Got.angry? rules


got.angry? is a role-playing board game for two, three or four players. If you don't have any humans around to play with, you can always try yourself against the computer.

The game is an implementation of the original Bulgarian game, called "Ne se surdi, choveche" (Ne se surdi, choveche), whose name literally means "Don't get angry, man!". As the intricate name suggests, you may, sometimes, while playing, get a bit angry, but you should not take it too seriously.

The home / the pit

The four pawns, resting in the pit

In the game, you are the master of four young yoga apprentices, disguised as ordinary pawns. Besides practicing yoga, they are doing almost nothing. Being their master, you watch them and tell them what to do. They have yoga sessions every day. In fact, when you roll the dice (yes, the game features a dice!), you determine their performance that particular day: e.g., if the dye shows 1, this means a complete disaster, broken bones, etc.; If you throw 6, the session went so well, that your apprentices have time for another session on the same day. So, after telling them what to do on the session they just had, you must throw the dice again. If you strike 6 again, you throw it one more time and so on.

A pawn immediately after respawn

In the beginning of the game, your pawns are trapped in the home/pit. They are safe there, but are struggling to get out of it, to explore the beautiful world outside (or so they say). However, it is not easy to get out of the pit. Only if they performed exceptionally well on their yoga session (that means, 6), they have the Power to levitate and get out of the pit. However, the Power is sufficient for one person only. So, when you strike 6, you can get one of your pawns out of the home/pit. The process is called "respawn". The pawn is to be placed in the beginning square, marked with arrows of your color (due to some medieval wrangles, the different yoga clans have taken possesion of different colors).


Once you have a pawn outside the pit, you may move it, using the yoga power from yoga sessions. Since the terrain is very rough, every movement is a struggle, and a dice value of 1, for example, allows only for one cell movement forward. Immediately after the movement, your apprentice falls asleep in the destination cell. If you have more than one pawn outside the pit, you are free to choose which pawn to move. The game will only request this when you have a choice (the pawns, which can legally be moved will be glowing in green).

Your apprentices cannot be hanging around indefinitely. After much struggle, when some of them approaches the initial (respawning) position, the apprentice is actually a very old and wise man. So, instead of rolling again and completing a cycle around the board, the apprentice suddenly finds a portal to heaven. The portal leads to a The Heaven Prelude, whose cells are marked with your clan's colors. After a short walk in the prelude, a pawn may enter the heaven, where it does no longer move and must wait for its colleagues.

Two pawns, stacked at one cell


There's nothing wrong if you get more than one apprentice in the same cell on the board. In fact, when the new apprentice gets there, it awakens the other(s), they drink large amounts of mineral water, and finally fall asleep one over another. As you will see below, there can be no more than four pawns stacked at any cell, and they must be of the same color.

A red pawn is about to capture an yellow one


If some apprentice's final cell is already occupied by apprentice(s) from other some other clan, it uses the fact they are asleep and surprises them. And the surprise is not a good one. However, none of the apprentices is very good in martial arts, so no serious injury occurs; the attacked pawn(s) become awake and, facing lethal danger, run as fast as possible towards their home. Even if the attacked pawns are more than one, they all cowardly retreat to the home/pit.

A red pawn in its Heaven's Prelude

Getting into Heaven

As you probably imagine, getting into the Heaven's Prelude is not so easy. But, luckily, after going there, pawns are safe, since no pawns from other clans are able to get in the same prelude (they have preludes on their own), and so they are not threatened by captures (stacking is allowed).

Getting into the Heaven, however, is a bit tricky: your yoga power must exactly match the distance to heaven (the heaven is the triangle with the four smaller circles inside). After a pawn enters the heaven, it cannot receive more yoga powers and cannot move.

Your final target is to get all your yoga apprentices into heaven. When this happens, they all play a short spiritual dance in the sky, as they slowly dissolve from the real world. If you were the first master to get your apprentices to the Finish, you are considered a winner of the game. Logo