Overview
Broom Service is a role-selection and delivery game where players become witches, druids, and gatherers producing powerful potions and delivering them throughout a magical realm. Each round, players secretly choose 4 of 10 role cards. Each card has a “brave” action (powerful but risky) and a “cowardly” action (weaker but safe). Brave actions can be stolen by later players, while cowardly actions resolve immediately. After 7 rounds, the player with the most victory points wins.
Components
- 1 double-sided game board
- 60 playing cards (5 sets of 10 role cards)
- 10 event cards
- 60 potions (in 3 colors: orange, green, purple)
- 10 pawns (2 per player in 5 colors)
- 5 victory point markers
- 24 heavy clouds (white stars on front)
- 24 magic wands
- 1 game summary tile
- For game variations:
- 15 amulets
- 17 landscape tiles (5 mountain, 6 forest, 6 hill)
- 8 storm clouds
Setup
- Place the game board front-side up (castles with reddish banners) in the center.
- Each player receives:
- 10 role cards of one color
- 2 pawns of the same color, placed in the two castle regions
- 1 VP marker, placed on space 10 of the VP track
- 1 potion of each color (orange, green, purple)
- 1 or 2 wands: Starting player and last player get 1 wand each; all others get 2 (in a 2-player game, each gets 1)
- Place remaining potions and wands in a general supply.
- Display the game summary between players.
- Shuffle 24 heavy clouds and place one face-up on each cloud space on the board.
- Shuffle 10 event cards; place 7 face-down as a stack, return 3 to box unseen. Flip top event card face-up.
- Fewer than 5 players: Shuffle 10 role cards of an unused color as a draw pile. Reveal “bewitched” role cards: 2 players = 3 cards, 3 players = 2 cards, 4 players = 1 card.
Turn Structure
The game is played over 7 rounds. Each round consists of:
1. Choose Role Cards
All players simultaneously choose 4 of their 10 role cards (exception: “More or Less” event allows 1-5 cards). Remaining 6 are set aside face-down.
2. Play Roles (4-10 turns per round)
The starting player plays one role card and reads either the brave or cowardly text aloud.
If cowardly: The player immediately performs the (weaker) action.
If brave: The player claims the (stronger) action but must wait. In clockwise order, each subsequent player must “follow”:
- If they do not have that role card: say “Next!”
- If they do have that role card, they must play it and choose:
- Brave: Steals the brave action from the previous brave player (who gets nothing)
- Cowardly: Immediately performs the cowardly action
After all players have responded, the last brave player performs the brave action and becomes the starting player for the next turn.
3. End of Round
When all players are out of cards, complete any end-of-round event. Then:
- Flip next event card face-up
- Reveal new bewitched role cards (2-4 player games)
- All players choose 4 of 10 role cards again
- Last brave player from previous round starts
Actions
Gatherers (3 types: one per potion color)
- Brave: Take 3 resources of the matching type from supply
- Cowardly: Take 1 resource of the matching type from supply
Witches (3 types: Forest, Hill, Mountain)
- Brave: Move one pawn to an adjacent area of the matching landscape type (no clouds allowed), then optionally deliver one potion to a matching-color empty circular tower in that area. Score VP shown on tower; take bonus wands if indicated. Can also deliver to square towers (always open, potion goes to supply).
- Cowardly: Move one pawn to an adjacent matching landscape area (no delivery).
Delivery rules:
- Circular towers: Occupied after one delivery; score VP shown
- Square towers: Can be delivered to multiple times (potion goes to supply); each player may deliver only once per role to square towers
- A brave witch may move without delivering, but may not deliver without moving
Druids (3 types: Forest, Hill, Peak)
- Brave: Deliver a potion (same rules as witches) from an area where you already have a pawn. Score VP shown on tower + 3 bonus VP.
- Cowardly: Deliver a potion from an area where you already have a pawn. Score VP shown on tower (no bonus).
- Druids do not move pawns.
Weather Fairy
- Brave: Charm away one cloud adjacent to your pawn. Return the required number of wands (shown on cloud’s star). Keep the cloud tile. Score +3 bonus VP.
- Cowardly: Charm away one cloud adjacent to your pawn. Return required wands. Keep the cloud tile. No bonus VP.
Scoring / Victory Conditions
During the Game
- VP from delivering potions to towers
- VP from weather fairy actions
- VP/penalties from event cards
- -3 VP for playing a bewitched role card
End of Game (after 7 rounds)
- Score VP for collected cloud lightning symbols (see game summary back)
- Score remaining resources: 4 VP per set of 4 different resources; 2 VP per set of 3 different resources
- Highest VP total wins. Tiebreaker: most remaining resources. If still tied, multiple winners.
Special Rules & Edge Cases
- Bewitched roles (2-4 players): Playing a bewitched role costs 3 VP regardless of brave/cowardly choice or whether the action is performed.
- Duty to follow: Players must follow if they hold the matching role card. If they play a role card that was already played in an earlier turn of the current round, they place it without performing any action.
- No peeking: Before it is your turn, you must not indicate whether you have the current role card. Wait until your turn to say “Next!” or announce your role.
- Voluntary skip: You may select an action even if you cannot or do not want to perform it. You can also choose not to perform an available action.
- Starting player cascade: If the last brave player has no cards remaining, the next clockwise player with cards becomes starting player. If all played cowardly, the previous turn’s starting player starts again.
- VP can go below 0 from bewitched roles or event penalties.
- Supply is unlimited: Use placeholders if potions or wands run out.
Player Reference
| Role |
Brave Action |
Cowardly Action |
| Gatherer (x3) |
Take 3 matching resources |
Take 1 matching resource |
| Witch (x3) |
Move + deliver potion (score VP) |
Move only (no delivery) |
| Druid (x3) |
Deliver potion + 3 bonus VP |
Deliver potion (no bonus) |
| Weather Fairy |
Charm cloud + 3 bonus VP |
Charm cloud (no bonus) |
End-game scoring:
| Condition | VP |
|———–|—–|
| Set of 4 different resources | 4 VP |
| Set of 3 different resources | 2 VP |
| 1 amulet | 4 VP |
| 2 amulets | 9 VP |
| 3 amulets | 15 VP |
| Cloud lightning symbols | See game summary |