(Carambouille means fraudulent conversion)
For 3 to 7 players aged 10 and above
Ding-a-Ding ! The First Trader rings the (virtual) bell and all kinds of exchanges are in full flow until... Ding-a-Ding ! He decides to close the market. Will you have enough identical product cards to get a good price out of them ? Will you have enough money to buy "Carambouille" cards ? And, last but not least, will you be the richest trader at the end of the game ?
Well, yes, if you made yourself heard and didn't shy away from a bit of skullduggery...
The components
� 132 cards
- 100 "Product" cards
- 24 "Carambouille""cards
- 7 "Memo" cards
- 1 "Bell" card
� 1 score pad
� 1 pencil
� 1 rulebook
� 1 resealable bag to hold the cards
Setting up the game
� The "Product" cards
- They depict 20 different product, each upon 5 identical cards :
- 3 products having a value of 10 : onions, garlic and herbs.
- 3 products having a value of 20 : tomatoes, sweet pepper and aubergines.
- 3 products having a value of 30 : lemons, hot peppers and lavender.
- 2 products having a value of 40 : cheese and sausage.
- 2 products having a value of 50 : wine and ham.
- 2 products having a value of 60 : hens and rabbits.
- 2 products having a value of 70 : olive oil and fabric.
- 1 product having a value of 80 : foie gras
- 1 product having a value of 90 : truffles
- 1 product having a value of 100 : saffron
- The "Product" cards are shuffled and stacked face down. Each player receives 6 cards which he keeps in his hand.
� The "Memo" cards
- They tell the players the value of the different products, according to the number of cards they sell. The more identical "product" card a player sells, the more points he gets when he sells them.
- Each player gets one which he lays in front of him.
� The "Carambouille" cards
- There are 6 different "Carambouille" cards, 4 copies of each :
- Basket : allows you to have more cards in your hand
- "I lied !" : allows you to lie during an exchange
- Persuasion : compels another player to make an exchange
- Illusion : allows you to sell a product for more than it's worth
- Bargain : compels another player to sell at half price
- Overstock : prevents another player to sell a product
- Each card's effect is explained upon the card.
- The "Carambouille" cards are shuffled and stacked face down to make a deck : they will be acquired by the players during the game.
� The First Trader
One of the players is randomly chosen to be the First Trader and takes the "Bell" card. Then he writes down on the pad the players' names in the columns' heads.
Playing the game
The game is played in several hands. Each hand is made up of an exchange phase, a sales phase and ends with somebody else becoming First Trader.
� "Exchanges"
- The First Trader shakes the "Bell" card while shouting Ding-a-Ding, or whatever he likes, and this as long as he wants. When he stops, the exchanges can begin.
- Everything is possible but it is forbidden to lie (except if you have a "Carambouille" card : "I lied !").
Examples
"I trade 70 points for 70 points..."
Or "I trade hens for rabbits..."
Or "I'm looking for truffles..."
Or "I trade a "Carambouille" for cheese..."
Et caetera.
- The values used during an exchange are the face values (those printed upon the cards) and not the selling values as printed upon the "Memo" cards, even if you use a "Persuasion" card. That is to say 2 "10" cards are worth 20 and not 25 points during an exchange.
- During an exchange, a player may play a "Carambouille" card whenever he wants. Its effect is applied at once and the card is discarded.
- When he decides it, the First Trader rings the bell for the second time and the exchanges immediatly stop (except a "Persuasion" which has to be resolved).
- The players then can sell their products.
� "Sales"
- The First Trader decides if he wants to sell some products or not.
. If he sells some products, he discards them, look at their value on the "Memo" card and writes upon the score pad his gain in his column.
. Then he decides if he buys 0, 1 or 2 "Carambouille" cards. He substracts 50 points from his total for each "Carambouille" card he buys. He looks at his new cards and lays them down in front of him.
- It is then the next player's turn. And so on until all of the players have sold the products they want to sell and/or bought "Carambouille" cards.
During the game, it is possible to buy "Carambouille" cards even if nothing has been sold, but of course the players must have enough points to pay their cards. A player's score can never fall under zero.
- The First Trader writes down the gain (or loss) of all the players upon the score pad which must be available and visible to all during the game.
- When a product gets sold, each player, beginning with the seller, may play a "Carambouille" card. The cards' effects are applied one after the other and the cards are discarded for the whole game.
Example
A player sells 3 cheeses : value = 180
But he also plays an "Illusion" card --> the 3 cheeses' value rockets to 300.
Alas, another player uses his "Bargain" card --> the 3 cheeses' value falls down to 150.
If another player then uses an "Overstock" card, the sale is cancelled : the seller takes back his 3 cheese cards, the "Illusion", "Bargain" and "Overstock" cards are discarded.
� Changing First Trader
- When the sales phase is finished, The First Trader gives the "Bell" card, the score pad and the pencil to his left-hand neighbour who becomes First Trader.
- The new First Trader completes everybody's hand with "Product" cards from the stock according to the following rules :
. 3 new cards max per player
. a player's hand cannot exceed 8 "Product" cards (except with one or more "Basket" cards)
- The First Trader goes one time round the table giving a card to each player who is entitled to it, and a second time and a third time.
- Then he rings the bell an a new exchange phase begins, followed by a sales phase, and so on.
Attention !
- "Carambouille" cards do not count in the maximum cards a player can have in his hand.
- When used, "Carambouille" cards are discarded for the whole game. Thus when all have been bought, there is no way to get new ones except during an exchange phase, and it seldom happens !
- During the last round, it may be that there is not enough "Product" cards in the stock for all the players entitled to them...
The end of the game
When the last "Product" cards from the stock have been distributed, the players begin the last exchange phase and the last sales phase, selling all of their "Product" cards. Of course, these last sales can be disturbed by the last "Carambouille" cards !
- And, of course, the richest player (in points) wins the game !
The "Carambouilles"
BASKET (PANIER)
As soon as a player lays a "Basket" card in front of him, the maximum "Products" cards in his hand climbs to 10. It climbs to 11 if the player has 2 "Basket" cards in front of him, to 12 if he has 3 of them and to 14 if he has the 4 of them.
Permanent effect
"I LIED !" ("J'AI MENTI !")
This card allows you to lie once during an exchange phase. The lying player can announce what he wants but he must give at least one "Product" card to his opponent during this exchange.
The "I lied !" card is discarded after use.
Must be played during an exchange phase
PERSUASION (PERSUASION)
This card compels another player to exchange with you. The card's owner takes all his opponent's cards, looks at them and chooses the ones he wants. He then gives to his opponent, from his own hand, "Product" cards amounting to an identical face value. The value used is each card's face value and not the value printed on the "Memo" card. That is to say 2 "10" cards are worth 20 and not 25 points during an exchange.
The "Persuasion" card is discarded after use.
Must be played during an exchange phase
ILLUSION (ILLUSION)
This card creates a virtual product.
The selling player computes his gain as if he had one more card of the product. He takes into account the gain printed in the next column of the "Memo" card (2 instead of 1, 3 instead of 2, and so on ; 6 instead of 5 is impossible).
The "Illusion" card is discarded after use.
Must be played during a sales phase
BARGAIN (SOLDES)
This card compels another player to sell his product at half price, whatever the number of cards of this product he sells. Thus the price on the "Memo" card is halved and rounded up.
The "Bargain" card is discarded after use.
Must be played during a sales phase
OVERSTOCK (SURSTOCK)
This card prevents another player to sell his product, whatever the number of cards of this product he sells. He takes back his "Product" cards and will have to wait another sales phase to sell them.
The "Overstock" card is discarded after use.
Must be played during a sales phase
�
game design : Sylvie Barc
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