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S

BARON VOODOO
L
O

Yann DENTIL

1 player - 20/30 min - 10+

Baron Samedi forgot to tell you that you have one last test before taking his place now that the other Loas are
out of the way !
And what a test it is : a last duel with the Baron himself so that he can finally give you the keys to his kingdom...

As a good prince, out of pride or simply out of provocation, Baron Samedi will reveal to you all the souls he
wishes to capture in advance. It's up to you to make the most of them because his power is limitless in his
kingdom...
The stage is set, will you be able to rise to the occasion ?
(You must have read the basic rules to play this single player mode)
https://luckyduckgames.com/fr/games/127-baron-voodoo

1. Choose and place a Loa game board in front of you + inactive protection to-
ken + 3 offering tokens + score cube to place on 0 (A)
2. Take one of the 3 remaining game boards and place it next to yours + Baron
Samedi token (which hides the Loa) + inactive protection token + 3 offering to-
kens + score cube to be placed on 3 (not zero: Baron Samedi plays at home!) (B)
3. Place the game board on
top (C) Empty « ring »

Yellow Purple
on turquoise on red

4. Roll 6 dice of each color and 5 white dice, then place the dice as usual on
the color spaces with the following changes:
 The "ring" of outer spaces on the board remains empty and will not
be used during the game (so it will be impossible to place dice the-
re during the game). Red Turquoise
on yellow
 Place 4 dice on top of each other as shown. on purple

 Place a white die on the central black square (D)

5. Baron Samedi's rules to capture dice during the game will be governed by a pre-determined order
of 4 dice : this is the Priority line for captures. Take 4 dice of different colors, throw them and
place them on top of the board, in the upper left corner, in the order indicated below according to
the Loa you have chosen. Level 1 is shown below. Go to page 6 to increase the level of difficulty.

Example: If you play Papa Legba, this means that Baron Samedi will start by capturing yellow dice to make a combi-
nation of 4 yellow dice. Once made, he will continue with a purple combination, then turquoise, then red to finish
the game.

6. Finally, build a column of 4 dice on the left side of the board (after you have
rolled these dice), in the order of the priority line of captures, starting from
the bottom to the top. This column will be used to manage Switch action
during the game.
7. Not all the dice are used in this single player mode : put the remaining dice
in the box for the rest of the game.
Note: this single player mode uses 2 rules from the team mode variant :
1. The rule of the Baron Samedi token is not applied, so you cannot get it back even if you have a majority of white dice in the Spirit World
2. At the end of the game, the player with the most white dice in the Spirit world wins 3 points or 1 point in case of a tie.

To note
 You always start the game and you normally play with the same rules as in multiplayer.
 Whether in your capture area or in your Spirit World, always arrange your dice in a line, in order of capture or when you drop a
suit in the Spirit World too.
 BS never uses the power of Loas
 BS gains 1 Offering token each time he captures a white die.
 BS systematically replays each time he has at least 2 Offerings tokens in his possession (always within the limit of once per
turn)
 To capture a die, BS always starts from the position of the last die he captured (you can use a small unused white score cube
to mark this last position if you are afraid to forget it).
General principle
BS will always capture a die to make a combination of 4 dice of the same color and different symbols.
During the game, BS will make 4 combinations corresponding to the 4 colors of the Loas. BS will not capture the dice
(souls) like you do, by jumping over the dice he wants to capture. He is in his kingdom, he has full powers and only has to
use directly to get a soul, understand, capture the desired die. BS will "sweep the lines up and down and from left to right
to capture the die he needs.

BS's Turn
 To start the game, the first die BS captures is the one in the priority capture line placed out-
side the board during setup. Apply the face effect if possible. This die indicates the color of
the combination of 4 dice that he must now make (Red in this example).
 For the next die, he must therefore capture a die of the same color as his previous die but with a different symbol.
Start by looking for this die on the first line from the top left of the board.

Ex:
According to the Priority Line, BS must capture red dice to start.
He must capture the first die in the Priority Line (A).
BS has the 3 Offerings Chits from the beginning of the game, so he must
play again and spend 2 Offerings Chits. He then takes the first available
red die on the board, starting with the first die in the top left corner of
the first line (B).
On the next turn, BS will start from the location of his last captured
die (2) and continue his search for a 3rd red die. Since there are no more
red dice in the first line, he will move to the second line and capture the
first available red die (C).
At the 3rd line, the 1st red die is not available as it is covered (D),
BS will continue to the end of the line to find one (E).

 When BS has reached the end of the 5th row of the game board, he
continues his captures starting again from the 1st line and so on ...
 At the end of his turn, if BS has a complete combination of 4 dice (same color, 4 different symbols), he takes it down
to the Spirit World and scores 5 VP.
 To start a new color combination, BS must start with the new available die in the Capture Priority Line.

Special cases :
 If the die BS is to capture has a symbol already possessed in his Capture Area, he does not capture it and moves on to
the next die on the line or moves down the lines until he captures a die of the required color and with a different sym-
bol.
 If BS cannot capture a die of the required color (no more dice of the required color, symbol already possessed, blocked
or protected dice), he captures a white die (and gains an Offerings token in the process).
 At the beginning of his turn, if BS cannot capture any dice of the desired color and no white dice are available or with a
different symbol, he moves his combination down to the Spirit World and scores the corresponding points and then
starts a new color combination.

Example

BS must always make a combination of 4 dice In this example, the only red dice available are
of the same color and different symbols, if possible. not accessible because they are blocked under other
In this case, he is missing a 4th red die for his com- dice. BS will therefore try to capture one of his white
bination. dice instead.

 Starting from the position of the last die he captured (J), BS will capture a white die continuing down the line or
next lines to get the 4th die.
 The first available white die is a "Steal" (K). Since he already has one in his combination of 3 red dice, BS conti-
nues his search from the 1st line and captures the 1st available white die : a "Protection" die (L).
 In the process, he gains 1 Offering token since he has captured one of his dice.
 He now has a combination of 4 dice that he can take down into the Spirit World: he scores 5 VP.
The game stops immediately as soon as :
1/ BS has made his 4 color combinations or
2/ You or BS cannot capture any more dice at the beginning of your turn
We end the current turn and then go to the final countdown with the calculation of the majorities.
Reminder: As for the Team Mode Variant, in addition to the usual color majorities which yield 3 VP, the one who has the
most white dice also scores 3 VP or 1 VP in case of a tie.

BS always steals the first die in your Spirit


World (hence the importance of really arran-
ging your dice in a line to keep the order).

BS gains an Offering Token (and must syste-


matically replay another round if he has at
least one more in his possession).

BS exchanges the first die in your capture area


with the die at the top of the exchange pile (1).
Your die is then placed under the exchange
column (2).

Keep the die on this side unless this symbol is


already present in the current combination. In
this case, throw the die back until you find a
symbol that is not present in the current com-
bination.

BS wins 1 VP

Cannot steal dice from the BS Spirit World for 1 turn.


Cannot capture the white dice on the central board for 1 turn.

For you, no changes concerning the effect of the dice faces you capture on the board, they are identical to the multiplayer mo-
de except for the exchange.

Note that, on your turn, if you capture a "Switch" die, you can normally switch a die of your choice from the BS
Capture Zone with one of your own or with one from the switch column as if it were a 3rd player.
You can vary the difficulty of the solo mode according to the chosen Loas (1), the starting score of BS (2), the order of the
combinations that BS must make (3), and/or if BS is the first player (4).
It's up to you to play with it as you progress by changing one or more difficulty levers...

1. LOAS
In single-player mode, it is advisable to go through the levels starting with Erzulie Freda and then following the suggested
order.

2. BS STARTING SCORE
BS starts normally the game with a 3 point lead. For your first few games, start him at 0.
Once you have played a few games on your own, you will want to play against a stronger player. To do this, increase the sco-
re by 1, then 2, then 3 points ...

3. THE ORDER OF PRIORITY LINE FOR BS CAPTURES


Depending on the color of your Loa, start with level 1 and work your way up to level 4.

4. BARON SAMEDI 1ST PLAYER


Last way to increase the difficulty, make BS start first ... An advance that will force you to not waste time !
Here is a step by step of 3 rounds of the game, to give
you a quick overview of this single player mode and perhaps clarify
some rule points. In this example, BS starts with 5 VPs and will be
the 1st player for a more challenge (or it's just the author who

As imposed by the Priority Line of Captures, TURN 1


Baron Samedi (BS) will first try to make a combination  BS places the first die of the capture priority line on
of 4 red dice to start the game (once made, he will his board (A). This is a "Switch" side : nothing happens
switch to a combination of 4 yellow, then 4 purple and since you have no dice on your board yet.
finally 4 turquoise to end the game).

 He spends 2 Offerings tokens to play again immediately. BS captures the 1st available red die of the 1st line (B): it is a
"soul" die = +1 VP. The score marker moves to square 6.

 It is your turn (you play Mamy Wata), you capture a TURN 2


purple "Offerings" die (C). You win a token.  There are no more red dice on the first line, so BS
moves to the second line and captures the "Steal" die
(D). Nothing happens, BS cannot steal from you since
your Spirit World is empty.
 On your turn you use the power of movement of your TURN 3
Loa (1) then you capture the green offering die (2)  There are no more red dice in the second line, BS
(E). captures the red die at the end of the third line (F)

 BS has a combination of 4 red dice, he shoots them  BS having completed his red combination, he will now
down and scores 5 more points, that is to say 11 VP begin a combination of 4 yellow dice as imposed by the
(5+1+5), while Mamy Wata is still only at 0 VP ! BS Capture Priority Line. He therefore captures the yellow
then plays again since he has 2 Offerings tokens. die of the Priority Line and places it on his board (G) ...

 You capture the red "Offerings" die after using the  You spend 2 Offerings tokens to play again : you cap-
power of Mamy Wata (H). ture a Yellow Offerings die. You win 1 token for the
face and 1 other since it is your color ... You take
down your 1st dice combination : finally 5 points !

And the game goes on until you win... (or not :p)
Translation with the help of

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