Rules

Designed by Ryan Langewisch

2-4 Players | 30-60 Minutes

Current version: 0.2.8

Last updated: January 12, 2019

 

Overview

 

In Tasty Humans, players take on the role of fantasy monsters trying to appease their insatiable appetites. As the monsters toss around the village king, they attract a steady buffet of adventurers who muster their feeble attempts at putting up a fight. Players take turns selecting which adventurers their monster will consume, dropping various body parts into their stomach. Each creature has their own personal craving that dictates how they prefer having their food settle, and throughout the game they will acquire tasty leaders that also increase satisfaction in different ways. Once a monster has completely filled their stomach, the player that most effectively maximized the overall satisfaction of their monster will be victorious!

 

Components

 

4 Monster Boards

 

50 Adventurer Cards

 

196 Tiles (Helmet, Armor, Boot, Hand, Damage)

 

30 Leader Tiles

 

4 Leader Tile Reference Cards

 

1 Round Board

 

1 Village King Token

 

Setup

 

  • Each player randomly selects a Monster Board and places it in front of them.
  • Place the Helmet, Armor, Boot, Hand, and Damage tokens into piles off to the side.
  • Each player randomly draws a Leader Tile and places it face-up in the “Grip” space on the top-right corner of their Monster Board:

  • Randomly create 4 face-down stacks of Leader Tiles (3 stacks in a four player game), where each pile has one more tile than the number of players. Any extra Leader Tiles can be returned to the box. Then reveal all the tiles from the first stack and place them where they can be seen by all players.

    The Side Board set up with Leader Tiles for a 3 player game.
  • Shuffle the Adventurer Deck and then deal 9 cards into a 3 x 3 grid. This grid forms what will be referred to as the Attacking Adventurers. The orientation of the grid does have some importance, as the adventurer cards will always collapse to the bottom and fill from the top.
  • Randomly select a player to go first, and give them the Village King Token.

 

Gameplay

 

The game is played over a series of Rounds. In each Round, each player will take a total of two turns. At the end of each Round, a Draft Leaders phase is performed, the Village King Token is passed clockwise, and a new Round begins.

To begin a Round, players take turns starting with the player who has the Village King Token, and continuing according to a snake draft. This means that players will take turns moving clockwise, but instead of cycling back to the first player, the last player will take a second turn in a row, with the turns then moving back counter-clockwise.

For example, in a 4 player game, the turn order in a single Round would be Player 1, Player 2, Player 3, Player 4, Player 4, Player 3, Player 2, and Player 1.

Each player’s turn consists of three steps:

  1. Select an adventurer to consume.
  2. Place adventurer in stomach.
  3. Reveal new adventurer.

Once a player’s turn is complete, play proceeds to the next player, following the order of the snake draft.

Here are each of the steps of a turn broken down in more detail:

 

Select an Adventurer to Consume

A player can select any of the nine cards that are currently face-up to eat during their turn. These adventurers can’t really put up a fight once you decide to eat them; however, it is possible that you may take damage from some of the neighboring adventurers. There are two types of cards that deal damage:

Swordsman – When eating an adventurer, you must take one damage for each adventurer with a Swordsman icon that is orthogonally adjacent to the unit that was eaten.

 

Archer – When eating an adventurer, you must take one damage for each adventurer with an Archer icon that is exactly two spaces away in a straight line (not diagonally) from the unit that was eaten.

 

Additionally, there are three other icons with special effects:

Wizard –  When eating an adventurer with a Wizard icon, their magic causes some extra rumbling in your monster’s stomach. After dropping the adventurer into your monster’s stomach (see section below), you must swap any two adjacent tiles in your monster’s stomach (this includes tiles that were just eaten, Leader Tiles, as well as Damage Tiles).

 

General – After selecting an adventurer with a General icon, some other adventurers will retreat. Discard the other two cards in the same row (if the arrows on the banner are horizontal) or in the same column (if the arrows on the banner are vertical). The Attacking Adventurers collapses down as normal, and three cards are dealt to fill the spaces before the next player’s turn.

 

Cleric – Before eating an adventurer with the Cleric icon (but after taking any damage for selecting them), you must remove one Damage Tile from your monster’s stomach, if possible. Any tiles above the removed Damage Tile fall downwards to fill the space. Then the adventurer can be eaten as normal.

 

Depending on the arrangement of the Attacking Adventurers, it is possible that you could take damage from multiple sources on a single turn. But maybe that one adventurer just looks tasty enough that it is still worth it!

 

Taking Damage

When a player is damaged, they must take a number of damage tokens equal to the amount of damage, and drop them into their stomach one at a time before any other tile is added. To drop a damage, simply select one of the six columns in the stomach, and place the damage token in the bottom-most empty square.

Damage tokens prevent you from filling your stomach with other more delicious options, and they can also can penalize your end score if they are adjacent to each other, so be careful!

 

Place Adventurer in Stomach

Once an adventurer is selected and any damage has been resolved, the player can decide how they want to drop that adventurer into their stomach. Each adventurer card shows a shape that consists of anywhere from two to four of the basic tile types (helmet, armor, boot, and hand). The player must decide how they want to rotate the shape (rotating the card can help to visualize), and which columns they want to drop into.

There are four different orientations that a shape can be dropped: right-side up, rotated 90 degrees in either direction, and rotated 180 degrees. For some shapes, some of these orientations may have the same result.

Once ready to drop, take tiles from the general supply that match each square in the shape. These tiles are positioned above the stomach grid as desired (while still matching the required shape), and then dropped straight down with each tile stopping in the bottom-most empty position. Important: Each tile collapses as far down as possible, and this could cause the original shape to break apart!

A shape may be dropped over columns that are already full, in which case the tiles for that column are ignored. However, at least one tile must always fall into the stomach, and no part of the shape can extend beyond the first or sixth column.

Remember that the height required for a column to be “full” is different depending on the number of players. No tiles are ever allowed to be played in a row above what is active for the current player count.

 

Example:

Daniel decided to eat the following adventurer:

He takes two Hand Tiles and two Armor Tiles from the supply, and decides how he wants to drop it into his creature’s stomach. He decides to rotate the shape, and drop it into the second and third columns with the following result:

Note: Tile supplies are not limited by the number of tiles provided. In the very rare event that the shape selected requires a type of tile that has run out in the supply, take the tile from a board that has two of that tile type adjacent, and then move the remaining tile so that it lies in between the spaces, indicating that both those spaces are still that type.

Reveal New Adventurer

Once the tiles have been properly ingested, the player keeps the adventurer card next to their board, as consumed adventurer cards will be referenced in the Draft Leaders phase.

Now, a new adventurer card needs to be drawn to fill the Attacking Adventurers. New adventurers always fill in from the back (they are approaching from the distance), so you must first slide cards downwards if possible, and then draw a new adventurer card to place in the top row.

If the adventurer deck is empty, shuffle the discard pile to form a new deck.

Once the Attacking Adventurers grid is filled, the next player can begin their turn.

 

Draft Leaders

Whenever a Round (consisting of one snake draft, with each player taking two turns) is complete, players will have the opportunity to select some of the tastiest leaders from the adventurers’ village.

Each player will have the opportunity to select one of the Leader Tiles that is currently revealed. Players who have the most  icons on their two consumed adventurers were able to gain “inside information” on the leaders, allowing them to pick first. Each player picks one Leader Tile using the following turn order and tiebreakers:

  • Players with more icons on their consumed Adventurer Cards pick first.
  • If tied, players with fewer Damage Tiles inside their stomach pick first.
  • If still tied, resolve in turn order starting with the player who has the Village King Token, and moving clockwise.

Once all players have selected a Leader Tile, the extra Leader Tile that was not selected is removed from the game. Additionally, each player discards their two consumed Adventurer Cards (resetting the  totals for the next Drafting Leaders step), and the Village King Token is passed to the next player clockwise (who will have the first selection of an Adventurer card in the following Round).

Each player then places their newly drafted Leader Tile in the “Grip” space on the top-right corner of their Monster Board, replacing the Leader Tile that is currently there. The Leader Tile that was already in the “Grip” space, is then removed and dropped into the monster’s stomach.

When eating the Leader Tile that was previously in the monster’s “Grip,” select one of the six columns, and drop it in the same manner as eating a normal adventurer.

Leader Tiles are special in that they define the scoring conditions for that monster’s satisfaction (see the Appendix for descriptions of all Leader Tiles). Place them carefully, and try to make everything settle well in your monster’s stomach!

Note: Leader Tiles fill spaces in the monster’s stomach, meaning that future tiles will stack on top of them, just as with all other tiles.

 

Game End

 

The end of the game is triggered when a monster’s stomach is completely full. Note that the top rows are only used if you are playing with a number of players equal to or less than the number indicated in the left-most square of the row (e.g. a 4 player game ignores the top two rows).

If a monster’s stomach becomes full while consuming a Leader Tile, the game ends immediately after all players have finished eating their Leader Tile.

If a monster’s stomach becomes full while eating an adventurer, the final round is triggered. The remainder of the current round (snake draft) is completed, skipping the turns of any players whose stomachs are full. If players still have a Leader Tile in their grip after the round ends, they will eat it (if possible), and then the game ends.

The player that triggered the end of the game by filling their monster’s stomach first also takes the Village King Token, which will be worth points during Scoring.

Note: If more than one player simultaneously filled their stomach (possible if both players filled their last spot by dropping a Leader Tile), all players that filled their stomach will receive the bonus for the Village King Token. Use a placeholder to mark which players will receive this bonus.

 

Scoring

 

Flip the Round Board to reveal a track that can be used for scoring.

Overall satisfaction from the meal is determined by the Leader Tiles in a monster’s stomach, as well as the Personal Craving specified on that monster’s board. For descriptions of each monster’s Personal Craving, as well as all of the available Leader Tiles, see the Appendix.

Additionally, every Damage Tile that is adjacent to another Damage Tile subtracts one from the monster’s final score. For example, if only two Damage Tiles in the stomach are adjacent, the player would lose 2 points; 1 point per tile.

The player with the Village King Token gains 2 points, as they filled their stomach first and get to enjoy a nice dessert.

After all of the above categories have been tallied, the monster with the most points is the most satisfied, and the player who controls that monster is the winner!

In the case of a tie, the player with the least Damage Tiles is the winner. If there is still a tie, the player with the least empty spaces in their stomach is the winner. If there is still a tie, resolve it from the player with the Village King Token (who triggered the end of the game) and moving clockwise (where the player that has the token, or is first clockwise from the player with the token, is the winner).

It is recommended that players work together to score one board at a time, as counting the points up together can help to avoid any accidental mistakes.

 

Scoring Example:

Note that 77 is a very good score! However, with the right combination of Leader Tiles and strong strategic play, it is possible to reach the satisfaction level of this example (most likely in a two-player game that uses the full board).

 

Solo Mode

When playing Tasty Humans solitaire, your goal is to beat a target score that is generated by an A.I. opponent that acts based on your decisions throughout the game. This simulated opponent will be referred to as, simply, A.I.. Most of the gameplay remains the same as in the multiplayer experience, with a few exceptions detailed in this section.

Setup

Set up the game as if you were playing with two players. This includes selecting a monster board, placing a random Leader Tile in the “Grip” space, shuffling the Adventurer deck and dealing a 3 x 3 grid for the Attacking Adventurers, and then revealing the first set up 3 Leader Tiles. The solo player starts with the Village King Token.

Additionally, you must decide what level of A.I. you would like to compete against. The higher the A.I.’s level, the more difficult it will be to win.

Once a level is selected, deal cards from the adventurer deck equal to the A.I.’s level into the A.I. play area face-up. Organize the A.I.’s cards in piles for each different adventurer type: Swordsman, Archer, Wizard, General, Cleric, and No Type. Grouping by type will be helpful in calculating the A.I.’s score at the end of the game.

Gameplay

During each round, the solo player will always select an adventurer card first (regardless of whether they possess the Village King Token). Resolve the turn normally, placing the adventurer in the monster’s stomach. However, before collapsing the Attacking Adventurers and filling it with new cards from the deck, the A.I. will select two cards. If the solo player currently has the Village King Token, then the A.I. will select the two cards in the same row as the card the solo player selected. If the A.I. currently has the Village King Token, then the A.I. will select the two cards in the same column as the card the solo player selected.

Place the two cards the A.I. selected in the A.I.’s play area, but don’t place them in the sorted piles yet. These two cards will still need to be referenced during the Draft Leaders phase, at which point they will then get sorted by type along with the A.I.’s existing cards.

If there is no card in a space from which the A.I. would pick (possible if the solo player selected a General which discarded cards), the A.I. draws the top card of the Adventurer Deck and keeps it instead.

Once the A.I. has taken two adventurer cards, the Attacking Adventurers grid can be collapsed and new cards (typically three) are drawn to fill the empty spaces.

Now, the solo player can select their second adventurer card for that round. The A.I. will not select any cards after this selection (as it already selected both cards for the round). The solo player consumes the adventurer as normal, and the Attacking Adventurers can be refilled.

During the Draft Leaders phase, the A.I. will not pick one of the Leader Tiles. However, depending on the number of  icons on the solo player’s two cards compared to the A.I.’s two cards, some of the Leader Tiles may get discarded before the solo player picks their Leader Tile.

  • If the solo player has more  icons than the A.I., no Leader Tiles are discarded.
  • If the A.I. has the same number of  icons as the solo player, or exactly one more, then the leftmost Leader Tile is discarded before the solo player selects.
  • If the A.I.’s  total exceeds the solo player’s by two or more, then the two leftmost Leader Tiles are discarded, and the solo player must pick the only one that remains.

Once the solo player has selected their Leader Tile, they resolve the rest of the Draft Leaders phase as normal, dropping their previous Leader Tile into their stomach. The Village King Token is then passed to the A.I. if the solo player current has it, or else it is passed back to the solo player. Remember that the Village King Token is only important for determining whether the A.I. will use columns or rows for selecting cards.

Game End

Just as in the multiplayer game, the final round is triggered when the solo player completely fills their monster’s stomach, or ends immediately if the stomach is filled during the Draft Leaders phase.

Scoring

The solo player scores their monster’s board normally. There is no two-point bonus for filling their monster’s stomach first.

The A.I.’s score is totalled using the cards it collected throughout the game, as follows:

  • For each class type, the A.I. gains point equal to the number of cards of that class type, squared. Cards with no class type icon are ignored in this step.

    For example, if the A.I. has 1 wizard, 3 archers, 0 swordsman, and 2 generals, it would receive 1 (for the wizard), 9 (for the archers), 0 (for the swordsman), and 4 (for the generals), for a total of 14 points. 
  • Additionally, the A.I. will score points for every card (including the class cards that were already scored) based on the size of the shape on that card. For example, a card whose shape has two tiles would score 2 points, whereas a card with a 4-tile shape would score 4 points.

 

Once the A.I.’s score has been calculated, the solo player wins if their score is equal to or greater than the A.I.’s score, and lose if their score is less than the A.I.’s score.

Appendix

 

Personal Cravings

Each Monster Board has a unique scoring condition and/or ability:

Legendary Dragon – Scores 5 points for every block of 2×2 squares in its stomach that are all the same type of tile (helmet, armor, boot, and hand). This bonus does not apply to Leader Tiles or Damage Tiles.

Twin-Headed Dragon – Scores 3 points for every tile in the first column of their stomach that has the same type as the tile in the sixth column of the same row. This bonus does not apply to Leader Tiles or Damage Tiles.

Griffin – Scores 3 points for every straight line of four squares (either horizontal or vertical) that alternates its tile types (e.g. “Helmet”, “Boot”, “Helmet”, “Boot”). No tile can be used in more than one group of four tiles (even if one group is vertical and the other is horizontal). This alternating pattern can not use Leader Tiles or Damage Tiles.

Troll – Scores 3 points for every Helmet tile that is directly above an Armor Tile that is directly above a Boot tile. This pattern must be vertical, and in exactly that order.

 

Leader Tiles

Scores 2 points for every Hand Tile that is in either the same row or column as this Leader Tile, at any distance. Same effect for the versions with Helmet, Armor, and Boot Tiles.

 

 

Scores 2 points for every Hand Tile that is diagonal from this Leader Tile, at any distance. Same effect for the versions with Helmet, Armor, and Boot Tiles.

 

 

Scores points equal to twice the number of tiles of the same type that you have the least of in your stomach. For example, if you have 10 Helmets, 12 Hands, 19 Boots, 5 Armor, and 3 Damage, you would receive 10 points.

 

 

Scores 2 points for every Hand Tile that falls within the specified range of the Leader Tile (two steps away, without moving diagonally). Same effect for the versions with Helmet, Armor, and Boot Tiles.

 

 

Scores 4 points for every Leader Tile that is in either the same row or column as this Leader Tile, at any distance.

 

 

Scores 2 points for each Hand Tile that is adjacent to any Leader Tile. Same effect for the versions with Helmet, Armor, and Boot Tiles.

 

 

Scores 3 points for every Damage Tile in the same row or column as this Leader Tile, at any distance. This does not prevent negative points from Damage Tiles being adjacent to each other.

 

 

Scores 2 points for each tile of the most common type in the eight spaces surrounding this Leader Tile. For example, if the eight spaces contained 2 Helmets, 3 Armor, 5 Boots, and 0 Hands, the tile would score 10 points.

 

 

Scores points equal to the number of tiles of the same type that you have the most of in your stomach, minus the number of tiles of the same type that you have the least of in your stomach. For example, if you have 10 Helmets, 12 Hands, 19 Boots, 7 Armor, and 3 Damage, you would receive 12 points.

 

Scores points equal to the number of spaces to the closest Hand Tile in each of the 8 directions. When scoring, check each of the 8 directions and see if there is a Hand Tile. If not, that direction scores no points. If so, add points equal to the number spaces to that Hand Tile (including the Hand Tile itself). Same effect for the versions with Helmet, Armor, Boot, and Leader Tiles.

 

Scores 2 points for each tile in the longest chain of the same type, moving away from this Leader Tile. No tile in the chain may be used more than once.

 

 

Scores 2 points for each tile in the longest chain of the same type, moving away from the Leader Tile diagonally. No tile in the chain may be used more than once, and every sequential tile must be diagonal from the previous one.

 

Scores 3 points for each row that has at least one of each of the four different tile types. It does not matter what order the tile types are in.

 

 

Scores 3 points for each column that has at least one of each of the four different tile types. It does not matter what order the tile types are in.