Transcript
ungle Speed® is a game for 2 to 15 players (or even more!) aged 7 years and up.
Players try to get rid of their cards as quickly as possible..
Right! Place the totem in the middle of the table. Shuffle the 80 cards, face down, and distribute them among the players as evenly as possible. Each player forms a face-down stack in front of themselves on the table.
TC f LAV Play in a clockwise direction. In turn, players turn over the first card of their stack. In the next round, they cover it by placing the following card on top of it, forming a face-up discard pile. Each player uses only one hand, the other hand is never used. Players always turn over their cards towards the other players, so that they may see the symbol on it :irst. Here are some examples:
Whenever two players' cards show an identical design (regardless of colour), a duel begins. Both players immediately try to be the first to grab the totem. The successful player wins the duel. The loser must take all their opponent's face-up cards, their own discard pile and all the cards that may be lying in the middle of the table (see below) and place them all face down under their stack. After the duel, continue the game normally. The loser of the duel starts by turning over the first card of their stack. After a special card (see below), several players may be involved in a duel. The first to grab the totem wins the round.
Important: Some cards seem to be identical but there are slight differences1. (CARPS IN THE OF THE TABU Whenever - for example after a scuffle the totem falls down and it is not possible to determine whose fault it is, all face-up cards are placed in the middle of the table under the totem.
C PENALTIES If a player wrongly grabs the totem, they have to take all the cards that are face-up on the table: the discard piles of all players, but also the cards in the middle of the table. The same applies if a player drops the totem.
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Note: You can count "one, two, three!" to make sure all players turn over their cards simultaneously.
C "ARROWS POINTING INWARDS" CARD All players try to grab the totem. The first to do so lays all their face-up cards in the middle of the table and then begins the new round.
Whenever a player receives cards, they place them face down under their own stack. If more than one player loses a round (for example if several players fail to spot a match and grab the totem), the winning player can decide how to distribute the cards among the losers.
The special cards do not trigger duels, but cause slight modifications to the game rules.
All players turn over the topmost card of their stack simultaneously. If the symbols are identical, there is a duel immediately. Otherwise, the player who has turned over the "Arrows pointing outwards" card continues the round.
^''COLOURED ARROWS" CARD From now on duels are no longer triggered by identical symbols but by identical colours. This means that a duel may start immediately. The effect of this card is cancelled out (i.e. duels are again triggered by symbols) as soon as one of the following situations occurs: the totem falls over, a duel begins or another special card is turned over.
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C SPECIAL RULES If an "Arrows pointing outwards" card causes: an additional "Arrows pointing outwards" card to be turned over, this card has the usual effect - unless there is simultaneously a duel, an "Arrows pointing inwards" card to be turned over and a dual taking place at the same time, the player to have first grabbed the totem decides between the two alternative outcomes: letting the result of the duel stand (loser picks up all the cards) or letting the special card rule take effect (winner lays face-up cards in the middle - see "Arrows pointing inwards" card above). If several duels are set off simultaneously, the player to have grabbed the totem first wins this duel, and the remaining duels do not need to be conducted.
When a player has turned over their last card, ft is left lying while the other players carry on their game. A player has not won as long as they still have their face-up discard pile in front of them. They need to get rid of their discard pile by winning a duel, winning a fast grab or have someone else do something so they loose all of their face up cards to go out.
CSPECIAL SITUATIONS If the last card that is turned over is a special "Arrows pointing inwards" card and the player does not manage to grab the totem, they have to take all face-up cards (instead of laying them in the middle of the table), and the round continues. If the last card turned over is a special "Arrows pointing outwards" card, the player wins immediately. If the last card turned over is a special "Coloured arrows" card, the player must take all face-up cards, and the round continues. (The "Coloured arrows" card has no effect in this case.)
The "Coloured arrows" cards are removed from the pack. If after turning over a card all three cards have the same colour, it has the same effect as if one of the players had just turned over an "Arrows pointing inwards" card.
Poth hands of the two players are considered as independent players. Flayers sit opposite each other. The "Coloured arrows" cards are removed from the pack. The remaining cards are divided up into four equal piles.
The players play consecutively alternating between their right and lefthand, i.e. in the following order: • right hand player 1, • right hand player 2, • left hand player 1, • left hand player 2, and so on... When a duel begins, both affected hands must try to grab the totem. Only the cards belonging to the hands involved in the duel are taken. If there would be a duel between a single player's left and right hands, the player may choose not to grab the totem. If an "Arrows pointing inwards" card is turned over, the players must use the correct hand to grab the totem - i.e. the hand that has the most recently placed face-up cards. The game is over when both players have got rid of one of their two piles. Then the remaining cards are counted and the player with the fewest cards left wins. All other rules remain the same. Credits Authors: "Tom £ Yako" (Thomas y»arehex and Pierric Yakovenko) Translation: IPirgit Irgawg © 2010 Aswodee 18 rue Jacqueline Auriol -Qoartier Villaroy • P.P. 40119 • 7S041 frUYANCOURT Cedex • France _, e-mail:
[email protected] isit us on the Internet: www.asmodee.com) distributed in North America by: Asmodee UC $5 Gateway Prive *201 Pittsburgh, NY 12901, USA
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