설명

Bristole 1350

1-9 players | 20-40 minutes | Store1: Counter, Store2: Not Available




The dreaded Black Death has descended upon the town of Bristol. You are racing down the streets, desperate to escape into the safety of the countryside. If your cart is the first out of and your cart-mates win! Or do you? Some villagers on your cart may secretly already have the plague. If you leave town with a plagued villager on your cart, you will catch the plague and lose! What will you do to make sure that doesn't happen? And who will you trust (or betray) along the way?

Bristol 1350 is a light strategy and social deduction game for 1-9 players. Leam in 10 minutes and play in 20-40 minutes.



Overview

The dreaded black plague has descended upon the town of Bristol. You are racing down the streets in one of the three available apple carts, desperate to escape into the safety of the countryside. If your cart is the first to leave the town and is full of only healthy villagers when you leave, you and your fellow cart-mates successfully escape and win the game!


However, some villagers on your cart may contract the plague along the way! If they do, they'll do anything to hide their symptoms from so that you won't leave them behind. If you leave town with a plagued villager on your cart, you will catch the plague and die as well. You must do whatever is necessary to make sure that doesn't happen!




Contents

27 Remedy Cards


9 Character Cards



1 Map

3 Cars



1 Pouch


6 Dice


32 Symptom Cards


9 Pawns



Objective

Be on the first healthy cart to escape from the town. If anyone on your cart has the plague you finish, everyone on that cart dies of the plague! Play continues until an all-healthy cart escapes and wins.


If at any point your two Symptom cards add up to six or higher you have the plague for the rest of the game, even if your symptoms later fall below six! You must avoid contracting the plague at all costs, but if you do get it then your new objective is to make sure that none of the healthy players win. You can accomplish this by making sure that each cart that crosses the finish line is either empty or has someone with the plague onboard.




Set Up

Lay out the board and place the 3 carts in their starting positions. Have each player choose a character card. Shake the matching pawns in the bag, pull them out randomly one at a time and place them on, carts front to back according to the table below.

*For 1-3 player games you will add "Ghost" pawns to get up to 4 total "players." Ghosts are each given a character card and its matching pawn is put onto a cart at random just like a normal player. After reading the rules, view further Ghost adjustments for 1-3 player games.


If your group has any new players keep your Character card on the standard side. Experienced groups may use the "Special Action" side of the character cards. See "Character Abilities" in the Optional Game Modes section for details.


Remove all the 4s (Buboes) from the Symptom deck. Shuffle all remaining Symptoms and give two to each player face down. If anyone is dealt two 3s they should show the group and be given two new cards so that everybody begins the game with their two Symptoms totalling five or less. Shuffle all leftover Symptoms with the 4s and place the stack face down by the "New Symptoms" area of the board. Players may never show their Symptom cards to other players.


Shuffle the Remedy cards and give players the amount indicated in the table. Place the remaining cards in a face down stack next to the top of the board.




how to Play

The game happens in rounds. In each round any player rolls all six dice for the group. Then, starting with the player whose pawn is at the front of the cart furthest ahead (for the first round the player at the front of the Birch cart will start), and proceeding clockwise, each person takes a turn. On your turn you may perform one action from the following list. These are also listed at the bottom of each character card.


Available Actions (choose one)

♦ Reroll any two of the dice

Be sure to leave the other four dice the same as they were from the initial roll or the previous player's turn! The six dice that are showing at the end of each round affect cart movement and Mingles, both of which are explained later.


♦ Draw one Remedy Card

Remedy cards allow you to perform special Remedy actions on future turns and are explained more later. Players with three Remedies in their hand are not allowed to draw for their action.


♦ Pawn Movement

Move a pawn in one of the following ways:


Elbow:
Move your pawn in front of all other pawns on your cart.


Dash:
Move your pawn to the back of the cart in front of yours. You can only dash if you are at the front of your cart. Pawns that are on your former cart slide forward to fill your vacancy. If the cart in front of yours is full, swap your pawn with the pawn at the back of that cart (limit three pawns per cart).


Push:
Push a pawn off of your cart. You can only push yourself or someone sitting one or two spots behind you on your cart. The pushed player must place their pawn at the back of the cart that is furthest behind that has an open seat (for example, the back of the cart in last place if it has an opening, or the back of the cart in second place if the back cart has no openings). Pawns that are on the pushed player's former cart slide forward to fill the vacancy.


If you are pushed and there are no spaces available in a cart behind the cart you were pushed from, or you are pushed off the 3rd cart, you are left behind and are out of the game! However, if you reveal that you do not have the plague then the pusher dies of shame and is out of the game as well.



After all players have taken their action, move each cart (including empty carts) forward a number of spaces equal to the colors of the final six dice results (rats and apples). Carts only move at the end of the round and not during the initial roll or players' rerolls. If multiple carts end on the same space, the cart that started the round farther ahead is "nudged" slightly ahead of the other(s), while still remaining on the same space. This indicates the order of the three carts for the next round (since order affects pawn movement and determines who starts the round). In the first round the "order" of the carts is Birch, Cedar, Oak.


Begin a new round by rolling all six dice and taking turns starting with the player now at the front of the first cart and proceeding clockwise. Continue rounds until the game is over.




Mingles

You will notice that the dice have different symbols on them. At the end of each round, before the carts are moved, if the final dice results show two or more rats for a particular cart then everyone on that cart must Mingle! All Mingling cart- mates must add each of their two Symptom cards to their cart's Mingle area by the board. One random Symptom from the deck is also added to the cart's Mingle area, unless someone already put a card there by playing a Leeches Remedy on their turn, in which case that card is added instead. Mix all cards in the Mingle area and deal two to each player on that cart and discard the extra card face down.


If your two new Symptoms add up to six or greater, you now have the plague for the rest of the game! If you already had the plague, it does not matter which cards you receive (since you still have the plague). Whenever the Symptoms deck runs out, shuffle the Symptoms discard pile to reform the deck. If there is only one player on a cart, they are still required to Mingle when two or more rats are rolled for their cart.





Remedies

All remedies (except forWhip) can be played on your turn and are played after and in addition to your main action (rerolling, drawing a Remedy, moving a pawn). Each Remedy card has two potential uses but is discarded after using either the top or bottom use. You can play any number of Remedy cards on your turn, and you are allowed to play a card that you drew in the same turn. The discard pile is shuffled to reform the deck whenever it runs out. You may not show your Remedy cards to other players unless they are being played. See Remedy Descriptions on page 8 if you have specific questions about any of the six types of Remedies.




Winning the Game

Each time a cart leaves the town all players on that cart must reveal if they have the plague or not. If everyone on the cart is healthy, everyone on that cart wins together and the game is over. If anyone on the cart has the plague, everyone on that cart dies and play continues until an all-healthy cart crosses and ends the game.



If play continues after a cart has crossed, dice results for finished carts do nothing. Players who die at the finish line or during the game must truthfully reveal their state of health, they no longer have turns, and they can not play Remedy cards. If either the 2nd or 3rd cart do not escape within one additional round following the 1st cart crossing, they do not escape the town in time and automatically die!


If all three carts cross with the plague, do not finish in time, or are empty when they cross, anyone who had the plague (meaning their Symptoms added to six or more at any point in the game) wins! However, it should be noted that it is more difficult (and more impressive) to win as a healthy player and players must avoid contracting the plague at all costs.




You are now ready to play!

You may refer to the following pages for strategy tips, remedy and rule clarifications, 1-3 player rules, and optional advanced rules.




Helpful Strategy & hints

Managing Symptoms:

While it is important for your cart to go fast, it is also important to "manage your symptoms" along the way so your teammates do not contract the plague. You can do this by not keeping rat rolls (to avoid Mingles), by lowering your own Symptom numbers with Pomander, or by using Leeches to influence the random card that is added to your cart's Mingle. Remember, in a Mingle your Symptoms will mix with everyone on your cart so it will take a group effort to remain healthy.



Slowing Other Carts:

Besides the obvious way of slowing fast, carts through rerolling dice, causing another cart to Mingle will force the players on that cart to slow down while they re-evaluate their level of trust in each other. Also, remember that it is fine if a cart finishes ahead of you as long as someone on board has the plague. You can influence the spread of the plague on that cart by causing them to Mingle and by adding high Symptoms to their Mingle using Leech cards.



Communication & Teamwork:

Communication with your teammates is encouraged! Talk with your cartmates about what you contributed and received during Mingles. This will help you determine if someone on your cart has contracted the plague. But beware, the plagued villagers will probably try to feed you lies so that they will appear to be healthy. Teams that aimlessly and recklessly shove each other off of carts rarely win! Use your intuition and hints from Mingles and players' actions to make good decisions regarding who you push and when you push them.



Spreading the Plague:

If you have the plague, your goal is to make sure that none of the healthy players win! To do this, spread the plague by causing Mingles, increase your own Symptoms with Pomander, add high Symptoms to cart Mingle areas using Leeches, and sow confusion and mistrust among leading carts to slow them down. Also remember that the 2nd and 3rd carts only have one extra round to finish if the 1st cart crosses and the game continues, so strategic dice-rolling can leave them trapped inside the city when the gates close.




Remedy Descriptions

Arsenic:
Lock two dice by setting them on the board. This means that the dice you lock can no longer be rerolled or changed during the current round. If all dice have been locked, rerolling dice is no longer an action option for that round.



Chicken:

If (and only if) you spend your action rerolling two dice, reroll one or both of those same two dice up to three extra times each (for up to four total rolls for each die including the first roll). The dice are rerolled simultaneously, but you can stop rolling a die and keep rolling the other one if you become satisfied with a result.



Crushed Emeralds:

Take one extra Pawn Movement action (elbow, dash, or push). Your main action does not have to be a Pawn Movement action for you to use this.



Leeches:
Draw two Symptoms and choose one to add to any cart's Mingle stack (including your own). There is no limit to the amount of Leeches that can be used to add Symptoms to a Mingle pile. However, when a Mingle occurs all Symptoms that were added to a cart from Leeches are shuffled and only one is included in the Mingle.


Others in that stack are discarded face down. Leeches that were added to a Mingle area remain in that area until a Mingle has occurred there.



Pomander:
Draw two Symptoms and then choose two of your four to keep. Do not add your Symptoms together while you are doing this.



Whip:
Prevent someone dashing to your cart, elbowing past you, or pushing you off of your cart. If you use a Whip, the player's prevented action still counts as their action. If they use multiple Pawn Movement actions (because of using Crushed Emeralds), you will need multiple Whips to prevent them. If a player in the back tries to elbow forward, if either player in front of them uses a Whip they do not pass either player and remain at the back. If multiple players want to use a Whip, they must decide to use it in the order of play (starting player of the round and clockwise).




1-3 Player Adjustments

In games with 1-3 players, you will add 1-3 "Ghosts" into the game (1 for 3 players, 2 for 2 players, 3 for 1 player). For the most part, 1-3 player games are played with identical rules as the main game, so read the normal rules of the game first. Then apply the following adjustments:


Set Up:

Ghosts are each given a character card and its matching pawn is put onto a cart at random just like a normal player. They are also given two Symptom cards like normal (with the Buboes cards removed and then shuffled back in) and are given a position at the table. Unlike normal rules, players and ghosts are not dealt new Symptoms if they begin with two threes.



Special Ghost Rules:

On a Ghost's turn they will reroll one die of the furthest ahead cart possible that is not their own. They should reroll an apple of that color if it is available or a rat if it is not.


Additionally, if the die the Ghost rerolled shows an apple after their reroll, the Ghost moves their pawn forward in some way. If they are in the middle or the back of a cart, they elbow to the front. If they are at the front of the 2nd or 3rd cart, they dash to the back of the cart in front of theirs. If they are at the front of the 1st cart they push off the pawn at the back of their cart (if applicable). Players may use Whips to prevent an elbow, dash, or push from a Ghost.


If a cart with a Ghost mingles, Ghosts mix in their two symptoms like a normal player would, and they receive two symptoms back. Ghosts can be pushed like normal players, but if they are pushed off the 3rd cart and their symptoms add up to five or below, the pusher is out of the game. In addition to the three actions normally available to you, on your turn you may use your action to view one Symptom card that currently belongs to any Ghost.



Win Conditions:

Whenever a Ghost crosses the finish line, reveal their Symptoms. If they add up to six or greater then they have the plague. It does not matter if they did or did not have the plague during the game; it only matters what they have at the end. Win conditions are the same as normal, so plagued Ghosts cause the entire cart to die and play to continue. If a cart of only Ghosts crosses healthy the Ghosts win and all players lose.


In a 1-player game, if you get the plague at any point then you lose and the game is over.




Nitty Gritties (read as needed)

Barmaid: If the Barmaid has viewed the Symptom deck and then multiple carts Mingle, the carts should conduct their Mingles from the furthest ahead cart first, and so on with the next carts.



Dashing: There is no limit on the distance between carts for a dash to happen, meaning that you don't need to be on the same space or near the cart in front of you to dash to it successfully. If you are dashing to a full cart, you swap pawn positions with the player at the back of that cart. The player being swapped goes to the front of your former cart.



Dead Players: If you die at the finish line or during the game, you may still participate in the game by influencing and advising other players with the goal of making sure that nobody wins.



Dice Rolls: Dice are rolled simultaneously. Players may choose to reroll only one die instead of two when taking a reroll action.



Empty Carts: If empty carts cross the finish line, play continues. Getting empty carts to cross is a useful strategy for plagued players because it gives healthy players one fewer means of escape! If the 1st cart to cross is empty, it does not trigger the end of the game (meaning that other carts do not have only one more round to escape). Empty carts do not Mingle, but if a Mingle would have occurred then any Leeched Symptom cards are removed from the cart's Mingle area.



Ghosts (only used in 1-3 player games): If the only dice showing are for the Ghost's cart, they do not reroll their turn (and therefore do not have the possibility of moving forward). If a cart has already crossed, Ghosts reroll dice for the unfinished cart that is not their own. If Ghosts are on the only cart remaining, they reroll any die that is not their own color. If you use an action to view a Ghosts' Symptom cards, they are not shuffled between viewings.



Knight: Whips can not prevent you from performing your special action.



Outlaw: If you earn an extra action, you have the option to do your special action again (and as many times as you'd like to try and get lucky!)



Sheriff: If you use multiple turns to view the same player's Symptom cards, they may shuffle their Symptom cards between each viewing.



Ties: If multiple carts end on the same space, the cart that started the round farther ahead is "nudged" slightly ahead of the other(s), while still remaining on the same space. If multiple carts cross the finish line on the same turn, the cart that finished "farther" and had more remaining movements crosses first. If still tied, the cart that started the round further ahead crosses first.




Optional Game Modes

Any number of the following game modes may be combined and added to the standard rules.



Character Abilities (for advanced players): Deal character cards out randomly and use the "Special Action" side. The special action is treated as a 4th available action to players, meaning that on their turn they have the option to do that action instead of rerolling, drawing a remedy, or moving a pawn.


Instead of each player having a different ability, your group also has the option of choosing one of the special abilities and making it available to all players as the 4th available action for the game.



Mild Strain (for less dramatic players): Each time a Mingle occurs, players should only contribute one Symptom card (instead of the usual two) into their cart's Mingle area. This card should be selected at random by the player's first clockwise neighbor who is not part of the Mingle. One Symptom is also added from the deck like normal.



Violent Strain (for plague-filled games): When dealing out Symptom cards do not re-deal for players who begin with two 3's, meaning that some players may begin with the plague. To make it even more difficult, do not remove the 4's before dealing out Symptom cards.



Speedy Wagon (for quicker games): Simply begin the carts forward any number of spaces. This is especially applicable in games with higher player counts. Alternatively you can create additional board spaces or take two laps for a longer game.



Alms (for a little twist): Create six "Alms" cards using playing cards, paper, tokens, etc. Create four "Naught" cards, one "Plague" card, and one "Cured" card. At the start of the game shuffle these cards together and place them face down by the board. If you play a Chicken Remedy card you can use it for its usual ability or use it to draw and view the front of an Alms card and then give it to any player (including yourself). The player who receives the card may also view the front of the card and then keep it face down in front of them for the rest of the game.


The four cards that say "Naught" have no effect (but can be used for bluffing). The one card that says "Plague" gives the recipient the plague for the rest of the game, regardless of their Symptom cards. The one card that says "Cured" makes the recipient immune from the plague for the rest of the game and cures them of the plague if they already had it. However, if a player with the "Cured" card crosses the finish line with a plagued player, they still lose. If a player has the "Cured" and the "Plague" card, the "Cured" card overpowers the "Plague."



Illuminated Manuscript: If for some reason you are still inviting cheaters to your game nights, each player must secretly record the numbers of their two Symptom cards on a piece of paper or take a picture of them with their phone after each time they Mingle. If at the end of the game their revealed Symptom cards do not match with their final recording, they are banned from playing Bristol 1350 for life. Life sentence appeals will be heard by Facade Games on each 2nd Thursday of October. You can also have a bystander or eliminated player double-check Symptoms after each Mingle.



Point System: If playing multiple games with the same group, keep track of scores after each game. Healthy players who escape and end the game get 2 points. Plagued players (meaning their Symptoms were 6 or greater at any point in the game) who prevent all healthy players from winning each get 1 point.




history of the Black Death

The Black Death was one of the most devastating events in the history of humankind. The plague originated in Asia and then spread through Europe through land and sea trade routes, peaking from 1347 til 1351. Almost the entire continent was affected and between 30-60% of the population was killed. For many, once they noticed the first symptoms of the plague it was only a matter of days before they passed away.


Mass graves and hasty burials were common, and Europe's feudal and political systems were forever changed because of the shrunken work force. Religious fervor and fanaticism increased as people turned to God for answers. The plague continued to haunt the people in the following centuries, returning several times a century throughout cities in Europe.


The character cards in our game show that regardless of societal class or position, nearly everyone was affected by the plague. In those years, death was their constant companion.




Bristol

Bristol was an important seaport and the largest city in England besides London during this time period. Many believe that the plague entered England through a port near Bristol in 1348 and that it was the first major city in England to be affected. By all accounts Bristol was devastated by the plague. It is estimated that one third to one half of Bristol's citizens died because of the tightly-packed population and lack of sanitation (in those days the streets were little more than open sewers).



Remedies

Though we now know how to cure the plague, the people of the 1300s weren't so lucky. They tried many different "remedies" to cure themselves, each without success. Here are the remedies that we've included in the game:


Arsenic & Crushed Emeralds

Some believed that drinking potions mixed with arsenic or crushed emeralds would act as a medicinal cure for the plague.



Chicken

One "remedy," known as the Vicary Method, involved plucking a live chicken and applying it to the buboes of a plagued person. Once the chicken got sick it was washed and then placed back on the patient until either the patient or the chicken recovered. We're not making this stuff up!



Leeches

Much of the knowledge of the body at the time revolved around balancing the four "humors," blood (air), black bile (earth), yellow bile (fire), and phlegm (water). It was thought that through blood-letting, or removing excess blood from the body, the body would find balance and health. Leeches were one way to suck blood out of patients.



Pomander

Some of the medical experts of the time believed that disease was spread through foul smells. Pomanders were small balls, often worn as necklaces, that were filled with flowers and perfumes. It was hoped that the pleasant smells would ward off the plague.



Whip

Many people saw the plague as God's way of punishing the wicked. Some decided to "punish" themselves by whipping their own bodies, hoping that God would view their actions and be merciful by sparing them from the plague.