I Gave Cheapass Games $______For This Game! to Learn More, Read the Last Page of This Document, Or Visit

Total Page:16

File Type:pdf, Size:1020Kb

I Gave Cheapass Games $______For This Game! to Learn More, Read the Last Page of This Document, Or Visit Components: Welcome to the J. Robert Lucky Mansion, a rambling country estate seven miles north of nowhere. It’s a Kill Doctor Lucky requires the following components: stormy midsummer’s evening, ten seconds after mid- night. And someone’s just shut off the lights. You have hated Doctor Lucky for as long as you can Game Board remember, and you’ve been secretly awaiting this per- Deck of 96 cards fect chance to take the old man out. Maybe he destroyed Pawns for Every Player your dry cleaning business; maybe you think he’s the One Pawn for Doctor Lucky king of the vampires. Perhaps he’s the only person About 30 Spite Tokens (pennies, stones, etc.) standing between you and the family fortune. Or maybe his cat just keeps peeing in your shrubs. Whatever your The Board: The game board is 17 x 22 and is included as a reason, it’s good enough to push you over the edge. And single PDF file. You can print the board using a large-format now you absolutely can’t wait to put the old bastard printer at your local copy shop, shrink it to a single page for away. a handy travel size board, or use Acrobat’s tiling function to And, though you don’t know it, everyone else in the house wants to kill him too. print the file as multiple pages. Or you can simply use the Take a deep breath. Remember why you’re here. And board design as a blueprint, and make your own board out then start sneaking around in the dark. If you run across of carved wood or Lego blocks. You would not be the first. a weapon, grab it. If you bump into Doctor Lucky, give There are several alternate boards available for Kill him what for. Doctor Lucky, but the following summary describes the Trying to kill Doctor Lucky is pretty easy, as long as basic Lucky Mansion shown here. no one’s looking. But they don’t call him “Doctor Lucky” for nothing. He’s got an uncanny knack for slipping out of harm’s way. Don’t despair; after enough tries, you’re guaranteed to wear the old codger down. You just need a clever plan, a good bluff, and a little more luck than everyone else. So gather in the drawing room and get cracking. Somebody’s going to kill Doctor Lucky tonight, and it might as well be you. This is the free print-and-play version of Kill Doctor Lucky, based on the 2002 “Director’s Cut.” It includes the complete original 1996 game plus new variations, commen- tary from the author, and flavor text on the cards. Look for the full-color boxed edition of Kill Doctor Lucky from Paizo Publishing, and other cool stuff at cheapass.com. Kill Doctor Lucky is © 1996, 2011 James Ernest and Cheapass Games: www.cheapass.com This Cheapass Game is free. That’s right, free. You can print it, copy it, and share it with your friends. Obviously, if you like it, we’d appreciate a dollar or two in return. We think this is the best way to get great games into your hands, so please help us make it work. Yes! I gave Cheapass Games $_________ for this game! To learn more, read the last page of this document, or visit www.cheapass.com. Dr. Lucky’s mansion has 32 “rooms,” including 24 named Trophy room. You must walk through the hall. You may also rooms, 6 hallways and 2 stairways. (The stairways and halls play as many Move and Room cards as you wish during this count as “rooms.”) When you try to kill Dr. Lucky, you must part of your turn. Move and Room cards work like this: be alone in a room with him. You must also be out of sight of the other players. Move Cards: These cards can move you or Dr. Lucky any Sight lines work like this: if a player can stand in one number of steps up to the number listed on the card. When room and look straight (perpendicularly) through any num- you play one on Dr. Lucky, he steps like a normal player, not ber of doorways into your room, he can see you. So, for by following his room numbers. example, someone standing in the Kitchen can see (and be seen by) people in the Master Suite, the west stairs, the two Room Cards: These cards jump you or Dr. Lucky to a par- adjoining hallways, the Trophy Room, the Wine Cellar, and ticular room, such as the Foyer. You may take your free step the Winter Garden. after playing a room card if it helps. For example, you could You can’t see diagonally through doors so, for example, jump yourself to the Piazza, then take a step to the Foyer. someone in the Foyer can’t see into the Carriage House. The Gallery overlooks the Dining Hall. It’s a musician’s Step 2, Making a Murder Attempt: gallery, like a balcony. You can see through that partial wall, but you can’t walk though it. The Gallery can see (and be Next, you may try to kill Doctor Lucky. To do this you seen by) every room straight down to the Piazza, plus the must be alone in the room with him, and you must be out of Nursery, the Master Suite, and the Library. sight of every other player. As mentioned above, players can see along straight lines (but not diagonally) through all the To Begin: doorways and the Gallery wall. You may play one Weapon card to improve the value of Start all the players in the Drawing Room. Give the deck your murder attempt, though it’s not required. Without the a quick shuffle. Weapon your attack has a base value of 1. This means you’re To determine who starts, and to place Doctor Lucky, the trying to kill the old man with whatever is handy, or just winner of the last game deals cards faceup, starting on his poking him in the eye with your finger. left. He deals only until someone gets a room card. That If you play a Weapon, your attempt has the base value of player will go first, and Dr. Lucky will start in that room. that Weapon. For example, a murder attempt with a 4-point Now reshuffle the deck, and deal a starting hand of six Weapon has a base value of 4. The stronger your murder cards to every player. attempt, the harder it will be for your opponents to stop you. How to Win: Some Weapons have a higher value in particular rooms, such as the Billiard Cue in the Billiard Room. It takes plan- Kill Doctor Lucky. Pretty simple. ning and good luck to get full value out of those cards! You will accomplish this by being alone in a room with If you have any Spite Tokens (which are awarded for Doctor Lucky, when no one can see you, and making a mur- failed murder attempts) these add +1 to your attempt. So, a der attempt that succeeds. (Lots of them will fail.) murder attempt with a base value of 3, if you had 4 spite Doctor Lucky’s luck is represented by “Failure” cards that tokens, would have a total value of 7. everyone can play, which is why your early murder attempts You can’t play more than one Weapon card in a murder will probably fail. But every attempt will earn Spite Tokens attempt, and you can’t make more than one murder attempt and pull Failure cards out of other players’ hands. on the same turn. On Every Turn: Failure Cards: Once you’ve made your murder attempt, everyone else gets one chance to foil it by playing Failure On your turn you may do several different things, but cards, which represent the Doctor’s seemingly inexhaustible some of them are mutually exclusive. You may take a step, luck. Starting with the player to your left, every player may play move cards, try to kill Doctor Lucky, and/or draw a play one or more Failure cards, or pass. card. You can’t draw a card if you’ve played a card or made a Foiling a murder attempt requires one Failure point for murder attempt, and you also can’t draw cards in an each point in the murder value. Failure cards are worth 1, 2, unnamed room. or 3 points each, and each player can play as many as he likes. Step 1, Movement: Declining to play Failure cards is an important strategy. The more Failures you can draw out of your opponents, the You are allowed one free step in any direction, from one better your chances of making the kill. However, if you pass room to the next. Hallways and stairways count as rooms. too much you may wind up ending the game prematurely, so For example, you can’t step directly from the Kitchen to the don’t get greedy! Kill Doctor Lucky is © 1996, 2011 James Ernest and Cheapass Games: www.cheapass.com Spite Tokens: If your murder attempt fails, you earn a can use these extra turns to draw extra cards, but not to Spite Token. These tokens will stay with you for the rest of make multiple murder attempts. Since you can’t move after the game, giving you a permanent +1 on all your subsequent a murder attempt, Dr. Lucky will always escape when you murder attempts.
Recommended publications
  • Deadwood-Rulebook.Pdf
    Bonus for Off-Card Roles: When bonuses are paid, Quick Reference: the off-card roles receive a windfall bonus. This is money ™ equal to the rank of the role (not the actor’s rank). So, for Turns: example, an actor working on an off-card role of rank 2 If you are not working, you can move one space makes a windfall bonus of $2. and/or take a role. Remember, if no one was working on the card, wrap If you are working, you can roll or rehearse. bonuses are not paid, so there is no windfall bonus. Rolling, On the Card: Failure: Collect nothing. After all the bonuses have been paid, discard the Success: Advance the scene. scene card. When there is only one scene card left on Collect 2 Fame. the board, the day is over. Rolling, Off the Card: Failure: Collect $1. Welcome to Deadwood Studios, home of the million-movie month. Upgrading: Success: Advance the scene. You’re a bit actor with a simple dream. The dream of getting paid. Collect $1 and 1 Fame. At the Casting Office, you can pay to improve your Rehearsing: You and your friends will spend the next four days dressing up as rank. You must go to the Casting Office to do this, and Take a Rehearsal Marker and do not roll. cowboys, falling off the occasional roof, and pretending you can act. you can upgrade as soon as you step in. You can upgrade at the Casting Office. The cost to upgrade is shown below, and can be paid Your goal is to be the studio’s best actor, earning money, status, and fame.
    [Show full text]
  • Dragons Rules
    ® Supplemental Rules Welcome to the world of Diceland: Dragons. This set contains twelve new dice in four teams, and is a self-contained set ideal for up to 4 players. The four teams are Meleinn (Ice, 21 points); N’talii (Storm, 20 points); Suarani (Lava, 22 points); and Timaliik (Swamp, 23 Points). These armies are ancient sworn enemies, at least until you decide to mix and match them. Then they’re the best of friends. Game Overview Diceland® is a fast-playing dice game with elements of luck, strategy, and skill, played with armies of paper 8-sided dice. This is a supplemental rules sheet with a brief review of the basic rules and full details on the new abilities in this set. Complete rules can be found in any Diceland boxed set (we recommend Diceland: Space), or as a free download from www.diceland.com. Army Construction Players may use the four pre-built teams, or they may construct armies of up to 30 points total. If the dice are all from the same team, an army can have as many as 30+X points, where X is the value of the smallest die. The dice in Diceland: Dragons are non-unique, which means that you can use multi- ple copies of each die in your army, and multiples of the same die can be in play. Basic Gameplay The player with the smallest team (lowest total point value) decides who will go first. If the armies have the same total value, determine randomly who will go first. The first player places one die in the center of the table, in any orientation.
    [Show full text]
  • AD&D D20 System, 3
    1 Game Storm 8 Contents Letter From the Chair 2 Policies 3 Dealers 4 Game Designers 5 Guest of Honor 6 Other Industry Guests 7 Game Masters 9 Hospitality 10 How to Sign Up to Play 12 Game Library Info 12 Map 32 What is OSFCI? 62 Committee 64 Programming Board & Card Games 13 Collectible Card Games 36 Live Action Role Playing 37 Miniatures 41 Panel Programming 49 Role Playing 51 RPGA 60 Cover art by David Schaber 2 Game Storm 8 Musings From the Chair This past year has been a fun and exciting challenge. My goal this year was to make Game Storm bigger and better than previous years. I hope we have accomplished this. We have a great Guest of Honor in Richard Garfield. I look forward to his visit to Portland. I would like to thank the committee for the many hours of work it took to make the convention happen. I feel blessed to be working with all of you. This convention could not have happened without each and every one of you. Note: Remember, this convention is run on volunteer power, and we can use all the help we can get. Aaron Nabil Chair, Game Storm 8 3 Game Storm 8 Game Storm Policies Children All children must be registered with the convention, and all children purchasing memberships must be accompanied by an adult. Smoking Except for any designated smoking areas in the hotel restaurants and bars, smoking is not permitted in any indoor public area at Game Storm Weapons The wearing and carrying of weapons is not permitted at Game Storm.
    [Show full text]
  • Rules of Tak Leave a Capstone Can Flatten a Standing Stone, If It Does So Room for a Great Deal of Strategy
    Tak is the board game described in Patrick Rothfuss’ Summary of Play bestselling novel, The Wise Man’s Fear. It is an elegant two-player strategy game, a refined diversion from the Players will take turns. On each turn you may either court of Vintas: place a new piece on an empty space, or move a stack of pieces that is under your control. “Tak is the best sort of game: simple in its rules, complex in its strategy. Bredon beat me handily in The goal is to build a road, which is a string of pieces all five games we played, but I am proud to say that that connects opposite sides of the board. Here are he never beat me the same way twice.” -Kvothe some examples of a winning road: At first, Tak was intriguing but imaginary. Then in 2015, Patrick Rothfuss worked with James Ernest to make it real. Welcome to Tak: A Beautiful Game. About This Edition A winning road connects opposite sides of the board. The University Edition is the second printed edition Spaces on the Tak board are connected only by their of Tak. It is smaller than the original “Classic” edition, edges. Roads do not connect diagonally, and pieces do and includes a cloth bag for added portability. not move diagonally. We have included a capstone and 21 pieces per side, The game ends if either player makes a road, or runs which is enough to play the 5x5 game. Additional piece out of pieces, or if the board is completely full.
    [Show full text]
  • Diceland: Space
    Before the Game Core Definitions Building an Army: Before you play, you must construct an Enemies and Allies: All dice in the game are either Enemies army. Some sample armies are listed at the end of these rules, but or Allies. All the dice in your army are Allies, and all your oppo- you can construct your own quite easily. Ideally, neither player nent’s dice are Enemies. This is true no matter what “Team” they knows what will be in the other’s army until the game begins. belong to. For example, even if both players have a die from the To construct your army, first decide whether you are playing Terran army, those two dice are not considered allies. On the other with dice from a single team or with mixed teams. When you make hand, dice from multiple Teams are considered allies as long as an army of mixed teams you can include up to 30 points’ worth of they are in the same army. dice. If your army is made of dice from the same team, you can Every effect in this game, from a basic Weapon to the most spend as much as 30 + X, where X is the size of your smallest die. complex Special Effect, is defined in terms of Enemies and Allies. For example, if you wanted to include both Terran and Garthan ships in your army, you could spend no more than 30 In Play, In Reserve, and In Hand: There are three places points. But if your army is entirely Terran, you can spend 30 + X.
    [Show full text]
  • In Black and White a Retrospective by James Ernest
    in black and white a retrospective by James Ernest For Nora Someday, all this will be yours. This document contains excerpts from an early draft of Cheapass Games in Black and White, a retrospective of more than 100 original games released by Cheapass Games between 1996 and 2012. This document is meant only as an example of the format and direction of the book. None of the content is final. The historic game material is presented in its original form, except where old addresses and phone numbers have been redacted or replaced. Strategy Hints: About Cheapass Games: Bluff. No matter how many Failure cards you’re We here at Cheapass Games are aware of two holding, try to convince everyone else that you’re out. basic facts about board games: they cost too much, The more Failure cards you can force out of everyone and they are, at some level, all the same. else’s hands, the better. If you ignore the clever shapes they come in, the cheap little plastic pawns are an interchangeable Make as many murder attempts as you can. Even part of most of the board games in your house. So though your first ones will probably fail, you’ll be are the dice, the money, the counters, and just about M A Cheapass Game guaranteed to pull those Failures out of other peoples’ every clever spare part. These parts can account for hands. as much as 75% of a game’s production cost, and Do your best to keep track of how many Failures that cost gets handed to you.
    [Show full text]
  • Rules for TAK Created December 30, 2014 Last Update March 9 2016
    Rules for TAK Created December 30, 2014 Last Update March 9 2016 Design: James Ernest and Patrick Rothfuss Testers: Boyan Radakovich, Paul Peterson, Rick Fish, Jeff Morrow, Jeff Wilcox, and Joe Kisenwether. Notes: This is an open beta version of Tak, an abstract board game designed by James Ernest and Patrick Rothfuss. Tak was first described in Rothfuss’ The Wise Man’s Fear (2011). We are circulating the unfinished rules to help players make improvements to the game. We will run a Kickstarter for the final game in April 2016. Your feedback is welcome, and it’s important to treat this game as a work in progress. We like it very much, but nothing is final. Summary: Tak is an abstract strategy game for two players. These rules describe the “modern” version, with some references to rules variants from antiquity. Board: The game board is divided into squares, similar to chess or go. The board can be any size from 3x3 to 8x8 or larger, but the game is most commonly played 5x5 or 6x6. The 3x3 game is trivially simple, and the 4x4 game is typically reserved for children and new players. 7x7 is rarely played, but 8x8 is sometimes considered the “Master’s Game.” No Diagonals: Spaces on the board are connected only by their edges. In Tak, things are not adjacent diagonally, and pieces do not move diagonally. Pieces: Each player has several normal stones and one special stone, which is called the capital or “capstone.” The number of pieces on each side differs with the size of the board: Size of Board: 3x3 4x4 5x5 6x6 7x7 8x8 Normal Pieces: 10 15 21 30 40 50 Capstones: 0 0 1 1 ? 2 Stones can be laid flat or stood on end.
    [Show full text]
  • Gaming Floor Full of Games Free to Play
    SATURDAY, OCTOBER 19, 2013 LL1 LL4 LL5 9:00 AM Bhaloidam Adventure Console Game Room with 10:00 AM EA/PopCap Games Learn to Paint Miniatures Cheapass Games 11:00 AM & Take One Home! Doom & Gloom 12:00 PM Go To Games 1:00 PM Green Ronin Publishing 2:00 PM Paizo 3:00 PM Design a Tabletop RPG in One Hour! Steve Jackson Games 4:00 PM Story Games 5:00 PM How to LARP: Learn Live Action Role Play Valor 6:00 PM Wizards of the Coast 7:00 PM LARP Session: LIMBO RPGs with Andy 8:00 PM 9:00 AM - 5:00 PM CHEapass GAMES [LL:GAMING] Stop by the Green Ronin table, say hello, and get GO TO GAMES [LL:GAMING] Cheapass Games believes that fun shouldn’t to know Green Ronin. We’ll be there to help you Go To Games is a division of Roll To Market come with a high price tag. Cheapass has learn to play our award-winning games! LLC, focused on representing small game been making affordable, high-quality, high-fun publishers at conventions. At GeekGirlCon games since 1996 and wants to share them PAIZO [LL:GAMING] 2013, Go To Games will bring the new Dice with you. Come by the table to see how much The Pathfinder Roleplaying Game is an evolu- Rings company Crit Success, along with Atlas awesome fun you can have on a budget. We’ll tion of the world’s oldest fantasy roleplaying Games, Looney Labs, Passport Game Studios, be on hand to show you what you’ve been game.
    [Show full text]
  • 12 Days of Christmas Rules Sheet
    Players: 3 to 5 tied, the third lowest number wins. If all the cards are tied, Playing Time: About 15 minutes. then no one takes the day, and both cards will go to the win- ner of the next day. You Need: Two decks of cards, including the Gift Deck and An example of a tied bid: On the 3rd day of Christmas, the Holiday Deck. the gift cards are: 3, 3, 5, 6, and 10. Because the 3’s are tied, The Gift Deck contains 80 cards: two Clauses (Santa the 3rd day goes to the player who played the 5. and Mrs. Claus), plus everything that my true love gave to The Clauses: Santa and Mrs. Claus are the best gift me: 12 drummers drumming, 11 pipers piping, 10 lords cards, with a value of 0. They are the lowest number, but a-leaping, and so on. they can still cancel each other out. The Holiday Deck contains 12 numbered day cards, for the twelve days of Christmas. Drawing Cards: Everyone draws one card. You should end Instructions for making your own decks are given on every day with 12 cards. When the deck is empty, reshuffle the last page of this rulebook. the discards. To Begin: Shuffle the Gift Deck, and deal each player a Ending the Game: The game proceeds for twelve days. hand of 12 cards. Arrange the Holiday Deck in numerical (Remember to draw your card at the end of the twelfth day.) order, with the first day of Christmas on top. Note: If no one wins the twelfth day, the game ends Play is simultaneous.
    [Show full text]
  • Origins Awards Winners 1998 - 24Th Annual Ceremony
    Origins Awards Winners 1998 - 24th Annual Ceremony Category Game Company ● Best Abstract Game Kill Doctor Lucky Cheapass Games ● Best Sci-Fi / Fantasy Roborally Grand Prix Wizards of the Coast Board Game ● Best Historical Board Successors Avalon Hill Game ● Best Card Game Give Me the Brain Cheapass Games ● Best Card Game Legends of the Five Rings: Five Rings Publishing Expansion Time of the Void ● Best Trading Card Shadowrun Trading Card FASA Game Game Limited Edition ● Best Graphic Presentation of a Card Game ● Best Role-Playing Legend of the Five Rings Alderac Entertainment Game Group ● Best Role-Playing Independence Day Pinnacle Entertainment Game Adventure Group ● Best Role-Playing Delta Green Pagan Publishing Game Supplement ● Best Sci-Fi / Fantasy Sisters of Battle Squad Games Workshop Miniature ● Best Sci-Fi / Fantasy Deadlands: The Great Rail Pinnacle Entertainment Miniatures Rules Wars Group The Academy of Adventure Game Arts and Design 240 N. 5th St. STE 340, Columbus, OH 43215 [email protected]​ | (614) 255-4500 ● Best Vehicular Call of Cthulhu Roadster RAFM Miniature ● Best Historical Charlie Company US Army RAFM Miniatures Series Figures ● Best Historical Flint & Steel Clash of Arms Games Miniatures Rules ● Best New Middle-earth PBM Fourth Game Systems Play-By-Mail Game Age Circo 1000 ● Best Ongoing Star Web Flying Buffalo Play-By-Mail Game ● Best Amateur Game Starry Wisdom Chaosium Magazine ● Best Professional Knights of the Dinner Table Kenzer & Company Game Magazine ● Best Game-Related Planar Powers TSR Novel ● Best Game-Related A Forty Share in Innsmouth Chaosium Short Work ● Best Graphic Wadjet: A Family Adventure Timbuk II Presentation of a Game Board Game ● Best Graphic In Nomine Steve Jackson Games Presentation of an RPG ● Best Action Computer Tomb Raider Square Software Game ● Best Role-Playing Final Fantasy VII Eidos Software Computer Game The Academy of Adventure Game Arts and Design 240 N.
    [Show full text]
  • Rules Are Designed to Work for As Many As Six Card, Spin It, and (Having Popped Nothing) Finish Your Turn
    On Every Turn Each turn consists of several steps. The details of each step are given later, but this short reference list is all you will normally need. • Flip: Flip one facedown card faceup, if you can. • Spin: Spin one faceup card 180°. If the board is open (with some facedown cards), you can spin whatever you like. If the board is closed (all faceup), you must make a spin that will pop something. If you can’t pop a card on a closed board, the board is frozen. In this case, shuffle the board and rebuild it facedown, then restart your turn. • Check: Check around the edges of the card you’ve spun. If any Welcome! symbols on that card match the neighboring cards, then you “pop” the Girl Genius is a web comic of adventure, romance, and mad card(s) with more symbols. (Popping is defined below.) If two edges science, created by Phil and Kaja Foglio. It has been running con- have the same symbols and the same length, then both cards pop. stantly since 2001, and has won many accolades and awards. • Replace: Replace the cards you’ve taken with cards from your The story follows the adventures of Agatha Heterodyne, hand, faceup. mad genius and heir to a mysterious and powerful bloodline. • Draw: If you have fewer than five cards in your hand, draw back Girl Genius: The Works is a strategy card game designed up to five from the top of the deck. Note: If you ever find yourself with by James Ernest, and was first released in 2001 right alongside no cards in your hand, you draw one card.
    [Show full text]
  • I Gave Cheapass Games $______For This Game! to Learn More, Read the Last Page of This Document, Or Visit
    Game Details: Europe. Summer. 1997. You and your “friends” have discovered two problems with a common Players: 3 to 6 solution: mad cows in England and unexploded Game Type: Card Game bombs in France. Game Length: 30-45 Minutes What You Get: Unexploded Cow has two decks: a 12-card Mad cows are thick on the ground in England, “city” deck, and a 69-card “cow” deck. The cards are found in and they’re selling cheaper than dirt. So you’ve a single free PDF file, and instructions for making your own decided to spread them thick on the ground in cards are on the last page of this document. France too, by giving them a patriotic pep talk and setting them loose in the no-man’s land What Else You Need: You will need one 6-sided die, and some money. You need to be able to give every player behind the Cordon Rouge. €5000, in denominations no smaller than 100. If you must, you can use play money instead of the real thing. The upside? You’re ridding England of insane We suggest using the following setup for each player. cows and their tainted meat, ridding France of You will find a suggested full bank recipe on the last page. unwanted leftover bombs, and (just maybe) mak- Starting Money ing some money on the side. The downside? Denom Qty Eventually someone’s going to catch you. €100 5 €200 5 So round up your herd, drive them through the €500 3 Chunnel, and set them loose in La Belle France.
    [Show full text]