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THE RULES & CARDS – EASY TO TRANSLATE
RULES:
The game focuses on the dietary, hygiene, mechanical and route-planning challenges of a group of chaotic and long-suffering friends out bikepacking, as they co-operate and compete to win points by collecting STORIES & RESOURCES and facing SITUATIONS together. Rescue your friends and then hide CRINGE ITEMS in their baggage at the same time. 3 to 10 players. Note: 3-player games canât use the riding-in-pairs feature.
1. Separate out the RIDER identity cards. Each player chooses a RIDER card and a coloured token to represent them on the gameboard. Give each player a random RESOURCE card to start with by some fair process. When you first play you will need to get scissors and cut the spooncards into 4 pieces. Place those in a separate messy pile. Shuffle the rest of the pack REALLY WELL and place it face down on the board somewhere.
2. Decide who starts by some process of argument, bribery or threats. Someone should keep score, read rules etc. Pencil and paper would be a way â or use your phone. See rule 15.
3. Roll 2 dice. Move that number (or less, if you like) of squares forwards or backwards. You canât change direction within a turn though.
4. Pick up a card EVERY TIME you move:
RESOURCE cards: You can have a maximum of 4 RESOURCE cards with you at any one time unless you get a HIP POUCH card which holds 2 extra RESOURCE cards. Pull a good RESOURCE but already have 4? Put the unwanted one back to the bottom of the main pack.
SITUATION cards: if the card says STOP! then the problem must be solved with either a RESOURCE card or PLAYER ABILITY you already have, or by being rescued by another PLAYER with an appropriate RESOURCE card or PLAYER ABILITY before you can move again. In the meantime you can SPOON CARVE (see rule 18) â you donât pull CARDS as you have no real turns until you can move again.
STORY cards: save the card so you can collect any associated points at the NIGHT CAMP. Some STORY cards donât have points and go back to the bottom of the pack immediately after viewing, having an effect, or – not applying to you.
CRINGE ITEM cards: You are stuck with the ITEM and the MINUS points attached until you can drop the ITEM on another player in-passing (or landing on) only, during your own turn only. You can pass multiple CRINGE cards in one turn.
When a card has done itâs work then send it back to the bottom of the main pack. You can trade cards with someone you are riding with, or if you land on the same spot â but not when merely passing.
5. Helping others: if you have an applicable PLAYER ABILITY or RESOURCE card then you need to be passing by or landing on the same square as the stricken rider to help them – you will then keep the SITUATION card they are afflicted with (tuck it under your RIDER card) and earn the associated points. When you rescue other RIDERS in need of help you can only do it by riding alone past them, or to them.
6. If all the cards in the main pile are gone then continue to solve problems by helping, trading or co-operation until you get to the NIGHT CAMP. If every RIDER is stuck waiting for rescue at the same time then each RIDER takes a card in-turn until the deadlock can be broken or a rescue mounted. This is called âWood Goblin Rescueâ. Any new SITUATIONS pulled in this situation go to the bottom of the main pack.
7. Co-RIDERS. If you end your turn landing on another RIDER then you can join forces (by mutual agreement) and on their next turn ride as a pair. You get to move as one, and both pick up cards on BOTH your turns.
8. If your co-RIDER gets stranded with a STOP! SITUATION that you canât help them with then you cannot wait with them for help to come.
9. BOATPACKERS can take themselves and a co-RIDER riding with them, across any water feature on their turn. The body of water doesnât count as part of the dice number rolled. On a body of water adjacent to more than two âsquaresâ you can move to any square adjacent to that body of water on your move.
10. You canât use the water in the lakes to quench thirst unless you have THE FILTER card.
11. Everyone must meet together at each of the 3 NIGHT CAMPS before they continue on. You just have to ride up to a NIGHT CAMP – no exact roll needed.
12. At each NIGHT CAMP, add up and make a note of all the points won, spoons carved (and deduct CRINGE items) and return all RESOURCE cards and the HIP POUCH to the bottom of the main pack (imagine they have been stolen by a Deranged Hedgehog Cabal in the night). You keep the CRINGE cards you hold. You canât trade or pass CRINGE cards at the camps. You must leave camps separately, not in pairs.
13. The first RIDER to reach each NIGHT CAMP gets a +20 point bonus. Anyone can go back out from the camp to rescue another rider or drop CRINGE items on another RIDER even if theyâve finished and collected the bonus. You donât collect cards or take turns when in a NIGHT CAMP.
14. You must cross the final agreed finish line alone. No pairs.
15. At the end RIDERS calculate all their points and deduct their penalty CRINGE items, and the RIDER with the most points combined from all days ridden wins the game. Although winning is sort of frowned upon. We arenât those kind of people. Are we?
16. SHORT GAME: If you are pushed for time you can just reduce the number of segments you play. You just start or finish the game at the 1st, 2nd, or 3rd NIGHT CAMP.
17. LATE PLAYERS can join âby trainâ at the next NIGHT CAMP. They get the same points as the player with the fewest points.
18. SPOON CARVING: the side quest. Each time you miss a turn from being STOPPED by a SITUATION you can take a SPOON CARVING card. When you have collected 4 then you have a spoon – and 20 POINTS! At each night camp add up your COMPLETED spoons ONLY and place all SPOON CARVING cards back in the pile of spoon cards.
19. Donât like the rules? Bend them, circumvent them, rewrite them, fight them!
CARDS:
Download the Google app from your smartphone app store and use the Lens feature – just point your phone camera at the card in your hand to translate into hundreds of languages.
ALL ART & WORDS BY JODY BARTON
WWW.JODYBARTON.CO.UK
L.A.T.W.T.T.B. PUBLISHING
10A GASVĂRKSVEJ, COPENHAGEN, DENMARK
© ALL RIGHTS RESERVED JODY BARTON 2025, WITH THANKS AND LOVE TO ALL WHO HELPED MAKE THIS GAME POSSIBLE.
COMPLIANCE AND LEGAL INFO – DOWNLOAD
EU DECLARATION OF CONFORMITY
DIRTY FILTHY BIKEPACKING BOARD GAME
DESIGNER:
JODY BARTON
LATWTTB PUBLISHING & GAMES
10a GASVAERKSVEJ
COPENHAGEN
DENMARK, EUROPEAN UNION
mail@jodybarton.co.uk
+45 26 67 68 56
www.jodybarton.co.uk
EU VAT: DK36280379
UK EORI: GB044851318000
DESCRIPTION: A classic cardboard board game in a card box containing cards, wooden counters, dice and packaging elements. HTS/Tariff code 9504.90.60.00
ISBN No. 9788797 589410
PRINTED BY:
FABRYKA KART
PodĆÄĆŒe 650
32-003 PodĆÄĆŒe
+48 12 630 44 00
POLAND, EUROPEAN UNION
fabryka@fabryka-kart.eu
CERTIFIED AS CONFORMING TO EU REGULATIONS
PRODUCT IS NOT FOR CHILDREN – 14+ YRS ONLY. CONTAINS SMALL PARTS. CHOKING HAZARD. NON-TOXIC COMPONENTS TO EN71, ALL PRODUCED IN THE EU.
PARTS: BOARD, BOX, COUNTERS, DICE, INSTRUCTIONS, PARTS BAG, PLASTIC EXTERIOR WRAP, PLAYING CARDS
PLASTIC EXTERIOR WRAP SHOULD BE KEPT AWAY FROM CHILDREN

