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Bandido

One useful bend can close a route, while an extra branch can undo the group's plan. Bandido is a cooperative spatial puzzle: discuss the shared maze while keeping the cards in your hands private.

2–4 peopleUntil every tunnel closes or all hands run outBandido base box with 69 tunnel cards and the double-sided start card; a large clear table.
Adults considering a tunnel card beside a connected path of cards.
In this guide

The quick version

Start with the five-exit side and three cards each. Take turns adding one legally matching tunnel card, then draw a replacement. Win as soon as every tunnel is closed. If the cards finish with any route still open, everyone loses.

Get ready

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Leave room for a spreading maze

Place the double-sized start card centrally with its five-exit easy side up. Shuffle the 69 tunnel cards and deal three privately to each player. Keep the rest as a face-down deck. Choose the youngest player to start under the printed rule and go clockwise.

Use a large clear surface. Card paths can spread much farther than the box suggests; cups and spare components should be outside that area.

Extend, join or close a tunnel

On your turn add one hand card so it connects to at least one existing card. Rotate it as needed. Every touching edge must match: tunnels connect to tunnels and closed wall edges to walls. Cards cannot overlap or cover existing paths. Do not leave a path end aimed at an incompatible adjacent edge.

After placing, draw one replacement. Discuss which exits are dangerous and how the shared maze could close, but do not show or precisely describe your hand cards. The active player chooses the placement.

If none of your cards fits anywhere, put your hand below the draw deck and draw three new cards. This is a remedy for no legal play, not a way to discard an inconvenient hand. Try the replacement hand; if no legal move is possible even after cycling the available cards, the group loses rather than repeating forever.

Check every open route

The group wins immediately when all tunnels are blocked by printed ends or join into closed paths with no escape. There is no score or individual winner.

The English booklet says both 'until the draw pile is empty' and 'after all cards have been placed.' For this guide, use the latter reading: when the deck empties, continue taking turns with remaining hand cards without refilling. Skip empty hands. If any tunnel remains after all playable cards are exhausted, everyone loses. Agree this edition boundary before starting.

Verify all touching edges

Ask another player to trace the new card's edges before drawing. A connection that looks useful from one angle may mismatch a second edge. Slide the whole connected layout carefully if room is needed; do not alter relative positions. A table edge is not a tunnel closure.

Players report that closing every tunnel can be surprisingly difficult. Keep several open ends reachable instead of letting one branch run off the table.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

Bandido · See main rules

Publisher difficulty choice

Six exits

Start with the six-exit side of the start card. Keep three-card hands, normal placement and the same agreed deck-exhaustion ending. There is one more initial route to contain.

Bandido · See main rules

Original STUDplay house twist

Open planning

Keep all three hand cards face up in separate player areas. Discussion may refer to exact cards, but each owner still plays only one on their own turn. This removes the usual hidden-hand restriction.

Bandido · See main rules

Original STUDplay house twist

Four-card hands

Deal and refill to four cards instead of three. When no card fits, replace the whole four-card hand using the usual bottom-of-deck remedy. All other placement and winning conditions remain.

Bandido · See main rules

Original STUDplay house twist

One rescue exchange

Give each player one paper token. Before playing on their turn, they may discard it to place one hand card at the bottom of the deck and draw its top card, even when they have legal moves. They must then play normally. If the deck is empty, the exchange is unavailable.

Bandido · See main rules

Original STUDplay house twist

Keep the courtyard clear

Before dealing, place one blank card-sized paper rectangle two card widths from the start card. No tunnel card may overlap that rectangle, and it never acts as a wall that closes a tunnel. The maze must route around it. All path-edge matching and the all-exits-closed win remain.

About this guide

Use the named physical base game and its supplied cards, boards and rules. Rules below are paraphrased teaching guidance. Original STUDplay house twists are optional suggestions, not publisher rules or balance-tested claims; agree one before setup.

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How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

Socialize. Play. STUD.