Bora Bora: D. Return Any Un-Needed Action Tiles To The Box

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Bora Bora

Introduction: Players take the role of tribe leaders on the island of Bora Bora. They explore the atoll, build huts for their
tribesmen, fish, collect shells, and curry favour with the Gods to become the greatest tribe on the atoll!

Game End and Goal: The game ends after 6 rounds. Perform final scoring. The player with the most VP is the winner.

Setup:

1. Place the Game Board in the middle of the table.


2. Place the Building Materials (10 Sand, 10 Stone, 10 Wood cubes), 36 Shells, 18 Offerings (baskets) in general
supply next to the Game Board.
3. Take the 7 Actions tiles, and remove some tiles depending on the player count:
a. 2P: Use 5 Tiles: Helper, Temple, Build, Man/Woman (together), Land/Water Path (together)
b. 3P: Use 6 Tiles: Helper, Temple, Build, Man, Woman, Land/Water Path (together)
c. 4P: Use 7 Tiles: Helper, Temple, Build, Man, Woman, Land Path, Water Path.
d. Return any un-needed Action Tiles to the box.
4. Shuffle the 12 Fish Tiles, and randomly place 1 Fish Tile on each of the 12 Fish spaces on the board, face up.
5. Take the 36 Woman Tiles, and the 36 Man Tiles, shuffle them separately, and form a face down supply of each.
Draw 6 from each pile, and place them face up in the man and the woman spaces (bottom right of board).
6. Take the 60 Task Tiles (green), and separate them into 7 Light Green (Crane) Starting Task Tiles, and 53 Dark
Green (Parrot) Task Tiles. Give each player one random Starting Task Tile, and 2 random Task Tiles. Remove
the remaining Start Tiles to the box, and put the remaining Task Tiles in a face down pile next to the board. Draw
(#players +2) Task Tiles, and place them face up on the Task Tile spaces on the board (middle right).
7. Take the 24 Jewellery Tiles, shuffle them, and randomly place them face up in the 6x4 grid (middle right).
8. Place 6 of the 10 God Tiles (purple) in a pile next to the Temple Track on the Game Board.
9. Shuffle the 60 God Cards, and place them in a face down stack next to the Game Board. Draw and reveal the top
five cards, making a display next to the pile.
10. Give each player the following:
a. 1 Player Board in their colour (R, G, Blue, Black)
b. 12 Huts in their colour, which they place in the Hut spaces on their player board.
c. 6 Building Tiles in their colour, which they place dice side up on the 6 corresponding spaces on their player
board.
d. 1 God Tile, placed on the space on their board
e. 3 Dice in their colour, placed next to their board
f. 4 Priests in their colour, placed next to their board
g. 2 God Cards, drawn from the pile, and added to their hand (keep secret)
h. 2 Offerings from supply, places next to their board
i. 1 Turn order Tile (randomly drawn) – when playing with fewer than 4 players, only use the turn order
tiles for the number of players in the game. The player with the #1 tile is the First Player.
11. The First player puts his VP marker on 0, the second player on 1, the third player on 2, and so forth.
12. The players stack their Status markers on the 0 space of the Status Track, in turn order from first to last player,
with first player on top, and last player on the bottom.
13. In reverse turn order, each player:
a. Places one of his Huts on any empty building space on the Game Board, on one of the four regions next to a
1-fish tile.
b. Receives from general supply the resource corresponding to the one indicated by the Region with his Hut
in (either a building material, or an Offering Tile).
c. Immediately either places the building material on a free, matching, Ceremony Space on his player board,
or places the Offering Tile next to his board.
d. Continue in reverse turn order to the next player, and so on. Ignore the fish tiles of those regions for now.

Gameplay: The game lasts 6 rounds, after which End Game Scoring is performed. Each round consists of 3 phases (A, B, C):

1. Phase A: Roll and Place Dice, Carry out Actions


2. Phase B: Use Man and Woman Actions
3. Phase C: Evaluate Status Track, Temple, Jewellery Tiles, and Task Tiles

Phase A: Roll and place dice, carry out actions


All players simultaneously roll their three dice. The first player chooses one of his dice, and places it on the action tile of his
choice, and immediately carries out the corresponding action. Play continues in Turn Order Token order, in this way, until
all three players have used their three dice.
Important: When placing a die on an action tile, you can only place a die showing a value that is lower than the
lowest value currently on that action tile (regardless of colour). Blue God allows you to make an exception.

The Actions:

1) Expand Action (via Land or via Water):

Expanding means settling a Region adjacent to one in which you already have a Hut. You can expand via an adjacent land
path (brown arrow), or water path (blue arrow). The number showing on your die indicates the highest-value land or
water path along which you can expand. You can always expand along a land/water path numbered lower than your die
value if you choose. You may never expand diagonally. Important: Each player can have no more than one hut per region!

To expand, take a new Hut from your Player Board (this can be any hut), and place it on the Building Space of the new
region. This reveals a space on your player board that you can fill with a man or woman tile later (representing that you put
up an empty hut for them). Additionally, you may take either the Building Material for that Region (adding it to your
Ceremony Space), or the Offering Tile.

If you wish to score the face VP on the Fish Token on the Region you just expanded into, you must immediately play a Red
God Card. If you do not play the Red God Card, you don’t get the immediate scoring. In either case, you have the possibility
of scoring the Fish Token (again) during Final Scoring, if your hut is still on the Building Space of that Region (i.e. hasn’t been
pushed off by another Hut). Either way, leave the Fish Tile in place. If there was a hut on the new Region’s building space
from another player, slide it off that space (keeping it within the same Region), and replace it with your own.

2) Draft a Woman Tile

The Woman Tiles on the Game Board are laid out on one of 6 numbered positions (look at the die above the tile for the number).
Take one woman tile from any position equal to or lower than the die value you used to take the action.

Place the woman tile on any free space on your player board (spaces revealed by putting out huts), so that the woman
tile covers the green check mark, but leaves the status/shell visible. If you don’t have space, you cannot choose this action!

You don’t activate the Tile yet! This comes during Phase B. Don’t refill the Woman/Man Tile display with tiles until Phase C!

3) Draft a Man Tile

As above, but take a Man Tile.

4) Draft a Man or a Woman Tile

As above, but you may choose whether you draft a Man or a Woman Tile.

5) Helper Action

The player is able to trade die points for benefits, according to the table in the top left of their board, and as follows:

 Tattooing (1 pip per man tattooed) – For each pip used, shift one un-tattooed Man Tile on your player board down
(revealing the green tick on that space). Each Man Tile can only be tattooed once per game. Advance your Status
Marker one space on the Status Track. If you land on an occupied Status Space, put your marker on top. You may
tattoo more than one man in this way if you have the pips, and want to.
 Collecting Shells (1 pip per woman that collects shells) – For each pip used, shift one Woman Tile on your player
board down, and take the number of shells shown on the left of her tile, putting them next to your board. Each
Woman can only collect shells once per game.
 Victory Points (1 pip per VP) Advance one space on the VP track for each pip you trade in for VPs
 Offerings: For every 2 die points you trade, take one Offering Tile. Place the Offering Tile next to your player
board.
 God Cards: For every 2 die points you trade, take one God Card (either from the display, or the top deck).
 Building Materials: For every 2 die points you trade, take 1 Building Material of your choice, and place it on a
matching Ceremony Space. If you don’t have an available Ceremony Space, instead place the material next to your
player board.
 Move Hut: For every 2 die points you trade, move one of the Huts on your Player Board to the 12th space. The
12th space can contain any number of Huts. This allows you to ‘make space’ for additional Man or Woman Tiles if you
haven’t been able to Expand first.

6) Temple Action

Take a Priest from your supply, and add him to the Temple on the Game Board (statuette track). The die result indicates
the highest value space you can place your Priest onto (you may use a lower value if you wish). If there is already a Priest
on this space, shift that Priest one space to the right. This in turn might push another Priest right, and so on, until either an
empty space is filled, or a Priest drops off the far right, and is returned to its owner. The newly-placed Priest immediately
awards the player a one-time Fire Bonus (see below). Also, Priests in the temple are worth VP at the end of the round.

7) Build Action

Build a Building Tile you haven’t already built. The die result indicates the highest valued Building Tile you can build (you
may choose a lower numbered one if you wish). Remove Building Materials from two horizontally or vertically adjacent
ceremony spaces on your player board, returning them to supply. Then place the Building you selected (die side down)
onto the two spaces. Depending on the round number, you score 10/7/4 VP in rounds (1 or 2)/(3 or 4)/(5 or 6),
respectively for doing so (as displayed above the Jewellery display). You also receive a Fire Bonus.

If you do not have two adjacent Building Materials in your Ceremony Space, you cannot choose this action. Once Building
Materials have been placed on a Ceremony Space, they cannot be moved later.

The Fire Bonus

Whenever a player gets a Fire Bonus (from adding a Priest to a Temple, or Placing a Building Tile on a ceremony space), they
can immediately choose either:

 A God Card, or, an Offering Tile, AND


 A Status Track advancement, or Take one Shell.

8) Fishing Action

Allocate any die, regardless of its number, and score 2 VP. Any number of dice or any value can be used on the fishing action.

Phase B: Use one Man and one Woman Action


In turn order, players may use one Man, and one Woman Action. The action performed depends on which Man or Woman a
player chooses from their tableau. If a player has identical Man or Woman Tiles, they can activate all identical tiles of one
sex at the same time for one powerful action (but can never combine Man and Woman powers in one action).

Action Effect
Expand on Land Path: Expand using one LAND path of max value 2 (4/6)

Expand on Water Path: Expand using one WATER path of max value 2 (4/6)

Woman Action: Draft one WOMAN tile of value 1-3 (1-6) The third matching Woman Tile has no effect!

Man Action: Draft one MAN tile of value 1-3 (1-6). The third matching Man Tile has no effect!

Build Action: Build one 1-3 (1-6) value Building Tile as if you had placed the requisite die on the Build
Action Tile.

Building Materials: Gain 1 (2/3) Building Material(s) of your choice and add it to the matching
Ceremony Space on your Board.
Move Hut: Move 1 (2/3) Huts from your player board onto the 12th Space

Victory Points: Score 2 (4/6) VPs

God Card: Take 1 (2/3) God Cards

Offering: Take 1 (2/3) God Cards

Advance Status: Advance 1 (2/3) steps on the Status Track

Gain Shells: Take 1 (2/3) Shells

Phase C: Assess Status Track, Temple, Jewellery Tiles and Task Tiles
1) Status Track: Each player scores the number of VP above the Status Space their Token is on (0-15 VP). Then return
all players’ status tokens to the 0 space (retaining the player order by putting the player furthest behind at the
bottom, and the player furthest ahead at the top). Reassign the turn order tiles to reflect this new player order.
2) Temple Track: Players score VP for the Priests they have in the temple:
a. In Rounds 1 and 2: Each Priest is worth 1 VP
b. In Rounds 3 and 4: Each Priest is worth 2 VP
c. In Rounds 5 and 6: Each Priest is worth 3 VP
Then, the player with the most Priest in the Temple receives the top God Tile. If there is a tie, the player whose
Priest is furthest left get the God Tile.
3) Jewellery Tiles: In the new turn order (according to the Turn Order Tokens). Each player may choose to buy one
Jewellery Tile from the current round’s column, paying for it with Shells as indicated on the tile. Place Jewellery
Tiles face down on the appropriate spot on your player board, and they will be scored at Final Scoring. If a player
cannot, or doesn’t want to buy a Jewellery Tile, they are skipped. Any leftover Jewellery for the current round is
discarded.
4) Task Tiles: In the new Turn Order, players one at a time complete one of their three Task Tiles.
a. If they complete the task without help, they score 6 VP.
b. If they take the help of the Yellow God, they score 4 VP.
After they complete the task, they place the completed Task Tile face down on the checkmark space, where it
remains until the end of the game.
c. If cannot complete any of their available tasks, they simply return 1 Task Tile to the box, without scoring
any points.
Finally, in Turn order, each player chooses a new Task Tile from the Game Board, and adds it to the empty space on
his Player Board (including in Round 6).

Clean-up: Return to the Game Box the two Task Tiles that weren’t chosen, and any Man or Woman Tiles not chosen. Refill
the Man and Woman Tiles. Each player retrieves their three dice, and proceed to the next Round, or Final Scoring.

Game End – The game ends after the 6th Round.

Final Scoring – Players Score Further VP for the following criteria:


 2 VP for each unused God Tile
 1-6 VP for each Fish Tile adjacent to a Building Space containing a Hut of their Colour (it is not enough to have a
Hut just in the Region).
 1-9 VP for each Jewellery Tile purchased (face value)
 Also score 6 VP if a player has:
o Completed 9 Task Tiles
o Claimed 6 Jewellery Tiles
o Filled all 12 Ceremony Spaces (with either Buildings, or Building Materials)
o Placed 12 Huts, one in each of the 12 Regions
o Filled all 12 Hut spaces with Man or Woman Tiles

The player with the most VP is the winner. If there is a tie, the tied player earliest in Turn Order wins!
Appendix 1: God Card Effects – To play any God Card, you must also discard an Offering Tile. You do not need to
discard an Offering for a God Tile.

God Effect God Effect


Blue God: During Phase A, if you play a Blue White God: During Phase A, if you play a White God, you can
God, you can add a die to an Action Tile even add a die to an Action Tile as if it had Value 6. Do not change
if its value is the same as or greater than the the die value you are adding (it remains as it was, affecting
lowest value on the tile. One God Tile is needed the placement of later dice).
per die.
Red God: During Phase A or Phase B, when Green God: During Phase B you can either:
Expanding, you may score the Fish Tile Double the effect of the Man or Woman you activate (double
adjacent to the new Hut. the total amount for multiple identical copies of the Man or
Woman). You don’t get 2 Actions.
OR: Activate a second, different Man or Woman type.
Yellow God: During Phase C, use this God God Tile: A God Tile can be used in place of any God Card of
Card to reduce the Good or Condition your choice. After use, the God Tile returns to the box. You
required by a Task Tile by one value, i.e. one do not need to give up an Offering Tile to use the God Tile.
less Good, or one less Region.

Appendix 2: Task Tile Completion Requirements


Task Tile Completion requirement Task Tile Completion Requirement
Have both 1 man and 1 woman tile Have any 4 Jewellery Tiles
on your player board.

Have both 1 Woman (or Man) on Have built any 4 Building Tiles
your Player Board, and 1 Priest in
the Temple.
Have 3 Priests in the Temple Have two of the specified type of
Jewellery.

Have 1 Jewellery Tile and 1 Woman Have 2 God Tiles/4 Offerings/5


Tile on your Player Board. Shells

Have 1 Man Tile on your Board and Have 3 Building materials of the
Have Turn Order Tile #1 specified type in your Ceremony area
or next to your player board.
Have 1 Hut in each of 4 Regions. Have any 5 Building Materials on your
Ceremony Area or next to your player
board.
Have 1 Hut in each of 9 Regions Have three Huts Regions of the
specified Terrain Type (doesn’t have to
be on building space).
Have at least 1 Hut on each of the 5 Have 3 Huts in Regions with the
Islands specified kind of Fish

Show you have 3 identical God Have 4 Huts on the 12th space of your
Cards in your hand. Player Board

Show you have two God Cards of


the specified colour.
Show you have four God Cards, all of Have any 3 Man Tiles shifted down
different colours in your Hand. on your Player Board.

Have three different Man/Woman Have any 3 Woman tiles shifted


Tiles on your Player Board down on your Player Board.

Have three different Jewellery Tiles Have any 5 Person Tiles shifted
on your player board. down on your Player Board.

Have any 4 Man Tiles (or Woman Have two of the depicted person
Tiles) on Player Board. tiles on your player board.

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