Zające na łące
Zające na łące Rulebook
Table of Contents
Table of Contents
Components
- 1 board
- 52 movement cards
- 15 carrot tokens:
- 9 large carrot tokens, numbered 1–9
- 6 small carrot tokens, each worth 2
- 27 point markers, values 1–9
- 4 hare pawns
- 6 hare tiles
- 1 rulebook
Goal of the Game
Players move the hares across the board in order to collect as many carrots as possible. Each carrot a player collects earns them points. The player with the most points wins.
Setup
A. Place the board in the middle of the table.
B. Players place the 4 hare pawns in front of the first space on the board.
C. Place the 6 hare tiles face down on the table and shuffle them. Each player takes 1 hare tile. Players do not reveal the colours of their hares to the other players. Set the remaining tiles aside on the table without looking at the colours of the hares on them.
D. Shuffle the 52 movement cards and form a movement card deck with the hare pictures facing down. Each player is dealt 4 cards from the top of the deck. Players must not reveal their cards to the other players. Leave space next to the movement card deck for a discard pile.
E. Place the 9 large carrot tokens face down on the table and shuffle them. Then take 3 of them and place them face up on the three carrot piles at the top of the board: the first token on the pile on the left, the second on the middle pile, and the third on the pile on the right.
F. Place the 6 small carrot tokens face up on the table. Place 2 of them face up on the carrot spaces marked with the number 2 along the race track.
G. Place the 27 point markers face up on the table.
Gameplay
The game lasts 3 rounds. Each round is played as described below.
The player who most recently ran across the meadow starts (or, if this does not apply, the youngest player). Play then proceeds clockwise.
On their turn, a player performs the following actions:
- Play 1 movement card from their hand and carry out the action shown on it. (The movement cards are described later in this rulebook.) Players may move not only their own hares but also hares belonging to other participants.
- Place the played card on the discard pile, then draw a new card from the top of the movement card deck. When the movement card deck runs out, shuffle the discard pile and form a new deck from it.
- If the moved hare ends its move on a space with a small carrot token, the player collects it and places it in front of themselves.
Example: A player plays a card that allows them to move the red hare 2 spaces forward. The hare ends its move on a space with a small carrot token. The player earns 2 points. They take the carrot token and place it in front of themselves.
Note! A carrot token is collected by the player who moved the hare onto the space with the small carrot token, not by the player (or players) who has a hare of the same colour on their hare tile.
If a hare passes a space with a carrot token, its owner does not earn points. To collect a carrot, a hare must end its move on that space.
After a small carrot token has been collected, the space remains empty until the end of the round. A new token will be placed there at the start of the next round.
- If a moved hare reaches the carrot piles, it is placed on the first free pile from the left. The first hare is placed on the pile on the left, the second on the middle pile, and the third on the pile on the right. The owners of these hares will earn as many points as the carrot tokens lying on the respective carrot piles show.
Example: A player plays a card that allows them to move the red hare onto a carrot pile. It takes the second pile, because the first one is already occupied. At the end of the round, the players who have the red hare on their hare tiles will each earn 4 points.
Note! Carrot tokens are placed on the board at random, so the fastest hare will not always earn the most points.
End of Round
A round ends when the third hare reaches a carrot pile:
- Players reveal the hare tiles lying in front of them, showing the colours of their hares.
- Players earn points for the hares that reached the carrot piles. They take point markers matching the values of the carrot tokens lying on the carrot piles and place them face down on the table in front of themselves.
- Carrot tokens from the carrot piles are returned to the box.
- Players place their hare tiles on a common pile.
- All movement cards are gathered into one pile.
Example: Players who have a blue hare on their hare tile earn 1 point (they take a point marker worth 1). If they have a red hare, they earn 4 points (they take a point marker worth 4), and if they have a yellow hare, they earn 3 points (they take a point marker worth 3).
New Round
Players begin the next round in the same way as the previous one:
- Place the hare pawns in front of the first space on the board.
- Shuffle all hare tiles and take one each, without revealing the colours of the hares on them.
- Shuffle all cards and form a deck from them. Each player takes 4 cards from the top of the deck.
- Place 3 large carrot tokens face up on the carrot piles.
- Place 2 small carrot tokens face up on the carrot spaces along the race track.
End of Game
After the third round, the game ends. Players add up the value of the small carrot tokens they have collected and the point markers they have earned. The player with the most points wins.
Illustration: a total of 15 points.
In case of a tie, the player with more carrot tokens and point markers wins.
Movement Cards
Hares on the board are moved using movement cards. Cards allow players to move not only their own hares but also hares belonging to other players. The colour of the hare and the icon in the corner of the card show which hare can be moved and in which direction.
The following movement cards are included in the game (each card's effect is given as printed on the card):
- Move the red hare 1 space forward.
- Move any hare 1 space forward.
- Move the blue hare 2 spaces forward.
- Move any hare 2 spaces forward.
- Move the yellow hare 1 space backward.
- Move any hare 1 space backward.
- Move the hare occupying the last place 1 space forward. If several hares occupy the last place, choose any one of them.
- Move the hare occupying the last place 2 spaces forward. If several hares occupy the last place, choose any one of them.
If 2 or more hares are on the same space, move one of them 1 space forward and the other 1 space backward.
If you are moving hares that are on the first space of the board, move one of them 1 space forward and move the other backward, off the board.
Hares that are off the board cannot be moved with this card.
Hares that have reached the carrot piles remain there until the end of the round. They cannot be moved with cards. Cards in their colours are treated as white hares: they can be used to move hares of any colour.