't have a Song Card to play in the Duel, he automatically loses and his opponent wins. If more than two Bards are participating, the one with no Song Cards loses and the others proceed with the Duel.

The winner of a Duel gets to choose ONE out of three rewards:

  1. Get one Tip from the supply, or
  2. Place one Fan from your reserve in the Pub (where your Bard is), or
  3. Draw a Card from your deck.

All losers immediately move to the Town Square (they will perform as street musicians this round) AND draw one card from their Decks as a small consolation prize.

NOTE: Regarding Trick Cards, the winners' Songs are considered successful, and Songs of the losers are considered unsuccessful. Rolling 1 is always considered an Epic Fail (see below). In the rare case when all dueling Bards roll 1, the players reroll their dice.

Mariana: Duels are a good way to get some free stuff, but sometimes it might be more advantageous to try to lose one… though I never do!

Kiro: Hey, lassie, where did you come from? Oh, it's you! Sorry friendo, I don't wanna mess with Mariana the Dark right now – you are on your own!

It is possible for more than two Bards to participate in a Duel. Should this happen, follow the same steps for resolving the Duel. Only one player is considered the winner, while all the others are considered losers. The only difference is in the rewards for the winner – they get one different reward for each defeated opponent, up to three. All losers draw a card.

Mariana: Though it gives me no joy, I'll elaborate, I guess. Imagine me, Helga, Hikari, and that poser Slav all in the same Pub. I wouldn't bear to witness such a circus, so we need to end it quickly. We all perform one Song from our hands and roll the dice. Let's assume we all have no bonuses and have no Fans in the Pub. We roll 5, 2, 2, and 3 respectively. I win the Duel so I choose to get one Tip. Since I defeated three opponents, though, I can also get two additional rewards - I get one Fan and draw a card from my Deck. These fools all go to the Square and draw a card for their trouble. The stage is all mine now!

Phase Three: Performance

During the Performance phase, the players take turns singing their repertoire, starting with the First Player and going clockwise. If a Bard doesn't have any Song Cards, he skips the Performance phase this round or plays only Tricks. During his turn, a Bard sings Songs in the Location which he occupies (Pub or Town Square). This is resolved in the following steps:

  1. Choose a Song Card from your hand and place it face-up in your Play Zone.
  2. Roll the die.
  3. Add or subtract all relevant Modifiers (see below).
  4. Determine the outcome.

Example: hand cards are shown, a Song is played, the die shows 2, and modifiers of +1 (Bard's bonus), +1 (Pub's bonus) and +3 (Fans' bonus) apply: die roll = 2 + modifiers 1+1+3 = outcome 7.

If the result is 5 or more the crowd bursts with applause! The Song is successful and the player must choose his reward. He can choose to EITHER

  1. Get one Tip from the supply, or
  2. Place one Fan from his reserve in the Pub (where his Bard is), or
  3. Draw a Card from your deck.

The player may now play another Song, repeating the steps above until he runs out of Song Cards, fails, or chooses to stop.

IMPORTANT: Any Tricks may be played when Singing a Song.

Caspar: Did anyone say Tricks?

Mariana: Not yet, Caspar!

If the result is less than 5, then unfortunately the Song is unsuccessful. A failed Song immediately ends the player's turn.

Modifiers

Kiro: Okay, I'm back now! Singing is the best way for you to get both Fans and cash, so be care… Oh, what now?

Slav: Hey, old dude with a bagpipe, I can't recall the name… Move over, so I can explain the thing I do best, will you? FYI, I wasn't asking.

Kiro: Hmmph, you little punk…

Slav: So, in order to become as successful as I am and have a horde of Fans follow your every step, you gotta perform songs like a boss! Sure, it seems like a slim chance that those drunkards at the pubs will become your walking bags of money… I mean, Fans, but there is a lot you can do to improve your Performance! Let me show you the tools of the trade!

A number of conditions can modify the Performance score (and the outcome) of each individual Song:

  1. Each Bard has a Specialization based on his genre preference (musician's skill) that provides a +1 bonus to the die roll if the Bard is Singing a Song of the respective genre.

    • Slav the Magnificent — Love (+1)
    • Mariana the Dark — Love (+1)
    • Helga the Brave — Epic (+1)
    • Kars the Sea Dog — Epic (+1)
    • Lilly the Shy — Dance (+1)
    • Hikari the Loud — Dance (+1)
    • Caspar the Jolly — Drinking (+1)
    • Kiro the Fat — Drinking (+1)

Slav: For example, I specialize in Love Songs, since the fastest way to a patron's tip purse is getting them worked up with some sloppy and gooey love story.

  1. Each Pub has a Specialization based on the genre or mood preferences of the audience there, that provides a +1 bonus to the die roll if the Bard is Singing a Song of the respective genre or mood.

    • Beer Mayor's Inn (1) — Drinking
    • Lady Zara's Ballroom (2) — Love
    • The Torn Banner (3) — Epic
    • The Kraken's Eye Froghouse (4) — Dance
    • The Weepin' Troll (5) — Minor mood
    • The Nuttery (6) — Major mood

Slav: Those suckers at Lady Zara's Ballroom are my favorite prey – my ballads turn their tears into a rain of gold!

  1. Each of your Fans (in your color), that is in the same Location as your Bard provides a +1 bonus to the die roll regardless of the genre or mood of the performed Song. Fans at the Location always cheer for their favorite Bard.

Slav: A nice, big audience is what I am accustomed to!

  1. Additionally, some Trick Cards add or subtract from the die rolls.

Caspar: Did anyone say Tricks?

Slav: Not yet, Caspar! Okay, so let's put all of the above together in an example. I will use myself for that, because I am the best example you can admire and follow. Let's say I am at Lady Zara's and I have 1 Fan there. I will sing "Call me Baby" - a Love Song, as per my specialty, so I add +1 from my Bard's Specialization, call it a talent, and +1 from the Pub's Specialization, since the crowd in Lady Zara's appreciates a love ballad. My cheering Fan adds +1 as well. That way even if I roll 2 on the die, I still meet the requirement for the minimum score of 5 (2+3, get it?) and my song is successful! Did you doubt it?

Epic Fail

A roll of 1 on the die always means failure, and not just a regular failure, but an epic one (consider it as a broken instrument or a temporary loss of voice). Even if the Bard has enough modifiers to get a score of 5 or higher, they are not added to the die roll. The audience yells and throws cabbage, eggs, and tomatoes at the Bard until he goes off the stage. Only Trick Cards, abilities or Tokens with the reroll effect (see page 13) could save the day if the Bard has them and wishes to use them.

End of Turn

When a player's turn is over (regardless if it ended with a failure, because he has ran out of cards or by choice), it is the next player's turn to perform. Ending your turn does not prevent you from playing Tricks - they may be played at any time (see next page)!

IMPORTANT: At the end of your turn, you do not move the cards from your Play Zone or draw new cards – that is done simultaneously by all players during the next phase.

Phase Four: Refreshment

Kiro: And now it's time for a refreshing sip or two. Refill your cups! Take a breath, prepare for the next show…

Once all players have taken their turns in the Performance phase, before the next round begins, they all move the cards from their respective Play Zones to their Discard piles. The Discard pile is kept face-up and considered public information - all players are allowed to look at it at any time.

Then, they can all choose and discard ANY number of cards and then refill their hand up to 6 cards. If a Draw Deck ever runs out of cards and its owner needs to draw one or more cards, he shuffles the Discard pile and moves it to the left to form a new Draw Deck.

IMPORTANT: All players take the Refreshment phase actions simultaneously.

Lilly: S-S-Slav may be an expert on singing – I-I myself am a big Fan of his shows, but he does not always understand the value of p-planning a Performance. Oh! Forgive my entrance, I-I did not mean to intrude. My name is Lilly and I can teach you a thing or two about end-of-round effects, if that's okay. As you know, your deck is essentially endless – once you run out of cards, you just use the discarded ones again. Use this to your advantage and discard cards that you cannot utilize – they will be back before you know it! Cards rotate from the first pile to the other like a giant wheel on a Sunday fair…

Cash In During Refreshment

If a player discarded at least 3 Trick Cards during the Refreshment phase, he gains one Tip.

Lilly: Discarding Tricks that are not useful at the moment can give you some much needed money. Please do not ask for the "thematic" explanation of this rule, I feel uncomfortable to explain it…

The last step of the Refreshment phase is changing the First Player. The current holder of the Crown token passes it to the player to his left and the round is over.

Game End

When a player collects 5 Tips and Fans in 5 different Pubs the game ends immediately as long as nobody plays a Trick Card to prevent this (Tricks may be played in advance, before it happens but also afterwards to cancel the fulfillment of the game end condition). That player is the winner. In the rare case of a tie, the winner is the player with the most Fans in Pubs in total. If there is still a tie, the winner is the player with the most Tips.

5 Tips & at least 1 Fan in 5 different Pubs

Kars: If there is still a tie? Well, blimey, how in the name of the Seven seas did you manage to do that? In any case, give no quarter! Play another game – a true Bard never shares the booty!

Important Rules

Playing Tricks

Tricks are a special type of card (see cover page for quick reference) that can be played at any time (unless the card itself specifies the time it could be played). This means that Tricks can be played during, or outside of a player's turn. They can be played during any of the 4 phases and also apply backwards, changing the success or effect of another card just played.

Every Trick has a printed cost (0, 1, or 2) on the card – a player must pay the respective cost in Tips if he wishes to play the card. If a player decides to play a Trick Card, he announces that, usually by saying the card's name and immediately paying the cost.

IMPORTANT: There is no cash back if the effect of a Trick Card is canceled by another Trick Card such as "Cut Strings".

Caspar: Did anyone say Tricks?!

Lilly: Yes, dear Caspar, we were just discussing Tricks.

Caspar: I was holding a Trick up my sleeve just for this moment! See, Tricks are very special – while songs let you earn fame and fortune the "right" way, Tricks let you employ a bit more… dubious methods. Whether it is boosting your own Performance or ruining that of an adversary, they can bring a lot to the table and you should always have one up your sleeve… Ha-ha! A joke so nice, you gotta say it twice! Yes, Lilly, I do know where the door is…

When a Trick Card is played, its effect takes place immediately and only once it is resolved, another Trick could be played. A few notable exceptions such as "Cut strings!" and "Copycat" are played in response to other Trick effects, but that is always specified on the card. After you play a Trick Card, leave it in your Play Zone until the Refreshment phase and later move it to the Discard pile, just like you would for the Song Cards. Some Tricks, e.g. "Concentration", apply their effect during the whole round so it makes sense to see them in the Play Zone as a reminder.

A new Song is always considered a new action which can be affected by different Tricks or modifiers until the final score is completely resolved, but no Trick Card can target a previous Song (a completed action). Getting a potential reward and playing a next Song Card always completes the previous action, so new Tricks can affect only the current or upcoming Songs. The players can play multiple Trick Cards in a chain during one action, but they are allowed to cancel or affect only the last card in the chain.

Using an Ability

Every Bard has a special ability printed on his card (see cover page for quick reference). The players decide whether to use their abilities or not. Some of the abilities can be played only at the time specified, and some can be played just once per round (for example Lilly's "Virtuoso"). The players can mark their Bard Card with an X-marker until the end of the round as a reminder for a used ability.

Locations

Pub versus Location: "Pub" is used to describe only the six tile spaces numbered from 1 to 6. "Location" is used to describe all the Pubs AND the Town Square. If a card effect specifies that it could be used only in a Pub, it cannot be played at the Town Square.

Pubs

Pubs are the places where Bards travel to perform their shows and get new Fans and Tips (see page 3). Each Pub provides a bonus to a certain genre or mood of Songs (see Modifiers) when the respective type of Song is performed.

Pubs have a Capacity for Fans that is always equal to the number of players. If this number is ever exceeded, a Brawl breaks out (see next page).

Pubs' Capacity = Player count. The town square doesn't have a Capacity.

Town Square

The Town Square is the round space between the Pubs where "unfortunate" Bards and Fans gather after being kicked out after a Duel or a Brawl. When a Bard starts their turn at the Square, they can Sing Songs the usual way, but without taking advantage of a Pub Specialization, since the Town Square doesn't have one.

IMPORTANT: Each of the Bard's Fans at the Town Square still provides a +1 bonus to singing. The bard's specialization also applies.

When a Song is performed successfully at the Town Square, the Bard can choose ONE of the following rewards:

  1. Move 1 Fan of any color from the Town Square to any Pub (push) OR 1 Fan from any Pub to the Town Square (pull), or
  2. Get one Tip from the supply, or
  3. Draw a Card from your deck.

IMPORTANT: A Bard cannot choose to put a new Fan from his reserve in the Town Square as a reward for a successful Song performed there. Also, the movement of a Fan between two Pubs is not allowed as a reward for this successful action.

During the next Movement phase, a Bard who is currently in the Town Square is allowed to move to any of the six Pubs.

Hikari: Now we're talkin'! Hey there, name's Hikari. Usually I want to stay in a Pub at all costs, since my drum is too large to move, though it is not the usual way to win the game. You should also be mindful of the Capacity – in a four-player game for example, the cap is 4, so if four or less Fans are in the same Pub, everything is ay-okay. They share some drinks, gossip and enjoy the show – that is if the show's mine. However, as soon as a fifth Fan enters the Pub, they forget all manners and start brawlin'.

Brawl

Every Pub can hold a maximum number of Fans equal to the number of players. This is the Pub's Capacity. Whenever a new Fan is added to a Pub, above that maximum, the Capacity of the Pub is exceeded. On the contrary, any number of Fans can stay on the square. It doesn't have a Capacity limit.

As soon as a Pub's Capacity is exceeded, a Brawl occurs. Pause the game shortly, until you resolve the Brawl. If multiple Brawls occur at the same time, resolve them one at a time in the numerical order of the Pubs, before continuing with regular play.

To conduct a Brawl, take all Fans from that Pub and put them in the Brawl bag. Shake them well without looking. Then, randomly pick one and remove it from the bag. This guy is "beaten-up" and sent to the Town Square with a nice shiner. The other Fans go back in the Pub to finish their drinks and to enjoy the rest of the show. The game continues as normal.

If the Pub's Capacity is exceeded by more than one Fan, draw Fans from the Brawl bag until they no longer exceed the Pub's Capacity.

If an effect would put a Fan in a Pub where it would cause a Brawl, the Brawl is resolved before anything else.

Helga: Brawls is what I like to see, ay boys? The occasional pub rumble is a good way to get rid of another Bard's Fans, especially if you are planning to start a crowd of your own there. Now, having a giant bear as more than a backing singer helps, but remember that a Brawl may result in your guys getting kicked out as well! Not mine - of course - they are extra tough!

Component Limitations

Fan discs are limited to the number provided (10 discs in each of the 8 Bards' colors). Most of the game's effects move Fans, rather than remove them, but you may still, at some point, run out of them in your reserve. If a reward or card effect would place a Fan and your supply is empty, you can take a Fan from the Town Square. You can never take a Fan from a Pub this way.

Egg, Tomato and Cabbage tokens (see Variants) are limited, according to the number of players. However, one player can hold more than one token and until they choose to use it, it doesn't return to the supply.

Tips are considered unlimited. In the unlikely event that you run out of them, use a suitable replacement.

Helga: If you run out, you are probably so rich it wouldn't matter!

Slav: (drooling intensifies)

Variants

Reduce the Bad Luck

If you feel that a player is the constant unlucky person in your rounds, you can appease him by adding the Egg, Tomato and Cabbage tokens to the game. Simply create a supply of them after step 7 of Setup in the following way:

  • In a 3 player game – take 1 from each type of token.
  • In a 4 player game – take 2 from each type of token.
  • In a 5 or 6 player game – take all tokens.

When a player suffers from an Epic Fail (rolling a 1), he chooses and takes one Cabbage, Egg, or Tomato token (if available).

Hikari: The Pub patrons are not very forgiving of mistakes. Sometimes your "adorable" performance ends up under heavy vegetable bomBardments. Luckily, what does not kill you, makes you stronger! Their pathetic attempts at humiliation can be used to your advantage in various ways during the next show…

NOTE: If any type of token is not available anymore, the Bard must choose another one to take. If all tokens are taken – bad luck, the Bard gets nothing.

On subsequent turns Bards can play these tokens on themselves, or possibly on other Bards with the following effect:

  • An Egg adds 1 to any die roll (lubricates your vocal cords).
  • A Tomato subtracts 1 from any die roll (opponent's direct hit).
  • A Cabbage lets the Bard reroll his own die (everything round, that does not kill - rolls).

(unlike the Trick Card "Epic Solo", the Cabbage token cannot affect opponents).

When a player plays a token it is returned to the supply.

Caspar: Well, there is a catch here. You cannot cancel a token effect with a Trick Card, unfortunately…

Trick Cards Overview

IMPORTANT: You don't need to read this section before your first game. This overview is for further reference only.

Caspar: You can use the information below if you have doubts about how a Trick Card works. After your first few games, or if you want to become a real expert on Tricks, you can even get to know your rivals and their skills better. So, the common Tricks are, you know, common. Everyone has them. Each of the rare Tricks is a privilege to two Bards only. And the unique Tricks are your special thing! And they are a big thing! So, the common Tricks have the same neutral banner color for all, and the rare and unique Tricks are marked in the colors of the Bards that have them. And I will give you some more priceless information - only this time for free. Most of the Tricks are executed immediately and have a one-time effect. Some of them though, have an effect that lasts for the whole round. Use this information wisely. I know that you cannot be as good as me, but well, you can always give it a try.

Common Tricks

Cut Strings (cost 0) — Play in response to somebody playing a trick card, cancel that trick card. You should play this card immediately after the Trick that you wish to cancel. If a second Trick Card is played after the one you want to cancel, you can no longer cancel the first Trick. Cut Strings can cancel another Cut Strings.

Epic Solo (cost 0) — Play after any Bard rolls a die, that Bard rerolls the die. You should play this card after you or another player rolls a die. You have to play it before a player takes the reward for a successful Song, or wins a duel. This Trick doesn't apply to Helga's Ragnarok.

Concentration (cost 0) — Add +1 or -1 to all rolls a Bard makes during this round. You can target yourself or another player with this Trick. Keep this card visible in your play area. Its effect lasts for the whole round (Duels and Performance). This Trick doesn't apply to Helga's Ragnarok.

Go Busking! (cost 1) — Move your hand to the square. If you play it before your turn in the Performance phase, wait for your turn to sing at the square. Continue singing if you play it during your turn and your previous Song was successful. You can escape duels with it.

Rare Tricks

Cunning Bar-gain (cost 1) — Play after you unsuccessfully sing a song, discard any number of song cards, gain that many tips. This Trick applies only if you sing an unsuccessful Song. Discard Song Cards from your hand to your Discard pile. Get one Tip for each discarded card.

Up the Ante (cost 1) — Play before a brawl or a duel, guess the outcome, if you successfully do, gain 1 tip. You should play this Trick before any dice are rolled. Once you announce your bet, you cannot change it. You should guess correctly either who will win the Duel, or whose Fan will be kicked out of the Pub.

Standing Ovation (cost 1) — Play after you finish singing, gain 1 tip for each successful song you have sung. If you have won a Duel during this round, it also counts as a successful Song. You can play this Trick even if your last Song was unsuccessful. Just don't count that last Song for the effect.

Stage Banter (cost 1) — Play after you successfully sing a drinking song, gain 1 tip for each of your fans in the pub. You play this Trick right after you sing a successful Drinking Song, before you play other Songs. If you have won a Duel with a Drinking Song, it also counts for this Trick.

Groupies (cost 1) — Play during the movement phase, any number of fans of your color follow your bard to the new location. You can take the Fans from any location that the Bard leaves during this phase and move them with the Bard to the new location (either chosen with the die or by a Trick/ability).

Distribute Posters (cost 1) — Discard a card, put 1 fan in any location. You should discard any type of card from your hand to the Discard pile. Take one Fan from your reserve and place it in any location.

Diva (cost 1) — Play after you successfully sing a song, convert one fan in the location where your bard is to your own fan. You play this Trick right after you sing a successful Song, before you play other Songs. If you have won a Duel this round, it also counts. Return one opponent's Fan back to his reserve, and place your Fan from your reserve.

Signing Session (cost 1) — Put 1 fan in the location where your bard stands. Take one Fan from your reserve and place it in the location, where your Bard currently stands.

Unique Tricks

Sing Havoc! (cost 1) — Till the end of the round all others hands get -1 on there die rolls if they are in a pub with your bard in it, get 1 tip for each failed song. Keep this card visible in your Play Zone. Its effect lasts for the whole round. A Song of a Bard that loses a Duel also counts as failed Song. This Trick doesn't apply to Helga's Ragnarok.

Vicious Heckle (cost 2) — Cancel a song and conduct a brawl in the pub where the bard singing that song is. Your fans do not participate in the brawl. The canceled Song counts as a failed Song. This Bard cannot continue singing if this happens in the Performance phase. If a Bard gets his Song canceled during a Duel, he loses the Duel.

Crazy Fangirls (cost 1) — Move one of your fans from the square to the pub, where your bard is. If you play this Trick during the Movement phase you can move a Fan to the respective Pub either before or after you move your Bard.

Backstage Pass (cost 2) — Go to a location with no other bards in it. If you play it before your turn in the Performance phase, wait for your turn to sing at that location. Continue singing if you play it during your turn and your previous Song was successful. You can escape duels with it.

Share the Loot (cost 1) — Gain 1 tip whenever a bard successfully sing an epic song this round, this also applies to songs that are already sung. Keep this card visible in your Play Zone. Its effect lasts for the whole round, for all Epic Songs, sang by all players even for those sung, prior to the play of this Trick. If a Bard has won a Duel with an Epic Song, it also counts.

#MarksTheSpot (cost 2) — Choose a pub, put 1 fan in the chosen pub after each successful song you sing this round. Mark the chosen Pub with an X token. Keep this card visible in your Play Zone. Its effect lasts for the whole round (incl. winning Song in a Duel). Place the Fans from your reserve in addition to the normal reward for a successful Song.

Diehards (cost 1) — Your fans cannot be removed from any pub this round. Keep this card visible in your Play Zone. Its effect lasts for the whole round. You can play this card as a counter action, after a Trick, an ability or a Brawl would remove or relocate your Fan. Your opponent must choose another target (or redo the Brawl).

Ragnarok (cost 2) — Roll the die, you can conduct a number of brawls up to the rolled value, one brawl per pub only, cannot be canceled by "cut strings". You can choose the Pubs where to conduct a Brawl, up to the number rolled. For example if you roll 3, you can conduct Brawls in up to 3 Pubs of your choice. Mark the Pubs where you have already made a Brawl with an X token.

Blown Away (cost 1) — Move one of your fans from the location where your bard is to any other location. If you play this Trick during the Movement phase you can move a Fan from the respective location either before or after you move your Bard.

Endless Party (cost 2) — Draw cards equal to the number of all fans in the pub where your bard is. Can be played only in a Pub. For this Trick you count the Fans of all colors. It is possible to start the next round with more than 6 cards in hand.

Hidden Gem (cost 1) — Add 2 to all of your die rolls this round, if your bard is in a location where you have no fans. Keep this card visible in your Play Zone. Its effect lasts for the whole round. If you decide to put a Fan in such a Pub after a successful Song, this Trick is no longer valid.

Encore (cost 2) — You can sing again a song that you have already sung this round, even a failed one, triple the reward of this song if successful. The tripled reward can be distributed as you wish. For example you can decide to take 2 Tips and put 1 Fan, or put 3 Fans, or take 1 Tip, put 1 Fan and draw 1 card, and so on.

Another Round (cost 1) — All fans in the location where your bard is count as your fans this round. Keep this card visible in your Play Zone. Its effect lasts for the whole round. These Fans count as modifiers when you sing, or when you play "Stage banter", but not as a fulfillment of the game end condition.

Pub Crawl (cost 2) — Switch the locations of two fans of any color. The swap of fans is possible only between two locations (between two pubs or between the town square and a pub). No fans from any reserve may be involved.

Copycat (cost X) — Play in response to any trick, copy that trick. Copycat's price is equal to the price of the copied trick. You should play this card immediately after the Trick that you wish to copy. If a second Trick Card is played after the one you want to copy, you can no longer copy the first Trick.

Jolly Show (cost 1) — All other Bards discard 2 Trick cards from their hands. If they have less than 2 Tricks, they discard as many as they have. Cannot be canceled by "Cut Strings".

The Pubs — Flavor Text

1 — Beer Mayor's Inn (Drinking Pub)

The oldest ale house in the kingdom has a widespread reputation for upholding the highest standards in beer production. Their homebrew, Mayor's, attracts travelers from all corners of the earth. While not always living up to its former glory, this pub serves decent meals and outstanding ale, which is perfect for most people. The ornate statue of the first owner, mayor Thomas, always welcomes the visitors with a smile.

2 — Lady Zara's Ballroom (Love Pub)

This flamboyant newly-built manor is a gathering place of nobles, wealthy city folk, and especially their young heirs. The richly decorated halls often serve as stages for dancing, recitals, and proms. Officially, the place serves only finger food and refreshments. However, after dark, Lady Zara is known to bust out a bottle or three from her personal collection, and this is when the party really starts.

3 — The Torn Banner (Epic Pub)

This imposing alehouse is the meeting ground for warriors from across the land. After hard battles and perilous adventures, heroes congregate here to share a tankard of mead and a good war story. The building itself reflects its patrons – fortified and built to last, it is often mistaken for a fortress by foreigners.

4 — The Kraken's Eye Groghouse (Dance Pub)

The Kraken's Eye has fabled rum and legendary stench. The unique blend of fish guts, Earl Grey tea and sea shanties in the air makes it the preferred locale for sailors, travelers, and thrill-seekers. These old walls have witnessed more tall tales and shady deals than one can count... Not that anybody's counting.

5 — The Weeping Troll (Minor Pub)

This unusual structure is home to most peculiar characters. Some even claim it is cursed. The stone interior keeps the insides of the tavern cold and dark, and the staff is infamous with their rudeness. However, every time a late visitor finds shelter within those walls, curious oddities are bound to unfold. If you've heard a good ghost story or seen the works of magic, there's a good chance it all started here at the Troll.

6 — The Nuttery (Major Pub)

A tower or a house of cards? A stranger might look at this jumbled mess and wonder how it hasn't crumbled yet. This mental-institution-turned-tavern hosts a colorful cast of fun-loving vagabonds. The cacophony of music, fighting, and laughter can be heard from three lanes over. The town guards grew tired of being called every single night, so at some point, they just stopped answering. To nobody's surprise, it made no difference.

Credits and Copyright Info

© 2019 Fantasmagoria Ltd. Geo Milev Str. 30, Sofia, Bulgaria. www.Fantasmagoria.bg / www.BigBag.bg

Game design: Nikola R. Petrov Further Development: Nikolay Zhekov, Ledha Guerova, Alexandar Guerov Illustrations: Atanas Lozanski, Ivelin Trifonov Graphic design: Alexandar Guerov

A big thank you to all known and unknown test players: Milena Valkova, Ognyan Vassilev, Danail Yotov, Krasimira Dimitrova, Rusi Papazov, Nikolay Zhekov, Rosen Tzolov, Mila Stanoeva, Georgi Katzarski, Daniela Kostova, Simeon Krumov, Yordanka Zapryanova, Simona Kapitanova, Venelin Karjilov, Nina Krasteva, Boyan Tabov, Veselin Metodiev, Yordan Yordanov, Simona Stamenova, Krum Dimitrov, Dimo Dimov, Nikola Pulev and others.

From the game designer: Special thanks to Alexander Pandjarov for the invaluable help and support, Vassil Lozanski & Peter Herakov for the motivation, Gemma Álvarez for the early artwork, and all the playtesters at ComicCon, Sofia Board Game Weekend and countless other events for the enthusiasm!

No part of this product may be reproduced without specific permission. © 2019 All rights reserved.