These Arethe Rules
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ThEse are The RUles... Lunch Money is a game for two or more AID Defense Cards. If your attack suc- Basic Attack and Specialty Cards for defense against the CHOKE is people. The two decks that came in the ceeds, it is your responsibility to remove their interaction with these Defense HUMILIATION or FREEDOM.) box with these rules are sufficient for at counters from the victim’s pile and put Cards; sometimes a Defense Card is not Cards that will break a CHOKE when the least four people. If you have more play- them in the lost counter pool. permitted (in the case of “free attacks”). victim’s turn comes are: FREEDOM, ers, you may want to combine another set Defending Against Attacks: When STOMP, HEADBUTT and HUMILIATION. of cards, or simply be willing to reshuffle someone plays a card on you, you may • First Aid Until the victim plays one of these cards, the discard pile when the draw pile runs be able to respond with a Defense Card. Each FIRST AID is worth 2 counters, she will continue to lose one counter each out. Remember that the HUMILIATION specialty restored to the player who plays the card. time the attacker’s turn comes around card can serve as an effective defense, You can play as many FIRST AID cards as until she is unconscious. On her own Starting the Game too. you have in your hand on your turn. You turn, the victim can play one of those Table Talk: Colorful banter is an impor- can play FIRST AID (as many as you have) cards (to escape the CHOKE), discard Each player starts the game with fifteen tant part of Lunch Money, so don’t be when another player attacks you only if cards from her hand in an attempt to counters. You can use anything you like afraid to get into the game by describing the damage you otherwise take sends you draw an appropriate card, or play Basic for counters: coins, milk caps, dead flies, in vivid detail the insults you perform to zero or fewer counters. Attack cards on players other than her whatever you have on hand. We recom- upon your opponents. Don’t be surprised attacker at half damage (round down). mend pennies. Each player is dealt five by the imaginative things they do to you • Freedom As long as the CHOKE remains, both cards. The remaining cards are placed in return, and remember: it’s just a game. attacker and victim are helpless and can- face down within reach of all players; This card counters or breaks any GRAB, not defend themselves from attacks by they are the draw pile. HEADLOCK or CHOKE. other players. The attacker may choose Card Types • Disarm to release the CHOKE at any time (e.g., in order to BLOCK or DODGE an attack from Objective There are four types of cards. Each type This card is played against any Weapon another player). You play cards to take your opponents’ has its own coloration, to make them Card attack. No counters are lost by the Basic counters from them (moving them to a easy to recognize at a glance: defender, and the weapon card is discard- Attack Cards Defense Cards • Grab growing pool of lost counters in the mid- (yellow), ed. Weapon Cards dle of the play area), and to defend your (blue), (magenta), and (Grab) or (Block + Grab) Specialty Cards (orange). own counter pile. A player who runs out AGRAB card is usually played in combi- of counters is “unconscious” and out of Weapon Cards nation with other cards. A successful the game. The object of the game is to Basic Attack Cards GRAB permits the player to one free Basic be the last person with any counters left; • Knife, Chain, Pipe, Hammer Attack or Weapon Card, which cannot be in other words, the last person still “con- • Elbow, Hail Mary, Headbutt, Hook, Jab, Kick, Pimp Each one of these cards has a number. DODGED or BLOCKED. A GRAB also sets scious” and in the game. This is the number of counters taken up certain specialty cards: CHOKE, slap, Uppercut from the victim if nothing stops the HEADLOCK and POWERPLAY (see their Play Each one of these cards has a number. attack. Unlike Basic Attack Cards, descriptions). This is the number of counters taken Weapon Cards return to your hand after AGRAB may be played as the start of an Play begins with the player to the left of from the victim if nothing stops the use (unless countered by a DISARM). action on a player’s turn. In that case, the dealer and proceeds clockwise. This attack. These cards may be DODGED or These cards may be DODGED, BLOCKED, the GRAB may be countered by DODGE or player may initiate an action: She may BLOCKED. or DISARMED. FREEDOM, but not BLOCK. play a card (placing it on top of the dis- card pile while naming its target), dis- • Roundhouse, Spinning Backfist AGRAB may also be played immediately Specialty Cards after a BLOCK has been played. The card any number of cards from her hand These Basic Attacks have one special and draw back up to five cards, or pass. defender who played the BLOCK has the trait: If they are avoided by a DODGE After her action has been resolved (mean- • Big Combo first option to play a GRAB card (and fol- card, the attack proceeds to the next play- low up). But if a defender plays BLOCK ing other players have had a chance to The BIG COMBO entitles the player with er (left or right, attacker’s choice) and and has no GRAB, the attacker now has respond with their cards — defending that player must defend against the attack this card to dream up any two fancy against attacks, for example, or interven- the option to play a GRAB and follow it or suffer the damage. If the second play- moves (such as a front kick followed by a with a free attack. ing with a special card), all players draw er dodges, the attack proceeds again in spinning elbow strike) and announce cards if necessary to return the number in the same direction. If everyone between them as the card is played. Defending • Headlock their hands to five, and it is the end of her the original target and the attacker against this attack requires two defense (Grab + Headlock) or (Block + Grab + turn. The sequence of one turn for each dodges, there is no effect (i.e., the attack- cards. If a defender only has one defense round Headlock) player is called a . er doesn’t hit herself). If one of these card to play against the BIG COMBO, then Making Attacks: On your turn you’ll cards is BLOCKED, the attack does not only half of the attack landed and half AHEADLOCK card is only played after a usually play a card to attack another play- proceed to another player. damage (i.e., 3 counters) is taken. GRAB card (assuming the GRAB wasn’t er. Cards that do this include Basic avoided, the only immediate defense Attack Cards, Weapon Cards, and certain • Choke against the HEADLOCK is HUMILIATION or Specialty Cards. Sometimes you will Defense Cards (Grab + Choke) or (Block + Grab + FREEDOM). The HEADLOCK card renders play a sequence of cards (such as GRAB, Choke) the victim completely helpless and enti- POWERPLAY and a Basic Attack card). • Dodge, Block tles the attacker to as many free JAB, ACHOKE card is only played after a Your opponent may have cards to prevent UPPERCUT and STOMP cards as she has in A player who has been attacked may GRAB card and immediately takes one you from succeeding, or to stop you from defend herself with either of these cards. her hand every round. continuing the sequence of cards. You counter from the victim. (Assuming the Simply play the Defense Card, and you GRAB wasn’t avoided, the only immediate As long as the HEADLOCK remains, the can also spend your turn playing FIRST don’t lose your counters. See individual victim is helpless and cannot defend her- self from attacks by other players. Cards • Humiliation • Poke in the Eye POWERPLAY is HUMILIATION). The player that will break a HEADLOCK when the vic- using the POWERPLAY must describe how This card can be played at any time, at If this attack is successful (it may be DODGEd tim’s turn comes are FREEDOM, STOMP, she manhandles the victim to cause 3 any point, on any player making any play or BLOCKed), the victim loses one counter and HUMILIATION. On her own turn, the counters of damage and set up the victim victim can only play one of those cards (offensive or defensive), to humiliate the and is completely helpless for two turns (the for any single, free Basic Attack card. victim and ruin her best laid plans. turn she was attacked and the turn of the next (to escape the HEADLOCK ), or discard cards from her hand in an attempt to The holder of this card may interrupt the person after the attacker; if the victim would • Stomp action, out of turn (after the victim has be next, she loses her turn), and may not draw one of those cards she needs. The victim of this attack must make her played her card[s]), and describe a attack or defend herself in that time. The The attacker may choose to release the next attack at half damage (round down) sequence of events that will humiliate, player who did the poking gets the first free HEADLOCK at any time; for instance, she regardless of when that next attack is made.