1998 BGG rank #3038

Basari

3–4 players 25 min Ages 10+ 1.8/5 complexity 6.0/10 rating

About this game

Basari is a game of gem merchants competing in a marketplace": racing, collecting, trading, and predicting what the other merchants will do. To start the game, players receive 12 gemstones (3 each of 4 colors). Each turn there will be a movement phase and an action phase: For movement, everyone simultaneously rolls their die and moves their markers around a track. They then choose one of three different actions to perform. The actions are: - to take a variety of gems from a market stall, - to immediately score from between 4 and 7 points, or - to roll and move again and also collect points. The action cards are revealed simultaneously. If only 1 player chose a particular action, they simply perform that action. If 2 players chose the same action, they barter back and forth with gemstones. One player will eventually accept the other's offer of gems, and the other will take the action. If 3 or 4 players all chose the same action card, that action is cancelled. Note that in 4-player games, there will always be a conflict in choice of 3 actions, so much more negotiating goes on. A new turn begins with everyone rolling their die, moving, then choosing and revealing their action cards. When any merchant piece completes a lap around the board, the round ends and bonus points are awarded based on who has the majority in each gem color and who has completed a lap. After three rounds, the game is over and the highest score wins. Re-implemented by: Edel, Stein & Reich

What it feels like

Set Collection Roll / Spin and Move Simultaneous Action Selection Negotiation

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Setup

1. Open and place the game board in the center of the table. 2. Place 25 gemstones of each color (red, yellow, green, blue) on the matching colored carpets on the game board. 3. Each player takes 12 gemstones—3 of each color—from the carpets on the game board. Players' gemstones must be displayed openly so all can see them. 4. Each player selects a color-coded set of Playing Pieces. Place the Points Marker on the START arrow of the Points Track. Place the Start Disk in any archway on the game board (more than one disk may occupy the same archway). Place the Merchant Piece on top of the Start Disk. Each player keeps their three Action Cards (Gemstones, Points, Die) for use throughout the game.

Turn flow

Each turn consists of two sequential phases: the Movement Phase and the Action Phase. In the Movement Phase, all players simultaneously roll their dice and move their Merchant Pieces clockwise the number of archway spaces shown on their die. In the Action Phase, all players simultaneously select one of their three Action Cards (Gemstones, Points, or Die), place it face down, then reveal simultaneously. If only one player chose a given card, that player immediately executes the action. If exactly two players chose the same card, those two players must barter gemstones to determine who carries out the action. If three or four players chose the same card, that action is cancelled for all of them and no one executes it. Turns continue until a round ends—which occurs after the Action Phase of any turn in which at least one player's Merchant Piece lands on or passes their Start Disk, completing a lap. Bonus Points are then recorded and a new round begins. The game lasts three rounds total.

Scoring and victory

After three rounds, the player with the most points on the Points Track wins. Ties are broken first by total gemstone count, then by gemstone value (red > yellow > green > blue). Scoring sources: Points Action Card: advance Points Marker by the number shown in the player's current archway, Die Action Card: advance Points Marker by (6 minus the die result), Bonus Points – Gemstone Majority: earn points per the Bonus Points Chart for holding the most gemstones of each color at round end, Bonus Points – Lap Completion: earn 10 points for completing a full lap of the board in a round

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

Setup

Place the board centrally, distribute 25 gemstones of each color to their matching carpets, and each player takes 12 gemstones (3 of each color) from those carpets.

Open and place the game board in the center of the table. Place 25 gemstones of each color on the matching colored carpets on the game board (spare gemstones are included but only 25 of each color are used). Each player takes 12 gemstones—3 of each of the four colors—from the carpets. Players' gemstones must be displayed openly so all players can see them at all times.

Setup

Each player places their Points Marker on START, their Start Disk in any archway, and their Merchant Piece on their Start Disk.

Each player selects a color-coded set of Playing Pieces. The Points Marker is placed on the START arrow on the Points Track bordering the game board. The Start Disk is placed in any archway on the game board—players may choose any archway and more than one Start Disk may occupy the same archway. The Merchant Piece is placed on top of the player's own Start Disk. Each player retains their three Action Cards (Gemstones, Points, and Die) throughout the entire game.

Movement

All players simultaneously roll their dice and move their Merchant Pieces clockwise the number of archway spaces shown.

At the start of each turn, all players simultaneously roll their individual dice. Each player then moves their Merchant Piece clockwise around the board a number of archway spaces equal to the number rolled on their die. A Merchant Piece may pass through or land on an archway space occupied by another player's Merchant Piece or a Start Disk without any penalty or special effect. After all players have moved, the Action Phase begins.

Movement

Start Disks remain in their original archway throughout a round so players can track when a lap is completed.

Start Disks are not moved during normal turns. They remain fixed in the archway where they were placed at the beginning of the round. This allows all players to see when a player's Merchant Piece completes a lap by landing on or passing the Start Disk. Only after Bonus Points are recorded at the end of a round are Start Disks moved to the archway currently occupied by the player's Merchant Piece, establishing the new starting position for the next round.

Turn structure

All players simultaneously choose one Action Card, place it face down, then reveal all cards at once.

During the Action Phase, each player secretly selects one of their three Action Cards (Gemstones, Points, or Die) and places it face down on the table. Once all players have placed a card face down, all cards are turned face up simultaneously and compared. The outcome depends on how many players chose each type of card.

Card play

If only one player chose a given Action Card, that player immediately executes the corresponding action.

If an Action Card type (Gemstones, Points, or Die) was selected by exactly one player, that player immediately and without negotiation carries out the action associated with that card. No bartering is required.

Card play

If exactly two players chose the same Action Card, they must barter gemstones to determine who executes the action.

If exactly two players chose the same type of Action Card, those two players must engage in a bartering process to decide which of them carries out the action and which gives up the action in exchange for gemstones. The full bartering rules govern this process (see bartering rules). The player who gives up the right to the action receives the agreed gemstones; the player whose offer was accepted pays those gemstones and executes the action.

Card play

If three or four players chose the same Action Card, that action is cancelled and none of those players execute it.

If the same type of Action Card was selected by three or four players simultaneously, that action is completely cancelled. None of those players may carry out the action. No bartering occurs, no gemstones are exchanged, and no benefit is gained from that card for that turn.

Strategy briefing

Card Selection Mind Games

Since all three Action Cards are played simultaneously, predicting what your opponents will play is the central skill. If you expect a crowded card (3–4 players choosing the same), switch to a different card to guarantee solo execution. Conversely, deliberately 'crowding' a card you know an opponent needs can deny them its benefit entirely.

Bartering Leverage: Points Lead

The player with the most points on the Points Track must initiate bartering. This is a disadvantage—you are forced to spend your gemstones first. Maintaining a small points lead rather than a dominant one can sometimes reduce the frequency with which you are forced to open barters.

Gemstone Hoarding for Bonus Points

Bonus Points are awarded for gemstone majority by color at the end of each round. Concentrating on acquiring a plurality of one or two colors—rather than spreading evenly—maximizes Bonus Point earnings. However, the mandatory return of 3 gemstones (or 2 in a tie) means high stockpiles are partially reset each round.

Die Action Card Risk/Reward

The Die Action Card always yields a combined total of 6 (movement spaces + points). Rolling a 1 gives 5 points and 1 space of movement; rolling a 6 gives 6 spaces of movement and 0 points. Use this card when you need to advance your Merchant Piece to a better archway position, or when your current archway has low Points/Gemstone values. Avoid it late in a round if extra movement risks triggering a lap completion at an inopportune moment.

Lap Completion Timing

Completing a lap earns 10 Bonus Points. Try to time your lap completion to also coincide with holding a majority of high-value gemstone colors, so you maximize total Bonus Points in a single round-ending turn. The Die Action Card can accelerate or delay lap completion, giving you some control over timing.

Gemstone Value as Tiebreaker

Red gemstones are the highest-value color for both bartering offers and end-game tiebreakers. When near-even on total gemstones with a rival, prioritizing red and yellow gemstones over green and blue provides a decisive advantage in a tie scenario.

Common questions and edge cases

A player plays the Die Action Card, rolls the die, and the resulting extra movement causes their Merchant Piece to land on or pass their Start Disk. Does the round end?

Yes. Even though the movement was triggered by the Die Action Card rather than the regular Movement Phase, completing a lap by landing on or passing the Start Disk triggers the end of the round. The Action Phase (including all remaining card resolutions and any bartering) is completed in full first, then Bonus Points are recorded.

Player A (higher points) must initiate bartering but has no gemstones to offer. What happens?

Player A immediately forfeits the right to carry out the action to Player B. No bartering takes place; Player B executes the action without any exchange.

Three players all choose the same Action Card. Do they barter?

No. When three or four players choose the same Action Card, that action is cancelled entirely for all of them. No bartering occurs and no one executes the action.

In a 4-player game, two players chose the Die Card and two players chose the Gemstones Card. Which barter happens first?

The Die Card barter is resolved first, then the Gemstones Card barter. The priority order is: Die Cards → Points Cards → Gemstones Cards.

Two players tie for the most gemstones of a color at round end. How many gemstones does each return and how are points split?

Each tied player returns 2 gemstones (not 3) of that color to the matching carpet. The Bonus Points for that color are divided equally between them, rounded down if they cannot be divided equally.

A player wins (or ties for) the most gemstones of a color at round end but doesn't have enough to return the required 2 or 3 gemstones to the carpet. What happens?

The player returns as many gemstones of that color as they currently possess, even if fewer than required. They still receive the Bonus Points. Remaining gemstones are kept for the next round.

During bartering, Player A offered 2 yellow gemstones. Player B raises the offer with 1 yellow and 1 red. Can Player A now take back their yellow gemstones and offer something completely different?

Yes. When raising an offer, players are not required to build on the previous offer. Player A may take back their yellow gemstones and present an entirely new combination, as long as the new offer qualifies as a valid raise over Player B's last offer.

Two players are tied on total points and total gemstone count at game end. How is the winner determined?

Compare gemstones by color in descending value order: Red → Yellow → Green → Blue. Count red gemstones first; the player with more red wins regardless of other colors. If red is equal, count yellow; the player with more yellow wins regardless of other colors. Continue with green, then blue as needed.

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