The game board “A cake? Yes, but...” is a typical board game The game board is divided into various spaces and special areas, called “places”. The “places” are the following: where luck and strategy leads to victory. Nice in appearance and goals, this game will entertain friends and family. Designed for children the game can entertain even parents and grandparents! Note: If the English translation of this document is not accurate please contact the author so that he can improve this instructions manual. Thank you! - Email to [email protected] - Objective Grandma would make us a beautiful cake but his pantry is half empty! The goal of the game is to bring to Grandma all the ingredients needed to make the cake. Components Starting the game A game board, a spinner with arrow, a deck of 96 cards (flour, baking powder, jam, fruit, egg, goose egg, carrot, feather), 4 pawns, a 6-sided die, 70 pennies-token (but if you want to make the game more nice uses true nickels!). The first player rolls the die and moves its pawn the amount of spaces indicated by the roll. Note: some spaces of the game board indicate the possible directions. When the player has resolved the effects of the space where its pawn has landed, the turn passes to the next player, and so on... The turn of next player always starts with a die roll in order to move the pawn along the spaces of the game board. The pawns can never go back. Setup Put the game board on the table and put the pawns of players on the "Start" space. Get the deck of cards and divide it by kind of card. Put the eight pile obtained on the table at hand. Form a new 8 cards pile, with one card by kind, and put it face down in the place "Lair of the rabbit". Put five pennies above the coffer in the "Refuge of the Thief". Leave all the other pennies in the bag at hand. Now, each player should roll a six-sided die. The player who rolled highest goes first, then play continues clockwise around the table. Rules of game “A cake? Yes, but…” v. 1.0 - Artefoglia.it Games Example: Mark is the first player and rolls 2. So moves the pawn 2 spaces forward landing on the space "die", so re-rolls 4. At the crossroads choose to go to the right and land on the "hen". So Mark turns the "spinner" that stops on the color green, and Mark wins a card "Egg". Mark's turn is over, and now begins the turn of the player to his left, which begins rolling the die in order to move its pawn… Page 1 of 4 Winning the game The winner is the first player who reach the space with the blue star ("start" space) having in its hand at least the following cards: 5 "egg" cards (note that 1 "goose egg" card counts as 3 "egg" cards), 1 "flour" card, 1 "jam" card and 1 "baking powder” card. if your pawn are on the same space of the pawn of another player. You can not discard a card with no reason. If you have 12 cards and you want to free space in your hand you have to wait to use, lose, sell or trade yours cards in according to the rules of the game. Game “effects” The spaces The term "effects" refers to all the actions produced by spaces of the game and by the special areas called "places". When you land on a space of the game board, follow the instructions below: -Penny: automatically win a penny. Take it from the bag. You can not keep more than 20 pennies. If you win more than 20 pennies, leaves the surplus where is. -Die: Roll the die again. Carrots: spin the spinner. If it stops on the green or yellow you win a " carrot " card . -Hen: spin the spinner. If it stops on the green or the yellow you win a "egg" card. -Rooster: spin the spinner. If it stops on the green or the yellow you win a "feather" card. -Goose: spin the spinner. If it stops on the green or the yellow you win a "goose egg" card. -Fruit Tree: spin the spinner. If it stops on the green or the yellow you win a "Fruit" card. -Question mark: This is a misfortune space. Spin the spinner and see the section "Misfortune" . -Horse: If you have at least one "carrot" card you can use it to move your pawn anywhere you want on the game board (except the spaces inside the Mill ) Note: the effect of a space must always be resolved before the effect of a place. A player, if he/she wants, can ignore the effects of the “Hen, Rooster, Fruit Tree, Goose, Carrots and Penny” spaces (for example, when the player has too many cards or is not interested to obtain a specific kind of card). The effects of the "Die" and "Question mark" spaces can never be ignored. When the pawn is on a space with the yellow star, the player can decide if visit or not the relative place. The cards Some cards rapresent the ingredients you need to win the game, while others cards represent objects that may be useful to get the ingredients, or to activate some effects of the game. When you use or lose a card during the game you must discard it in the original pile divided by kind. If during the game a kind of cards run out, for example if all the "carrot " cards are in the hands of the players, you can not win these card. In your hand you can never have more than 12 cards. If you want to keep free space in your hand, you can refuse to turn the spinner when you finish on a space that can give you a card. The players can always see the cards in the hands of their opponents. If you have too many cards, you can sell them at the market (see the section "Places" ). You can also trade cards with other players, but only Rules of game “A cake? Yes, but…” v. 1.0 - Artefoglia.it Games The spaces with the yellow star If you land exactly on of one of these spaces you have the opportunity to visit the "place" close to the star (see the section "Places"). Note: before you visit a place you always have to resolve the normal effect of the space where you landed (Ex: you have a misfortune if you land on a "Question mark" space with a yellow star, and so on..). The space with the blue star(Start) If you reach this space and you have all the necessary ingredients cards to bake the cake, you automatically win. You do not need to stop exactly above this space, you just reach it. If you do not have all the necessary ingredients cards for the cake this box has no effect. Page 2 of 4 Places The "places" are special areas of the game board where you can realize some game effects or obtain some cards and pennies. To do so, your pawn must land exactly on a space with the yellow star adjacent to the place that you want to visit. When you visit a place you do not need to move your pawn in the place's area of the game board (except in the area of the Mill). -The Mill In this place you can obtain a "flour" card. When you land on a space with the yellow star adjacent the area of the mill, you can try to enter in the first space numbered of the mill: rolling the die and getting one of the numbers of the numbered space. If you don't get one of the numbers, stay where you are and your turn ends. If you managed to enter in the mill put your pawn on the first numbered space and, in the next turn, you can try to advance to the second numbered space, in the same way. If you fail, you will need to wait for the next turn and so on. When you land on the third and last numbered box of the mill you win one "flour" card. In the next turn rolls the die, exit from the mill and proceeding normally along the game board. In the mill can enter more than one player at the same time. Working at the mill is tiring, but it's worth it! -Refuge of the thief This is the place where all the pennies stolen by the thief are conserved. When you visit this place rolls twice the die. If adding the results you get 10 or more you can take thief's treasure. (Remember that you can not keep more than 20 pennies. If you win more than 20 pennies, leaves the surplus where is.). If the coffer remains without pennies, put on it 3 pennies taken from the bag. What goes around, comes around! Rules of game “A cake? Yes, but…” v. 1.0 - Artefoglia.it Games -The gnome: In this place you can use a single "feather" card to obtain 7 pennies from the bag. You can not use more than one “feather” card at a time. For some people the beauty is worth more than any treasure! -Fortune teller The fortune teller can make you draw a random card from the hand of an opponent at your choice. Pay 3 pennies, uses "feather" card and then spin the spinner: if it stops on the green or the yellow, you can draw a random card from opponents hand, but if it stops on the red you must discard 2 cards from YOUR hand. If you have no other cards in your hand you do not have to discard anything. The magic is powerful and dangerous, and someone always loses! -Lair of the rabbit: In this place you can find objects very useful. Use a "carrot" card to draw a random card from a card pile placed on the rabbit's lair. You can not use more than one "carrot" card at a time. Inside this hole in the ground falls just about anything! - The kitchen: In the kitchen you can turn your fruit into jam. You have to use 3 "fruit" cards and skip the next turn to get one "jam" card. All good things take time to be made! - The Market: At the market you can buy and sell cards. Each time you visit the market you can sell or buy only one kind of cards. (ex: You can not sell 2 "carrot" cards and buy a "egg" card at same time, but you can sell 2 "carrot" cards or buy a "egg" card). So, to buy or sell different kinds of cards you must visit the market several times. Cards that you can buy at the market: “egg”: 3 pennies “goose egg”: 9 pennies “carrot”: 3 pennies “fruit”: 3 pennies “jam”: 15 pennies “baking powder”: 3 pennies “flour”: 10 pennies Page 3 of 4 Cards that you can sell at the market: “egg”: 1 penny “goose egg”: 3 pennies “carrot”: 1 penny “fruit”: 1 penny “jam”: 5 pennies “baking powder”: 1 penny “flour”: 3 pennies - The Grandma: When you reach this place and you have all the right ingredients to bake the cake you win the game automatically. (See the section "space with the blue star") The spinner The spinner face is divided into two parts. The central part is divided into six segments: 2 green, 2 yellow and 2 red. These colors indicate the result of the effect of the spaces, places or misfortunes. Instead, in the outer part, you can see the various misfortunes that happen when you land on a "Question Mark" space of the game board. To see that misfortune will happen to you, spin the spinner, look what indicates the arrow and follow the instructions in the following section. On the backside of spinner you can see a reminder of the effects of misfortunes and market prices. you lose a "flour" card, if it stops on the yellow you lose a "baking powder" card. Maybe it was better to bring an umbrella... -Thief: spin the spinner: if it stops on the red or the yellow you lose all the pennies (the stolen pennies must be put on the coffer). Is not a good idea keep too much money in your pocket! -Rascal: spin the spinner: if it stops on the red you lose a "jam" card. Some people are really arrogant! The fun must come first! If a game situation is not clear to you or that is not directly addressed by the rule book, you can decide how you would handle the rules under the circumstances. If you want, you can modify the rules to make the game more difficult or simplified. Credits The following people made this game possible. Game Concept: Artwork: Play Testers: Andrea Bocchi Andrea Bocchi Giovannina Azzalin Luca Boscain Martina Mangolini Danilo Trombin Matteo Veronese Misfortune “A Cake? Yes, but” – “Una Torta? Sì, ma…” ©2014 Andrea Bocchi. All rights reserved. Note: If a misfortune causes you to discard a card that you do not have, nothing happens. Find Out More -Magpie: spin the spinner: if it stops on the red you lose a "egg" card (this misfortune has no effect on the cards "goose egg"), if it stops on the yellow you lose a penny. Magpies love shiny objects and hen eggs. The goose eggs, however, are too hard and heavy for their beak! -Banana peel: spin the spinner: if it stops on the red you lose all the "egg" and "goose egg" cards. The omelet is done! -Piggy: spin the spinner: if it stops on the red you lose a "fruit" card, if it stops on the yellow you lose a "carrot" card. The pig is very cute, but eats too much! -Thunderstorm: skip a turn. Better to stay at the shelter for not to catch a cold! -Gust of wind: you lose all the "feather" cards. -Downpour: spin the spinner: if it stops on the red Rules of game “A cake? Yes, but…” v. 1.0 - Artefoglia.it Games For more information about this game check out our web sites at: artefoglia.it/gameboard or mail to: [email protected] Page 4 of 4
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