Vous êtes sur la page 1sur 6

Asterix and Obelix – The Great Adventure.

Translated from the german rulebook, available to download on the Pegasus website.
Green text relates to example diagrams in the rulebook.

Contents:

30 large cards:
24 villager cards: 8 different characters with a goods request (3 of each)
6 Overview cards: 1 x game setup, 4 x game overview, 1 x final scoring

42 small cards:
24 Roman cards :
Front (red): 8 each of guard (Strength 1) / patrol (strength 2) / cohort (strength 3)
Back (grey): 0 - 4 VP’s
8 centurion cards:
Front: Centurion (Strength 2)
Back: 1 each of 8 different goods.
10 Pirate cards:
Front: Pirate ship
Back: 2 x 2 VP’s, 1 each of 8 different goods.

5 dice in 5 different colors:


(The yellow, red, blue and green dice have identical symbols: 2 x wild boar and 1 each of Asterix, Dogmatix,
Sestertii and PAFF; The black dice has 2 x Obelix instead of wild boar.)

1 fabric bag

61 Tiles:
25 Sestertii
24 goods (8 different types, 3 of each)
4 magic potions
8 victory point markers (2 each of 4 different colors)

1 large and 1 small Asterix & Obelix figure

1 game board

GAME SETUP

1. Place the game board in the middle of your playing area.

2. Shuffle the villager cards and place them face down next to the game board. Leave space for a goods token
discard pile.

3. Separate the small cards according to the 3 types: Centurion cards, Pirate Cards and Roman cards.
Shuffle the 3 stacks separately and place red side up as follows:
A) The centurion cards to the Roman aquarium,
B) The pirate cards to the coast,
C) The Roman cards on the standard at the top right of the board.
Place 1 Roman card face down in the spaces in Lutetia, Lugdunum, Nemossus and Massilia.

4. Place all the goods tokens in the bag, draw random tiles to fill the two goods spaces in each city (Lutetia,
Lugdunum, Nemossus and Massilia).

5. Place all Sestertii in a general supply.


6. Set the small Asterix & Obelix figure on space 1 of the round track.

7. Give each player:


A) 3 villager cards – keep them secret from other players,
B) 2 Sestertii,
C) 1 magic potion - place it up with the potion side up, it can only be used by Asterix,
D) 2 victory point markers in one colour, place one on the start of the VP track and the other in front of you.
E) 1 game overview card in player colour.
Put unused game pieces (from steps C-E) back in the box.

8. Whoever has last read an Asterix book is start player. He gets the Large Asterix & Obelix figure, the 5 dice
and the bag of goods tokens.

Now you can jump into the adventure!

The Game
The game lasts 8 or 9 rounds. In each round, each player takes one turn.
On your turn, you roll the 5 dice and use their colours and/or symbols. With the dice colours you decide where
you want to travel. With the dice symbols Asterix, Obelix and PAFF! You can defeat Romans, with the sestertii
symbol you can acquire money to purchase goods. You should try to acquire the goods depicted on your
Villager cards. You can visit the village to obtain VP’s by delivering collected goods and wild boars, you can also
replenish your magic potion.

At the end of each round, the pirates must be defeated.

The aim of the game is to score the most VP’s, these are earned by defeating romans and pirates and
delivering goods and wild boars to the village.

GAMEPLAY

With two or four players the game will last for 8 rounds, with 3 players the game will last for 9 rounds.

What can you do on your turn?


First take the 5 dice and roll them.

Basic rule: Any used dice are spent and cannot be used again. (Place used dice in the used dice box at the top
right of the board.) Continue your turn until you have spent all dice or can’t use any of the remaining dice.

You can spend a dice with the Dogmatix icon to re-roll any of your other unspent dice.
1. You must then place the dice with the Dogmatix symbol in the spent dice area - it is used up.
2. You may then re-roll any of your unused dice.
After this, If you have another dice with the Dogmatix symbol, then you may use Dogmatix again as described
above ...
Basic rule: Travelling, you can use the colour of a dice to move to 1 of the 4 Cities, or the Roman camp, you can
also travel to the village, you can then perform actions at your chosen location using the dice symbols.
You can only travel to 1 location on your turn.
Note 1: You do not need a dice to travel to the village.
Note 2: You do not have to go to any of the 6 locations on your turn.
Note 3: You cannot travel to the coast. The waiting Pirates will automatically enter the game at the end of each
round.
To travel to a city or the Roman camp, you need to spend the dice of the matching colour displayed at the
respective location. This uses the dice, so you cannot also use the symbol on this dice.
In your turn.
Would you like to go to the Roman camp? place the black Dice on the aquarium.
Want to go to Lugdunum, put the blue dice on Lugdunum.
Would you like to travel to Massilia? The green dice to Massilia.
Would you like to travel to Lutetia? The red dice to Lutetia.
Do you want to travel to Nemossus, Put the yellow dice Nemossus.

What can you do in the cities?

First of all, you must defeat any Romans in the city, then you can buy 1 goods token located in that city...
There are 3 different Roman units with different strengths: The guard with strength 1, the patrol with strength
2, the cohort with strength 3.

How can you defeat the Romans?

To defeat a Roman unit, you must have one or more dice with a PAFF! and/or Asterix or Obelix symbol. (The
latter is located only on the black cube.) To defeat a Roman unit, you have to spend a number of dice with the
PAFF! Symbol equal to the strength of the Unit. To defeat a cohort, you must use 3 PAFF! Symbols.
Once defeated you then take the Roman card and place it red side up in front of you. You may look at the back
side and secretly view the reward on the back side of the card (goods, or VP’s)

You can also spend dice with the Asterix symbol to defeat Romans. 1 Asterix symbol can be used as 1 PAFF !
If have your magic potion available you may use 1 Asterix symbol to defeat 1 Roman unit of any Strength
without the need for additional dice. Spend one dice with an Asterix symbol and turn your magic potion face
down to the village side. (You must replenish the magic potion in the village before you can use it again.)

Obelix is the third and final option available, but only on the black cube. One Obelix symbol can defeat 1
Roman unit of any strength, without additional dice.

How do you acquire goods?


If you defeated the Romans, you may Buy 1 of the two goods tiles in the city (your choice as long as you have
the necessary sestertii). The price is printed below the tile (One or two Sestertii). Return spent Sestertii to the
supply and take the chosen goods tile and place it in front of you. You may also spend a dice with Sestertii
symbol to take one Sestertii from the general stock (place the dice in the used dice area of the board).
Asterix’s helpful second function
Asterix is not only a strong fighter, but also a cunning scout. As an alternative to fighting Romans, you may
spend a dice with an Asterix symbol to look at the backs Of 3 small cards on the game board.
Proceed as follows:
Place 1 dice showing an Asterix symbol to the spent dice area. Now you can look at the backs of 3 small cards
of your choice.
This may be the following cards:
- the Roman cards in the 4 cities,
- the Roman cards in the draw deck,
- the centurion cards,
- the pirate cards.
The cards you are allowed to view are subject to 3 restrictions:
- In the case of a card deck, you must always view the topmost cards.
- If you view more than one card from the same deck you may not change the order of these cards.
- Even if you spend multiple dice with Asterix for this function, you may never view more than 3 cards from the
top of any one deck in the same turn.

It’s Markus’ turn. He wants to travel to Lugdunum so places the blue dice there. Thus he can’t use the Sestertii
symbol to take a coin from the supply. To defeat the Roman patrol, he uses 1 dice with PAFF! and 1 dice with
Asterix. He places both dice on the used dice area, and takes the Roman patrol card. For the Sestertii symbol
on the yellow dice he receives 1 Sestertii from the general stock. He spends this Sestertii directly to buy the
fish. He places the fish tile in front of him. With the last cube, another Asterix, he looks at 3 small cards: the
top 2 cards of the Roman stack and The Roman card in Lutetia.

What can you do in the Roman camp?


The trip to the Aquarium is very similar to the trip to a city. The 2 differences: There are only centurions and
you cannot buy goods. First you have to place the black cube on the Roman camp. Then you must defeat the
centurion, this is the same as fighting roman cards as described above. Centurions always have a strength of 2.
(Consider: Because Obelix only appears on the black cube, You can never use it here.) On the back of the
centurion card is one of the 8 available goods. Look at this item secretly and place the centurion card red side
up in front of you. When visiting the village, you can use the good on the back of the Centurion card as if it was
a goods tile of the same type.

Erika would like to travel to the Roman camp, since she knows from the previous round what type of good the
centurion has. The result of her first roll is not enough to defeat the Centurion. She wants to roll again.
Because The black cube is needed to travel to the Roman camp, she uses the Dogmatix on the yellow cube to
roll the Other 4 dice again. This looks much better now, as she still has her magic potion available. She puts the
black cube on the Roman camp, then she spends the red cube and also turns her magic potion to the Village
side, then she takes the top centurion card. In the hope of getting a Sestertii, she spends the Dogmatix on the
blue dice to roll the green dice once more. The result, however, is another Dogmatix that can’t be used this
turn, as there are no other dice to re-roll.
Why should you travel to the village?
There are several good reasons for this:
The village is a lucrative source of victory points. To travel to the village, you do not need to place a dice on the
village. Once there, you can do 3 things (printed on the village space):
A) Fill up your magic potion by turning your tile potion side up.
B) Spend dice with a wild boar symbol, you get 1 victory point per boar. Move your victory point marker
forward. The villagers always look forward to wild boar!
C) You may have the required goods for the villager cards in your hand. Reveal the Villager cards you have
collected. Now spend the required goods. For this you are allowed use collected goods tokens, but also
centurions and Pirate cards. You will receive 3 points for each delivered good. Move your victory point marker
on the victory point track. Place the villager card(s) on the discard pile and spent product tiles next to the game
board. Do not place the goods tokens back into the bag! Spent Pirate cards go back to the box. Centurion cards
are turned grey side up in front You (they may still be worth points at the end of the game). In addition you
can discard any villager cards in your hand to the discard pile. Finally draw Villager cards until you have a hand
of 3.

What to do if there are no Romans, Centurions, Sestertii or goods in stock?

Romans: If the supply of Roman cards is exhausted, from now on you may buy goods in empty cities without
fighting Romans.
Centurions: If all 8 Centurions are defeated, you swept the Roman Camp clean and cannot go there again.
Sestertii: Should the supply of Sestertii be used up, use any temporary replacement.
Goods tiles: If the bag is empty, fill it with the discarded goods tokens.
Villager Cards: Is the villager deck is empty, shuffle the discarded villagers into a new deck.

Sabine travels to the village - she does not need a dice. She spends two cubes with wild boar symbols. For this
she moves her Victory point marker forward 2 spaces on the victory point track. For the Sestertii symbol she
takes 1 Sestertii from the supply. Then she turns her magic potion tile to the potion side. With an Asterix
symbol, she looks at 3 cards of her choice. Next, she delivers 1 fish to Lendhnix and 1 shield to Majestix. To do
this, she puts her fish goods tile next to the game board. For the shield, she turns her centurion card to the
grey side, leaving the card in front of her. Then she places the two villager cards on the discard pile and moves
her victory point marker forward 6 squares on the victory point track. Finally, she also places her 2nd Majestix
card on the discard pile and draws 3 new villagers cards. The PAFF! she cannot use this round.

What do you have to do at the end of your turn?


At the end of your turn, you must replace any defeated roman cards and purchased goods tiles. (Centurions do
not need to be replenished.) Draw the goods chip from the bag and Romans from the standard draw pile. Once
all empty Fields are filled, the Next payer clockwise may begin their turn.

What happens when all players have taken a turn, or how do you fight the pirates?

1. First, place the small Asterix & Obelix figure on the Pirate field below the current round space.

2. You must now fight the pirates. Take the black dice. The first player of the current round is the first to fight
the pirates. If the first player fails to defeat the Pirates, continue clockwise until one player succeeds. This is
achieved by rolling an Obelix symbol. Alternatively, an Asterix may be used to defeat the pirates, IF that player
has their magic potion available to use. If you roll Asterix, you can decide to Turn your magic potion to the
village side and defeat the Pirates.
3. The player who defeats the pirates receives the top card of the pirate deck. Look at the back of the card
secretly and place it the red side up in front of you. If the Card has 2 victory points, you count these at the end
of the game. If a good is shown, this may be used during a visit to the village (like a centurion card).

4. Now move the small Asterix & Obelix Figure to the next round.

5. Give the large Asterix & Obelix figure, The 5 dice and the bag to the next player clockwise. They are now the
starting player for the next round.
And here again all the cube symbols summarized:

Spend a dice with the Dogmatix symbol to re-roll other unused dice.

To fight Romans in the cities or the centurion In the Roman camp, you need PAFF ! symbols equal to the
strength of the card. Without a magic potion, Asterix counts as 1 PAFF ! With a magic potion you can defeat 1
Roman unit of any strength or centurion (or the pirates) with no further dice. Turn your magic potion to the
Village side.

Alternatively, you may also use Asterix, to view 3 cards of your choice on the game board.

With Obelix you can defeat 1 Roman unit of any strength without additional dice (or the pirates).

Take 1 Sestertii from the supply for each Sestertii symbol.

If you travel to the village, you get one point for each Wild boar. Move your Victory point marker on the
victory point track.

THE END OF THE GAME


A game ends after round 8 if there are 2 or 4 players, or round 9 if there are 3 players (each player has been
starting player an equal number of times)
To determine the winner add the following points to those obtained in the game:
1. Turn your Roman cards to the grey side. Add the VP value on each card (0-4) to your current score.
2. Turn your pirate cards and unspent centurion cards to the grey side. Put them next to your unused goods
tiles, keep them separate from Centurion cards you have already spent. Place your 3 villager cards face up in
front of you. Each villager, to whom you can now give the desired goods, will bring you 2 victory points
(instead of the usual 3). All remaining unused goods (on Pirate/Centurion cards or goods tokens) are worth 1
victory point. 2 of the Pirate Cards are worth 2 victory points, add these now.
3. Now count all your unspent sestertii. Whoever has the most gets 3 additional victory points (tied players get
3 points each). Whoever has the next largest number will receive 1 victory point (tied players get 1 point each).
4. Now count all your Centurion cards (spent or not). Whoever has the most gets 3 additional victory points
(tied players get 3 points each). Whoever has the next largest number will receive 1 victory point (tied players
get 1 point each).

Whoever has the most points is the winner of this great adventure. In the case of a tie, the winner is the player
who has defeated the most centurions. If there is still a tie, whoever has the most sestertii is the winner. If
there is still a tie, the players will share the victory and the roast boar.

Example:
Felix earned 17 points in the course of the game. At the end of the game he now receives the following points:
- His six Roman cards earn him 9 points.
- At the end of the game, 2 centurions and 1 goods tile are placed in front of him.
With the goods of one of the two centurion cards he can meet the requirements of a villager for 2 points
instead of the usual 3.
The good on the other centurion card and the good tile bring him an additional point each. For goods he gets 4
points in total.
- In front of him are 3 sestertii, this is the second biggest total in this game. Therefore, he receives 1 additional
point.
- Finally the 2 centurion cards are in front of him. In this game no other players have more centurions, so he
gets an additional 3 points.
In sum Felix scores 34 points.

Tip: If you reach the end of the VP track, you can use your second VP marker to count additional points.
Alternatively use a pen and paper to draw a Table to record the scores of all Players, see the example below.

Vous aimerez peut-être aussi