Kero ENG Rules
Kero ENG Rules
Kero ENG Rules
Hurrican Edition SA
Route du Pas-de-l’Echelle 97
1255 Veyrier
CH / Suisse / Switzerland
JUNE 2471
Kerosene - KERO - has become extremely scarce; your task is to find and stockpile this precious fuel. Two
rival clans are struggling to survive, explore New Territories in search of untapped resources and improve
their everyday lives. Running out of fuel is always a risk when you leave camp in your tanker truck,
especially as the other clan is never far away and vying for the same resources.
Introduction
In Kero, your clan must be faster and smarter than the opposing clan. You have only three rounds to achieve victory.
Begin by affixing the stickers to the 14 wooden tokens, then place the game board between the two players.
5
Place the 10 Permanent Ability
tiles next to the game
board.
Reveal the first 6 cards in
6
the draw pile.
Shuffle the New Territories and form a face-down 12 Claimed Territories space.
7
draw pile.
8 Reveal the first 4 territories. 13 Card space.
9 Place the 27 Jerrycan tokens next to the game board. 14 Permanent Ability tile slots.
15 Jerrycan space.
CLAN CAMPS
16 Hired Tuarek space.
Each player choose his clan and takes a tanker truck.
10
Note that the truck can only be stood vertically on its rear 17 Each clan collects 2 Jerrycans and 2 Tuarek tiles.
end (on the tank). This is how you place the truck while
you are using it. To fuel up the truck, you must hold it in The player who fueled up most recently collects the First
18
the opposite direction, with the cab facing downwards. Player token.
Once fueled up and placed flat again, your tanker truck
is ready for use. 19 The First Player takes the 5 white dice and starts the game.
At the start of your turn, before performing any other actions, you may optionally spend 1 Jerrycan
at the Refinery to fuel up with KERO (or 2 Jerrycans to fuel up twice in succession).
Fuel-up procedure:
1 The opposing clan picks up the 8 dice.
2 You tip your tanker truck and hold it with the cab facing downwards. As soon
as the KERO starts flowing, your opponent rolls the dice using only one hand.
3 Any dice that roll a are placed on one side. Your opponent continues to roll X8
the dice until they all show a .
4 When all the rolled dice show a , you must immediately place your tanker
truck flat again, ending the fueling sequence.
Important! When 7 dice are showing a , the last die rolled is considered to
automatically show a after five rolls.
gives you 1 brick. gives you 1 wheat. gives you 1 metal. gives you 1 recruit.
Collect a Jerrycan token from the reserve and place it in your camp.
Yields no resources.
You may add between 1 and 3 special colored dice, by paying 1 Jerrycan per additional die at the Shack. Colored dice provide access
to larger quantities of resources as well as special actions/bonuses.
The sides on the special dice yield larger quantities of resources. The quantity collected
varies according to the number of resources shown.
Note: Certain cards and Tuareks provide free access to the special dice.
2 Tip your tanker truck (cab up) and stand it on its tank on the table. As
soon as the KERO starts flowing, roll your dice.
3 As long as you still have KERO in your tank, you can reroll any or some
of the dice as often as you want. However, if you roll a on a die, the
die burns up and you can no longer reroll it.
4 When you are happy with the results on your dice (even after a
single roll), immediately place your tanker truck flat again.
1 2 3 4
Important! Once you have placed your tanker truck back in the flat position, you are not allowed to tip it up again. Making snap
decisions - and mistakes - is part of the game!
COLLECT RESOURCES
Collect the resources indicated on the dice. Each resource can only be used once.
Make your combinations and take everything you can.
You can use the collected resources to perform actions:
a) Take cards.
b) Take Tuarek tiles.
c) Place Explorers.
All unused resources are lost.
Note: Certain game items grant additional free resources when you collect resources.
a)Take cards
Cards grant either immediate actions/bonuses Cards with the symbol grant permanent abilities that can be used once
or else permanent abilities that can be very per turn until the end of the game. These abilities are shown on tiles that
useful during the game. Take the cards to which will help you to remember to use them during the game. When you receive a
you are entitled and use any actions/bonuses Permanent Ability card, collect the corresponding Permanent Ability
immediately. Certain cards are worth points at tile and place it in your camp, on the edge of the game board. You can have a
the end of the game. maximum of 5 Permanent Ability tiles.
Example Example
You have used 2 recruits to obtain this You have used 3 wheat and a Jerrycan (either from a die or by spending a
card, which lets you immediately place an token) to obtain this card. From now on, you can add the green die to your
Explorer on a New Territory. 5 white dice every turn until the end of the game.
1 1
Card color Card with a
Point
scored Permanent
Ability
Permanent
Ability
Resources Immediate
used action/bonus
Resources
used
c) Place Explorers
To explore the 4 New Territories, you must place Explorers.
Both clans will be interested in New Territories, as they score points at the end of the game or provide bonuses when they are
claimed. To win them, you must have a majority of Explorers at the end of the round.
You may pay 1 recruit and 1 metal to place an Explorer on the New Territory of your choice (even if
you or your opponent have already placed other Explorers on it). Deploying multiple Explorers
simultaneously is allowed.
Example
This New Territory scores 3 points and grants 1 Tuarek. This territory is sure to score 1 point.
To score the 3 additional points, you must own 4 cards of the
same color at the end of the game.
Points scored
Point scored
Bonus points if
the condition
is satisfied
Bonus Bonus
granted condition
Important! A “+” indicates the number of points scored if certain conditions are satisfied.
A “/” means “per”.
FIRE
When you have performed all your actions, check the number of obtained on your
dice:
If you have obtained 0 or 1 , no action is required.
If you rolled 2 or more on your dice, you must “burn” the right-most
card on the game board, discarding it. Next, shift the remaining
cards to the right.
Then fill the empty spaces on the game board, one by one
from right to left, with new cards from the draw pile.
1 2 3 4 5 6
Example
1 Neither clan wins the New Territory 2 Neither clan wins the New Territory as 3 The gray clan has a majority. It
as the number of Explorers is tied. no Explorers have been placed on it. claims the New Territory and places
The New Territory is discarded. The New Territory is discarded. it in its camp.
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Here:
1 Explorer scores 1 point during the final scoring round.
2 Explorers score 3 points during the final scoring round.
You may occupy both spaces, placing 3 Explorers to score a total of 4 points.
When the final turn has been played, move on to the final scoring round to determine the winner.
Winning clan
To determine the winner, add up the points scored by your cards and then add the points scored by New Territories.
The clan with the most points wins the game and earns the title “Badassest Clan, 2471”.
11
2
Immediately fuel up with KERO for free with 1
Territory in your 1
specified
1x 8 dice. possession, including number of Tuareks and/or
this one. Jerrycans.
These cards are simply worth points at the end
of the game.
TUAREKS
PERMANENT AbILITIES
1 Play this Tuarek before rolling your dice to add 2
Roll the specified special die (in this case, the special dice of the color 1of your choice.
+
blue die) for free.
2
Play this Tuarek before rolling your dice and place it
Add the indicated resource (in this case, face-up in front of you.
1 wheat) for free when you collect resources. It lets you reroll any dice that land on their side.
your turns. 4
Play this Tuarek after rolling your dice to add 2
resources of your choice (excluding Jerrycans).
“NONE SHALL PASS!” CARDS ? ? 1x
The deck contains five “None shall pass!” cards.
At the end of the game, they score as many Play this Tuarek before or after rolling your dice. It
points as the number of matching cards in your lets you fuel up with KERO for free with 8 dice.
1 3
1
possession.
+
Example: A player with 3 “None shall pass!” cards Play this Tuarek to remove an opposing Explorer
3
scores 9 points at the end of the game. from the New Territory of your choice.
Your opponent must take back his Explorer. Give him
2 Jerrycans as compensation.
NEW TERRITORIES
Play this Tuarek to discard an additional card at the
Score 1 point per card Score 1 point per set of end of your turn. This lets you remove a card that
1 1
of the specified color (in 3 cards in your 1x
would otherwise be useful to your opponent, for
this case, green) in your possession, regardless example, or lets you accelerate the rate at which the
possession. of their colors. cards on the game board are revealed.