Object of the Game
- The game of Good Help is won by creating the best monster you can and unleashing it on the town.
But don’t take too long, or another evil doctor will finish their monster before you and steal your thunder. The first player whose monster destroys 5 buildings wins.
- As you must appear to be an upstanding member of society (you’re a doctor after all…), you need to hire some assistants. You will give them tasks to complete so that you won’t be suspected of doing anything strange like, say, collecting body parts.
- There are several body parts around town. You will have to send your assistants to collect limbs, a torso and a brain for your monster. In addition, they will have to buy supplies for you. Unfortunately, your hired help won’t always be reliable…
Setting Up the Game
- Each player chooses a castle and a doctor token. Place the doctor token in the stand that matches the color of your castle.
- The 3 buildings with a light grey border (Zoo, Park and Mayor’s Residence) are placed randomly on the 3 light grey squares in the center of town. The 6 buildings with a dark grey border (Stables, Butcher Shop, Morgue, University, Hospital and Market) are placed randomly on the 6 dark grey squares in the center of town.
- There are 12 body part tokens marked as NSF. These body parts are Not-So-Fresh, and aren’t worth very many victory points in comparison to fresh ones. All 12 of the NSF body parts are to be placed facedown randomly in the 3 graveyards, 4 in each graveyard. (3 in each graveyard for a 4-player game. 2 in each graveyard for a 3-player game.) (Ensure the parts make complete bodies.)
- There are 3 gorilla body part tokens to be placed face-up in the Zoo. The gorilla body parts are marked “F” for Fresh.
- Place 3 fresh body part tokens face-up in the Hospital. (Ensure that the 3 fresh parts make a complete body.)
- Place 6 fresh body part tokens face-up in the Morgue. All 6 are to be placed in the Morgue for a 6-player game. Only 3 are to be placed in the Morgue for a 5-player game. (Ensure that the 3 parts make a complete body.) No body part tokens are to be placed in the Morgue for a 3 or 4-player game.
- This symbol on the fresh body parts in the Zoo, Hospital and Morgue indicates the coin totals to be paid out as bribes.
- The “VP shield” symbol on the fresh and the not-so-fresh body parts indicates the strength that each body part gives to your monster upon assembly.
- Place medical supplies tokens (red cross) in the Hospital, one for each player. Note the cost of 6 gold on the tokens.
- Place food supplies tokens (green “S”) in the Market, one for each player. Note the cost of 6 gold on the tokens.
- Place the 36 vice shop tokens randomly on the blank shop spaces. (Beer stein indicates a Pub, sausage indicates a Sausage shop, dress indicates a Dress shop, and a gem indicated a Jewelry shop.)
- Place the 6 Employment cards beside the board. (University, Morgue, Zoo, Stables, Hospital and Butcher Shop.)
- Deal 3 action cards to each player. (Keep them hidden.)
- Each player starts with 20 gold in a 3 or 4 player game.
- Each player starts with 25 gold in a 5 or 6 player game.
- Place 1 NSF body part token in each Graveyard (Ensure that together they complete 1 body.)
- Place the 3 gorilla body part tokens in the Zoo.
- Place 3 fresh body part tokens in the Morgue. (Ensure that together they complete 1 body.)
- For 3 and 4 player games, that’s it. (3 total bodies.)
- For 5 players, place an additional complete NSF body in the Graveyards. (4 total bodies.)
- For 6 players, place an additional complete fresh body in the Hospital. (5 total bodies.)
You need to hire 2 assistants. Each player will need to hire a male and a female assistant.
- If you are playing with young players or want to play a faster game, you may simply deal a male and a female assistant card to every player. (We suggest bidding…) If you are dealing out characters instead of bidding, you must pay the characters’ pay rate at the beginning of the game as well as at monster assembly.
- If you do not have enough money to pay your help at the beginning of the game, you may take a loan from the bank to pay them. (See Bank Loans.)
Bidding for Assistants
- Shuffle all of the assistants together and place them face down. Turn up the first character and the starting player (chosen by you) may bid on this character followed by the next player clockwise. You may bid more than once on each assistant. Once you pass on any assistant you may not re-bid for the same one.
- Once that assistant is hired, the player to the left of the starting player turns over the next character and starts the next round of bidding. Continue until every player has a male and a female assistant.
- A player may only pass on one character that they themselves have turned over. (Example: if player A turns over Hans and decides not to bid, then if he turns over another male character the next time it is his turn to turn over an assistant, he must bid at least once on that male assistant if he has not already hired a male assistant.)
- The minimum bid for an assistant is 1 gold more than the number of assistants already bought. (Example: if 2 male assistants and 3 female assistants have been hired, the minimum bid for the next assistant is 6 gold.)
- If you run out of money, you may take a loan from the bank to bid. (See Bank Loans.)
If you need more money than your starting allotment to acquire assistants, you may borrow all you need from the bank. You must pay back three times your loan to the bank before you may give any money to your assistants for bribes or supplies or use gold for anything else. (Doctors will be getting an income, see below.) (Assistants will follow the doctor until they get paid.)
Take the appropriate character tokens and place them in your castle in the appropriate-colored stands.
This symbol indicates the character’s strength. See below for use.
This symbol indicates the character’s smarts. See below for use.
This symbol indicates the character’s beauty. (Female characters only.) See below for use.
This symbol is the character’s pay rate. Every character must be paid this much at monster assembly.
Money given to assistants as their pay is removed back to the bank and not used for the doctor’s purposes. Keep track of the money that you give assistants for bribes and buying supplies by putting the money on the character cards. Once you give money to an assistant, you can never get it back. Money given for the doctors’ purposes cannot be used for paying assistants at the time of monster assembly.
Vice Shops Distract your Help
Your assistants all have their vices. Characters’ vices are found on their card below their pay rate. (Beer, sausage, dresses, jewelry or two of the above.) When moving about town, the danger happens when a roll for movement has an assistant passing by or landing on an entrance to his/her vice shop (marked by a red cobblestone.) If this happens, you must make a loyalty roll on one die. The number next to the vice symbol on their card will tell you what you must roll higher than. If you roll too low or equal to their vice number, your assistant will enter his/her vice shop and spend all of the money given to them. They go right into the shop.
- If an assistant carries a body part into a vice shop, it is put down and abandoned. It is immediately placed in the Morgue. (Or the Zoo if it’s a gorilla body part.)
- If assistants are carrying supplies into a vice shop, the supplies are pawned to further his/her vice and are placed back into the shop where they were bought.
- If the doctor is with an assistant, they will not enter a vice shop. (But a doctor will not accompany an assistant carrying a body part.)
- If a female character is with a male character, neither will enter a vice shop. (But female assistants will not accompany a male assistant carrying a body part.) (Heidi is the exception, she will accompany male characters carrying fresh body parts only, but both will still enter vice shops.)
On a player’s turn, they must roll one die for movement. Each character moves according to this die roll. Declare if characters are to be traveling together before moving them. Everyone moves at a rate of up to one die roll +5. (Example - if you roll a one, everyone moves six spaces. Roll a four and everyone moves nine spaces.)
- The blue cobblestones are the only entrances to buildings and the graveyards, and are merely entrances. Players are not considered inside a building if on one.
- Players may occupy spaces simultaneously.
- The bridges are regular movement spaces.
- Players wishing to cut short their travel may do so.
- If a player interrupts their movement to do any action such as buy anything or receive money from the doctor, they may not continue to move.
Getting Body Parts and Supplies
- Doctors may not acquire or carry body parts or supplies.
- Male assistants must collect the body parts and carry them back to your castle.
- Female characters will not do this. (It’s gross.) Instead, they must get supplies from the hospital and the market. Only one set of each supply is required. Male assistants may carry supplies.
- An assistant can carry only one body part or one set of supplies at a time.
- The Hospital and Market do not run out of supplies.
- Fresh body parts from the Hospital, Morgue or Zoo require male characters to bribe the workers and carry them back. The doctor and/or female characters may not be in the same space as a male character if they are carrying or acquiring a body part. Not-So-Fresh body parts in the Morgue require a bribe of 1 gold.
- Body parts from the graveyard are turned face-up as they are dug up. This takes 1 turn.
- Assistants may bury an unwanted body part (1 turn.) Buried body parts are shuffled back into the face down parts in that graveyard.
- Assistants may not acquire more than one body part of the same type. Body parts may be abandoned at any time. They are placed immediately in the Morgue. (Except for gorilla parts - they go to the Zoo.)
- Roll 1 die for movement. Add 5 to this result.
- Male assistants may:
or 2) Dig for a body part in a graveyard.
or 3) Bury a body part in a graveyard.
or 4) Do nothing.
- Female assistants may:
or 2) Do nothing.
- Doctors may:
or 2) Get paid for working.
or 3) Do nothing.
or 4) Assemble your monster. (See Monster Assembly below.)
- Passing money from the doctor to his help, acquiring body parts through bribes, buying supplies, confronting another doctor’s assistant and losing body parts or money in vice shops do not require a turn and can be done in addition to one of the above.
- Doctors must be in the same space as an assistant to pass them money.
- Once actions are taken, pass the dice and draw cards from the deck to get your hand back to 3 cards.
Male assistants may confront other male or female assistants who are alone. They may wait for another assistant to go through the space they occupy or may overtake another assistant.
When a male assistant is confronted by another male (or Bertha):
- Each player rolls 1 die and adds the strength modifier of his assistant.
- Ties go in favor of the defender.
- The winner takes a body part, supply, item or all gold from the loser.
- The loser goes immediately to the Hospital or his own doctor. (Loser’s choice.)
When a female assistant is confronted by a male:
- Each player rolls 1 die and adds a modifier of his assistant.
- Ties go in favor of the defender.
The female assistant chooses to use either:
- Her strength modifier against his strength modifier,
Her smarts or beauty modifier against his smarts modifier. (Her choice.)
- The winner takes a body part, supply, item or all gold from the loser.
- The loser goes immediately to the Hospital or his/her own doctor. (Loser’s choice.)
- Female assistants may only confront other female assistants. They may only do this in a Dress shop, a Jewelry shop, the Market or the Hospital.
- Each player rolls 1 die and adds the strength modifier of his assistant.
- The winner takes a supply, item or all gold from the loser, AND (if in a vice shop) gets the appropriate vice card regardless of who holds it (if anybody).
- The losing female assistant stays where they are and loses 1 turn.
- A character can start a confrontation if they already hold a body part or supply. They may choose to take another’s body part and leave one of them in the street (it goes to the Morgue immediately.)
- When an employee enters a vice shop (regardless of whether they lose money, supplies, body parts or not,) they may take that vice card if it is available. This must be used the next time that employee was going to enter a vice shop. They do not enter. Instead they take their full move past the shop and return the vice card.
- The doctors may work at the Zoo, Hospital, Stables, University, Morgue or Butcher shop.
- The first doctor into a building will take the highest paying job at that location (as indicated on the 6 Employment cards.) Starting with that doctor’s next turn he will earn a salary. That doctor can continue to get paid at that rate until he decides to leave OR another doctor arrives to work in the same place. Through unscrupulous backstabbing, each doctor already employed there is bumped down the pay scale. If there are not enough jobs for all of the doctors in a place of employment, the doctor who has been in that building the longest is deemed expendable and fired. They must leave on their next turn but may return on a subsequent turn. They may not exit and enter a building on the same turn. If a doctor voluntarily leaves a top-paying job, other doctors in that building are not promoted.
- From the time you pass the die to end your turn, you may play 1 action card per round at any time, not just on your turn. A second action card (any card if it helps) may only be played if it is in your own defense. This is defined as a response to any aggressive action taken by any other player against you.
- This symbol on an action card indicates that there is a cost to play that card, paid by the doctor.
- You may pay 2 gold to discard 1 action card per turn if you wish.
- Add two to a player’s movement.
- Add one or subtract one from any player’s movement roll.
- Add one or subtract one from any roll by any player.
- Add one to any roll by any player.
- Decomposition: an opponent’s body part becomes Not-So-Fresh. Must be played before a body part arrives at a castle. (-1 or -2 VP to value of body part.) (Heidi will continue on to the castle.)
- Groundskeeper: an assistant in a cemetery must wait 1 turn for the groundskeeper to pass by.
- Empty Grave: the grave your help is digging up is empty.
- Thief/Cutpurse: if one of your help is alone, they have their money stolen. (May only be played when an assistant is stopped on the street, not in a building.)
- Sudden Loyalty/Shiny Object/Iron Resolve/Brown-Noser: help does not go into their vice shop upon failing a vice check.
- Musket: your help can get any body part from any shop without paying for it or from any other assistant (who is alone) without a confrontation. There is a risk to this action card. Roll 1 die. On a roll of 5 or 6, the help is arrested and removed from the game. Another assistant must be hired. The first assistant of the correct sex drawn from the deck must be paid 10 gold before they will do any action other than move towards their doctor. The new assistant starts at their castle.
- Wheelbarrow: Allows male assistants to carry 2 body parts at once. Cannot be used in conjunction with a carriage.
- Carriage: For the cost of 10 gold, one assistant or a doctor may travel anywhere on the board in one turn. This is considered movement. Help still will be tempted by vice shops. The shortest route to destination must be taken. No monsters allowed in the carriage. The doctor pays the cost of 10 gold.
- Weapons: will add to any player’s strength in a confrontation.
- Redhead Wig: makes any female character into a redhead. Petr may wear the wig.
- Headlines: 2 Headline cards will be in effect at any time; the newest headline is placed on the space marked as “Main Headline.” The card in that spot is moved down into the second headline space. If there is a card in the second headline space, it is removed to the discard pile.
- Assistants may carry 1 weapon in addition to 1 item (wheelbarrow, body part, supply.)
- Once all 3 body parts, 2 types of supplies, both assistants and the doctor are all at your castle, you may assemble your monster.
- If any doctor tries to assemble a monster but doesn’t have enough money to pay their assistants as indicated on their cards, they will be lynched and lose the game.
- The first doctor to assemble their monster gains 2 extra victory points for their monster.
- Take your choice of monster tokens and place it in your castle in a stand vacated by one of your assistants. (Upon final payment they are no longer your assistants and leave.)
Winning the game
- Once your monster is assembled, it may move towards the center of town at a rate of 1 die roll plus the number of victory points of the monster’s limbs. (Example - if your monster’s NSF limbs are worth 3 victory points, you will add 3 to your movement die roll.) Monsters will be instructed to destroy the 9 named buildings (including the park.) A monster entering a building will destroy it immediately. The first monster to destroy 5 buildings is the winner. (Take the building token upon destroying a building.) Destroying a building can be done after monster movement but ends a monster’s turn.
- All body parts in destroyed buildings are lost and anyone inside is immediately killed.
- Any character passing a monster or passed by a monster in the street is immediately killed.
- If more than one monster gets to the center of town, the monsters may join in battle. They must be in the same space. The monster battle is resolved by adding the monsters’ VPs plus one die roll. The defeated monster is killed and that player can no longer win.
- If all of the buildings have been destroyed but no monster has destroyed 5, the last monster standing wins the game.
Desperate Last Chance Rule
- Once an opponent’s monster roams the board, a doctor may sacrifice their male assistant for a brain.
- Limbs, torso, both supplies, doctor and both assistants must be at the castle.
- You must have enough money to pay both assistants.
- You must roll higher than your male assistant’s smarts to get his brain.
- If you succeed, you may assemble your monster using your assistant’s smarts rating as the monster’s brain VP.
- If you don’t succeed, you are lynched and killed.
Questions? See FAQ and/or email us at Information