Ludexv2026.11.01-65114139Beer PioneersOfficial rulebook ↗

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Teach the Game

A script to read aloud: how you win Beer Pioneers (Bier Pioniere), the game board and your brewery, a round, the end, every way to score and what each resource is for.

How you win

“Germany, around 1850. Each of us runs a small home brewery and wants to make it the biggest in the land. We brew up to six kinds of beer, improve the brewery, train our workers and deliver beer for points. The first to reach 20 points ends the game at the end of that round — most points wins. About 75 to 100 minutes.”

The boards

The game board with numbered areas

  1. Card display and brewing level track — 6 cards; your bottle marker shows which you can reach and how many beers you brew at once.
  2. Turn order track — the barrels show this round’s order.
  3. Objectives — two printed, one card: 3 or 2 Victory point for the first two to fulfil them.
  4. Turn order action spaces — choose next round’s position and a bonus.
  5. Action 1: Brewing beer — start new beers.
  6. Action 2: Rotations — turn your brewing dials.
  7. Action 3: Progress and blocking tokens — brew faster, unlock beer types.
  8. Action 4: Barrels — take new barrels, move them to the cellar.
  9. Action 5: Play a white card — a card’s special action or brewmaster.
  10. Action 6: Upgrade a worker — more experience at round end.
  11. Action 7: Brewery extension — build an extension tile.
  12. Action 8: Take 2 coins.
  13. Truck: 2 coins (9) — one truck per round.
  14. Truck: complete an order — deliver beer for points.
  15. Truck: barrel or card.
  16. Exchange — any number of workers and trucks.
  17. Victory points track — 20 Victory point triggers the last round.

A brewery board with numbered parts

  1. Coops — six beer types; at first only Alt is open.
  2. Barrel depot — new barrels arrive here.
  3. Extension spaces — your second to fourth extension trigger a bonus.
  4. Progress track — +3 to +0 rotations on every beer, with bonuses.
  5. Cellar — finished beers and barrels ready for orders.
  6. Retirement spaces — retiring workers free cellar space.
  7. Coops under the small cover tile — Stark and Weizen.
  8. Brewmaster space — one active brewmaster card.
  9. Administrative area — your private fifth action.

A round

  1. Action phase — from the first barrel in turn order, each player takes one action a turn until nobody can act (usually 5 turns each): 2 worker actions (maybe followed by a bonus action), 1 turn order action, 1 truck action and 1 administrative action.
  2. Round end — every dial turns once, pieces come back, worker upgrades, hand limit and a new display card, then income.

How the game ends

Ways to score

SourceHow and when
Orders (purple cards)Truck action or improved bonus action: deliver the beers and barrels shown, usually 3–8 Victory point
ObjectivesWhen fulfilled, sacrificing a small bonus worker: 3 first, 2 second
First extension of a type1 Victory point when built
Cards and spacesImmediate effects, brewmasters, turn order space, exchange, improved bonus action, progress track
Lightbulbs at the end1 Victory point per beer discarded (one per Lightbulb); top brewing level: 1 per coin paid per Lightbulb
LossesSome white cards cost Victory point; [Boom] draff and export discs (Beer Boom)

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Beer tilesOrders, objectives, final scoringDials reaching 0Delivered from the cellar
BarrelsEvery order needs someAction 4, truck, cardsMust be moved from the depot to the cellar first
CoinsExtensions, upgrades, double actionsAction 8, truck 9, income, cardsPay costs; at the top brewing level, points at the end
Action cardsEverything elseDisplay, draw pile, turn order, bonus actionsBeige-brown display, purple order or white action
LightbulbsImproved bonus actions, final pointsBeige-brown cardsNeed 2 for the improved area; 1 VP each at the end
Tagged workersWorker actions and bonus actions1 and 2 at start, upgraded to 3 and 4Experience + space value ≥ 6 = bonus action
Small bonus workersBonus actions and objectives2 at start, Machine Hall +2Placed on the bonus board, or sacrificed for objectives

Teaching tips

Rules

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