Contents
Kero Game Rules
Welcome to Kero Game! Get ready for a fun and exciting experience. In this guide, I’ll walk you through the rules of the game so you can start playing right away. Let’s get started!
Objective
The objective of Kero Game is to be the first player to collect five colored gems. It’s a race against time and your opponents, so be strategic and move quickly!
Components
Kero Game includes the following components:
- 1 game board
- 4 player pawns
- 52 colored gem cards
- 28 action cards
- 16 character cards
- 4 player reference cards
Gameplay
At the start of the game, each player chooses a character card and takes the corresponding pawn and player reference card. Shuffle the gem cards and deal five to each player. Place the remaining gem cards face-down on the game board.
On your turn, perform the following actions:
- Draw an action card
- Play an action card or discard it
- Move your pawn
If you have collected five colored gems, you win the game!
Action Cards
Action cards allow you to take special actions during your turn. They can help you collect more gems, hinder your opponents, or provide other strategic advantages. Use them wisely to gain an edge in the game.
Character Cards
Each character card has a unique ability that can be used during the game. Choose a character that suits your playstyle and take advantage of their special ability to gain an advantage over your opponents.
Game End
The game ends as soon as one player collects five colored gems. If multiple players achieve this on the same turn, the player who collected their fifth gem first is the winner. Congratulations!
Now that you know the rules of Kero Game, gather your friends and start playing. May the best player win! Good luck!
So, here’s the deal: in Kero, it’s all about speed and strategy. You and your clan have to outsmart and outpace the other clan. But here’s the twist – you only have three rounds to come out on top. Crazy, right?
The Stuff You’ll Need
- 1 gameboard
- 2 timetrucks,
- 12 territory
- 24 regular cards
- 12 starting cards
- 3 battle cards
- 18 tokens
- 5 ressources dice
- 3 special dice
- 14 character tokens with 14 stickers
- rulebook
Object of the Game
My goal is to collect as many resources as I can using as little KERO from my tanker truck. I need to send Explorers to claim New Territories. If I have the most territory at the end of the round, I get to claim them. It’s always a good idea to have the friendly Tuareks on my side. They can help me out a lot on my travels. I also need to manage my KERO, find new resources, explore New Territories, and make sure to save my clan.
Getting Started
Let’s start by putting the stickers on the 14 wooden tokens. After that, we can place the game board in the middle, right between the two of us.
Now, it’s time to divide the deck of cards into different parts:
Alrighty, here’s my take on the provided text:
- You’ll find 3 Claim cards here.
- There are 12 Start cards.
- The remaining 24 cards are up for grabs.
- To begin, divide the 24 cards into 3 roughly equal piles.
- Next, place 1 Claim card on top of each pile.
- Give each pile a good shuffle.
- Stack all 3 together to create a single draw pile.
- The Start cards need to be shuffled as well.
- Then, place them on top of the draw pile.
Now, let’s move on to the game setup. The Refinery provides insights into the cost of fueling up with KERO. Place the three colored dice on the Shack. The Tuarek tiles should be shuffled and formed into a draw pile. As for the 10 Permanent Ability tiles, let’s put them right next to the game board.
It’s time to reveal what fate has in store. Unveil the first 6 cards from the draw pile.
New Territories
We’ve also got some special territories. Shuffle the New Territories and create a face-down draw pile. Reveal the first 4 territories. Make sure to place the 27 Jerrycan tokens next to the game board.
Clan Camps
When playing this game, I get to choose my own clan and grab a tanker truck. But here’s the catch: the truck can only be placed vertically on its rear end, right on the tank. That’s the way to go when using the truck.
To fill up the truck with fuel, I have to hold it in the opposite direction, with the cab facing downwards. Once it’s fueled up and back on the ground, my tanker truck is ready for action.
Each clan in the game gets to put down 7 Explorer markers. They also collect 2 Jerrycans and 2 Tuarek tiles.
The lucky player who most recently fueled up their truck gets to be the First Player and take the 5 white dice to start the game.
Game Play
The game is made up of 3 rounds, and each round is made up of several turns. During these turns, we all go through 3 or 4 steps.
Fill Up with KERO
Select and Roll Your Dice
Upgrade Your Camp
Fire
Claim New Territories
When a Claim card is revealed, that’s when this step comes into play. It’s the time for the clans to divide their newly explored New Territories among themselves.
Once you’ve completed your game steps, it’s time to wrap up your turn and pass the baton to your opponent.
With 3 Claim cards in the deck, the first two will bring the first two game rounds to an end, while the third card signals the end of the entire game.
Powering Up with Kero
#image.jpg
When it’s my turn, before I do anything else, I have the option to use 1 Jerrycan at the Refinery to fill up with KERO. If I want to fill up twice, I can use 2 Jerrycans in a row.
Here’s how it works:
- The other clan takes the 8 dice.
- I tilt my tanker truck so that the cab is facing down. Then, when the KERO starts flowing, my opponent rolls the dice using just one hand.
- Any dice that land showing a #image.jpg are set aside. My opponent continues rolling until all the dice show a #image.jpg.
- When the dice all have a #image.jpg, you must quickly put your tanker truck flat again. This ends the fueling sequence.
#image.jpg
Note: It’s important to keep in mind that when all 7 dice show the same symbol, the last rolled die is automatically considered to show that symbol after five rolls.
Choose and Roll your Dice
Select Your Dice
You get the 5 white dice automatically. These dice are the same and give you access to bricks, wheat, metal, recruits, and Jerrycans.
- #image.jpgThis symbol gives you 1 brick.
- #image.jpgThis symbol gives you 1 wheat.
- #image.jpgThis symbol gives you 1 metal.
- #image.jpgThis symbol gives you 1 recruit.
- #image.jpgCollect a Jerrycan token.
+
Hey there! Let me break down the rules for you in simpler terms and help you understand the game better. When you play Kero, here’s what you need to know:
- #image.jpgTake a card from the reserve and put it in your camp.
- #image.jpgThis action doesn’t give you any resources.
If you want to spice things up, you can add 1 to 3 special colored dice to the mix. Just pay 1 Jerrycan for each extra die at the Shack. These colored dice give you more resources and provide special actions or bonuses.
Have you ever played a game using special dice? They’re pretty cool because the numbers on the dice determine how many resources you get. The more resources shown on the dice, the bigger the quantity you receive. It’s like a magical formula!
Want to make a cool design? Let me show you how to draw a Tuarek tile. It’s easy and fun, and you’ll be able to create your own unique patterns.
Hey there! Let me show you a neat trick in the game:
First, I’ll place an Explorer on a New Territory for you, and the best part is, it’s absolutely free!
Just a heads up: Some cards and Tuareks might give you free access to special dice, so keep an eye out for those.
- Next, we’re going to tip your tanker truck (cab side up) and stand it on its tank on the table. Once the KERO starts flowing, you’re ready to roll your dice.
- Here’s the kicker: as long as you still have KERO in your tank, you have the freedom to reroll any or all of the dice as many times as you want. But here’s the catch- if you roll a #image.jpg on a die, that die is a goner and you can’t reroll it anymore.
- Once you’re satisfied with the results on your dice (even if it’s just after the first roll), put your tanker truck back down on the table.
#image.jpg
Hey there! Just a heads up, once you’ve put your tanker truck back on a flat surface, you can’t tilt it again. It’s all part of the game, and sometimes you gotta make quick decisions – even if they turn out to be mistakes!
Running Low on Kerosene
If your tank runs out of fuel while you’re playing the game, you have to stop your turn right away. You won’t be able to do anything with the numbers on your dice.
But don’t worry! There’s a friendly Tuarek passing by who will fill up your tank for free. However, they only have 5 white dice to offer you.
After the Tuarek helps you, it’s your opponent’s turn to play.
Now it’s time to collect resources. Look at the numbers on your dice and take the corresponding resources. But remember, you can only use each resource once, so make sure to use them wisely and gather as much as you can.
You can use the resources you’ve collected to do different things in the game:
1. Take cards.
2. Take Tuarek tiles.
3. Place explorers.
If you don’t use all the resources you’ve collected, they will be gone and you won’t be able to use them later.
Keep in mind that some parts of the game will give you extra resources when you collect them.
Now let’s talk about taking cards.
So here’s the thing about cards: they can be your secret weapon in the game. They have all sorts of cool stuff – immediate actions, sweet bonuses, and even permanent abilities. It’s like having a few tricks up your sleeve.
Now, you gotta pay attention to the cards you’re entitled to. Grab ’em and make use of those actions and bonuses right away. Trust me, it’ll come in handy. And here’s the kicker: some of these cards are worth points when the game is over. Talk about a score booster!
Do you know about cards with symbols? They give you special abilities that you can use once per turn until the game ends. These abilities are shown on tiles, which serve as reminders during the game.
When you get a card with a Permanent Ability symbol, you also receive a corresponding tile. Put the tile in your camp, on the edge of the game board. You can have up to 5 Permanent Ability tiles.
Example: Wow, you’ve used 2 recruits to snag this card! And guess what? Now you can slap down an Explorer on a brand spanking new Territory, right off the bat! How cool is that?
Here’s what happened:
I used 3 wheat and a Jerrycan (either from a die or by spending a token) to get this card. Now, I can add the green die to my 5 white dice every turn until the game is over.
b. Get Tuarek Tiles
During your turn, you can buy and use as many Tuarek tiles as you want. Each Tuarek costs 2 Jerrycans. Put the Tuarek tile(s) facedown in your camp.
You can have as many Tuarek tiles as you want, but remember, you have to discard them after using them.
If there are no more tiles left in the draw pile, shuffle the used Tuarek tiles to create a new draw pile.
Keep in mind: Some game items give you free Tuareks. You can play one type of Tuarek during your opponent’s turn.
c. Place Explorers
To explore the 4 New Territories, you need to place Explorers.
Both clans want the New Territories because they give points at the end of the game or provide bonuses when claimed. To win a territory, you need to have more Explorers than your opponent at the end of the round.
If you want to explore a New Territory, you can pay 1 recruit and 1 metal to do so. It doesn’t matter if you or your opponent have already sent some Explorers there. You can even deploy multiple Explorers at the same time.
Here’s the lowdown on an exciting game element called New Territory. It’s a pretty big deal, scoring you 3 points and handing you 1 Tuarek. Plus, this territory is guaranteed to get you a point, no doubt about it. But, if you want to rack up the full 3 points, there’s a catch. You’ll need to have a whopping 4 cards of the same color by the end of the game. It’s a bit of a challenge, but oh-so-rewarding!
Let’s talk points. When you see a “+”, get ready to celebrate because that indicates the number of points you score when specific conditions are met. And when you spot a “/”, think “per” because it means you get that many points for each item.
Fire
After you have finished taking all of your turns, it’s time to see how you fared. Just take a look at the number displayed on your dice to find out your score.
Don’t worry if you got a score of 0 or 1 – that’s totally fine! You don’t need to do anything more.
If I roll a 2 or higher on my dice, I have to get rid of the card on the right side of the game board. It’s gone. Then, I move the remaining cards to the right.
After that, I fill in the empty spots on the game board, starting from the right side and working my way to the left, with new cards from the draw pile.
Here’s an example: Let’s say it’s my turn and I have collected 2 cards: B and F. I roll a 3 #image.jpg, so I have to get rid of the card on the right: E. Then, I move cards A, C, and D to spots 4, 5, and 6. Finally, I draw three new cards, one at a time, and place them in spots 3, 2, and 1 (starting from the right side).
If I happen to reveal a Claim card during this process, I stop filling in the empty spots because the round is over.
#image.jpg
Claim New Territories
When I reveal a Claim card, it signals the end of the round, or even the end of the game if it’s the third Claim card.
Each clan gets to have the New Territories that it has the most presence on. They bring back their Explorers and put their New Territories in their camp.
If there are any New Territories that have an equal number of presence from different clans or are unoccupied, we discard them and put them back in the game box. All Explorers go back to where they came from.
I then draw 4 new New Territories and fill up the empty spaces. The Claim card is discarded, and I fill the row with new cards. The game continues as usual, starting with the other clan.
Remember: There are some game items that let you win a New Territory even when there’s a tie.
For example:
- If both clans have the same number of Explorers on the New Territory, neither clan wins and the New Territory is discarded. (See Image 8.)
- If no Explorers have been placed on the New Territory, neither clan wins and the New Territory is discarded. (See Image 9.)
- If one clan has a majority of Explorers on the New Territory, that clan claims the territory and places it in their camp. (See Image 11.)
End of the Game
The game comes to an end when the third Claim card is revealed.
The First Player tile is a reminder of who started the game.
- When setting up the game, make sure the game box is placed upright on the table with the tanker trucks inside. This way, the tanks will be full and ready to play.
- During your first turn, you don’t need to keep Jerrycans for refueling with KERO, since your tank is already full. Instead, it’s better to use your Jerrycans for special dice. These dice offer more options and yield better results when rolled.
- Lastly, keep in mind that the three Claim cards are randomly inserted into the card draw pile. This means that a round can end unexpectedly at any time. Pay attention to the number of cards revealed throughout the game.
If the third Claim card is revealed after the second player’s turn, the game ends right away because both players will have had an equal number of turns.
But if the third Claim card is revealed after the first player’s turn, the second player gets one last turn before the game ends.
Now, it’s time for the second player’s final turn. Play it just like any other turn. At this point in the game, all the New Territories have either been claimed or discarded. That means there are no more cards left in the New Territories draw pile. If you want to place Explorers, you can only do so in the spaces marked for them under the draw pile, which is now empty.
When I play the game, I score points based on the actions I take. During the final scoring round, each explorer earns me points. One explorer is worth 1 point, while two explorers are worth 3 points. So if I have three explorers, I can place them in both spaces to score a total of 4 points. It’s important to remember that the final turn triggers the final scoring round, where the winner will be determined. To find the winner, I add up the points earned from my cards and New Territories. The clan with the most points at the end of the game wins the title of “Badassest Clan, 2471”. Before starting my first game, I should make sure I have enough space to roll the dice. It’s also a good idea to take a moment to observe the cards and New Territories on the game board and plan my strategy accordingly. With these tips in mind, I’m ready to embark on an exciting adventure!