Full manual text
2
Combine creative
instruments, strings, and
percussion to attract great
sambists to your region. By
inviting sambists, you will
earn fame points, and at the
end of the game, the most
famous samba circle in the
city will win.
COMPONENTS
SETUP
Each player chooses or receives
randomly a region. The player
who gets “Pedra do Sal” starts (as
samba began there, at Tia Ciata’s
house). If no one gets “Pedra
do Sal,” the last player who
attended a samba event starts.
Shuffle the
sambists and open
4 cards. Leave the
rest of the deck
aside facing down.
Shuffle the instruments
along with the malandros
and deal 5 cards to each
player. Leave the rest of the
deck aside facing down.
region
boards4 sambist
cards34
instrument
cards64
malandro
cards4
Open one card from the instrument
deck and place it face up next to the
instrument deck, forming a discard
pile (if it’s a malandro, shuffle it
back and open a new card).
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3
Starting with the first player, clockwise, each one will perform three actions on their
turn, in this order: draw, play, and discard.
ACTION 1: DRAW
Draw 2 cards from the top of the instrument deck, OR
Take all cards from a color’s discard pile.
Note: Discards should
be grouped by color.
Each color forms an
independent pile.
ACTION 2: PLAY AN INSTRUMENT
Play an instrument from your hand in a space
around your circle (and invite a sambist, if you can)
In this example, you can either
draw the top 2 cards from the
deck, or all the 3 red cards, or
the 2 green cards
Choose an instrument from your hand and place it in one of the
10 spaces around your samba circle. If the instrument already
exists in your circle, stack the new card in the same space (keep
numbers visible).
Example: If you already have a “surdo,” place the new one in the
same space. If not, place it in an empty space.
Important: If you have pairs, trios, or quartets of the same
instrument in your hand, you can play all these cards
simultaneously.
HOW TO PLAY
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4
In this example, you could play the
agogô, or the tamborim, or the plate-
and-knife, or the three pandeiros.
Tip: The more instruments you can
play at once, the better your score
tends to be at the end of the game.
It is expected in a samba circle that the
instruments are in harmony with each other,
which is why when instruments are placed
side by side, it is ideal that they match the
same color or number. Otherwise, you will
create a “crossed samba,” costing 2 points at
the end of the game (for each crossed samba).
Tip: Placing instruments away from others (e.g.,
the cuíca) won’t disrupt the harmony in your circle.
MIND THE HARMONY IN YOUR CIRCLE
The agogô and the tamborim are in
harmony because they match the color
The plate-and-knife and the guitar are
not in harmony, because they do not
match color or number. If, during the
match, you play the guitar 4 or the
plate-and-knife 2, you earn the harmony
between them. Otherwise, at the end of
the game, you will lose 2 points for this.
The tamborim and the trio of pandeiros
are in harmony by the number 3
The trio of pandeiros and the plate-and-
knife are in harmony for the number 4
A
D
B
C
E
A
D
B
C
E
If you have a pair, trio or quartet of
the same instrument in your circle,
maintaining harmony will be easier,
as you will just need to match the
color or the number of one of these
instruments.
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5
INVITE SAMBISTS TO YOUR CIRCLE
After playing an instrument, if you meet the sambist requirements (shown at the top
of their card), you can invite them to your circle. Place the sambist card at the center of
your circle and draw a new one to replace it on the table (so that there will always be
4 sambists available for the players).
At the top of each sambist card there is an indication of the four
instruments needed to call them. Whenever there is a colored
question mark, you can have any instrument of that color.
Important: you can only invite one sambist per turn.
To invite Tia Ciata (Aunt Ciata) you
will need to have played in your circle:
????
To invite Bezerra da Silva, you will
need to have played in your circle:
???
Three more yellow
instruments (they can
either be other surdos)
?
?
?
?
?
Two identical
yellow instruments
Two identical
green instruments
A surdo
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As an extra benefit, some sambists will
bring an instrument to your circle and
you can count on it to invite another
sambist in your next turn.
Example: Candeia will take a tamborim
to his circle and, with that, it will be
easier to invite Cartola (who asks for a
tamborim) or Clara Nunes (who asks for
any yellow instrument).
Other sambists will give you a special
action. When there is an exclamation,
this action will be executed
immediately and only once. Check
each one in the frame beside.
Importante: When you invite a new
sambist, place them over the previous
one. This new sambist will be in charge
of your circle and you will no longer
have the benefit from the previous one
(but all of the fame points will be scored
at the end of the game).
BENEFITS OF SAMBISTS
!
!
+1
!
?
You don’t have to discard this
turn (but you can discard a
Malandro if you want to).
Immediately draw a card from
the top of the instrument deck.
Do a Malandro action and
also don’t discard this turn.
Tia Ciata and the Tias Baianas will
help with any instrument to invite
any other sambist.
Dona Ivone Lara and Clementina de
Jesus will help with any instrument
to invite any female sambist.
At the bottom of the sambist
card, you will see:
fame points and color bonuses
that the sambist will give you at
the end of the match (see Scoring)
extra benefit (instrument or
special action)
4
+1
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When you discard a malandro, charm a sambist from the table or from the top of the
sambists deck. Pick the card you chose and leave it next to your circle. This way, only
you will be able to invite this sambist, in any future play, when you have filled this card
requirements. If the charmed sambist has been charmed from the table, open a new
one replacing them, so that there will always be 4 sambists available.
Important: You can only have one charmed sambist per time. Thus, if you have one
sambist charmed, and discard another Malandro in order to charm another one, swap
the previous charmed sambist with the new sambist chosen (from the table or from
the top of the deck).
ACTION 3: DISCARD
Discard an instrument or a Malandro from your hand.
At the end of your turn, discard a card from
your hand. If it is an instrument, place it
in the corresponding discard pile (yellow
instrument in yellow discard pile, e.g.). If it is
a Malandro, place it in any existing discard
pile (if there is no discard pile, the Malandro
cannot be discarded).
Here, you could only discard the Malandro
on the yellow or red discard pile. When
someone draws the yellow discard pile,
they will also take the Malandro
THE MALANDRO
By discarding a
Malandro into the
yellow discard pile,
you’ve charmed Tia
Ciata next to your
circle. Now only
you can invite her
(when you have
all the necessary
instruments).
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The game ends whenever a player completes their circle with 10 different instruments,
OR the instrument deck runs out. When one of these two conditions occurs, the game
will end after the last player’s turn (which is the person to the right of the player who
started), then all players will have the same number of turns.
The player with the most fame points wins. In case of a tie, the player with the most
instruments played in their samba circle wins.
Paulinho da Viola, e.g., will give you 2
points and 1 more point for each red
instrument card you have in your circle.
2
+1
ENDGAME: FULL CIRCLE OR EMPTY INSTRUMENT DECK
SCORING
Tia Ciata: 6 points
Bezerra da Silva: 5 points
Candeia: 4 points + 1 point per yellow
instrument = 8 points
Beth Carvalho: 4 points + 1 point per
red instrument = 7 points
2 crossed sambas: -4 points
Total: 22 fame points
1
2
Sum up the stars from your
sambists and any color bonuses.
Subtract 2 points for each
crossed samba.
EXAMPLE OF SCORING:
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