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elcome to J. Robert Lucky Mansion, a ram- Take a deep breath. Remember why you’re here. Wbling country estate seven miles north of no- And then start sneaking around in the dark. If you where. It’s a stormy midsummer’s evening, ten seconds run across a weapon, grab it. If you bump into Doc- after midnight. And someone has just shut off the lights. tor Lucky, give him what for. You have hated Doctor Lucky for as long as you can Trying to kill Doctor Lucky is pretty easy, as long remember, and you’ve secretly been awaiting this per- as no one’s looking. But they don’t call him “Doctor fect chance to take the old man out. Maybe he destroyed Lucky” for nothing. He’s got an uncanny knack for your dry cleaning business; maybe you think he’s the slipping out of harm’s way. king of the vampires. Perhaps he’s the only person But don’t despair; after enough attempts, you’re standing between you and the family fortune. Or maybe guaranteed to wear the old codger down. You just his cat just keeps peeing in your shrubs. Whatever your need a clever plan, a good bluff, and a little more reason, it’s good enough to push you over the edge. And luck than everyone else. now you absolutely can’t wait to put the lying old bas- So gather in the Drawing Room and get cracking. tard away. Somebody’s going to kill Doctor Lucky tonight, and And, though you don’t know it, everyone else in it might as well be you. the house wants to kill him too.

To Win: from above or below, but you can’t Reshuffle the deck and deal a hand Kill Doctor Lucky. Pretty simple. walk though it. People in the Gallery of six cards facedown to each player. can see (and be seen by) every room On Your Turn: The Board: straight down to the Piazza, plus the On your turn you can do several Doctor Lucky’s mansion has 32 Nursery, the Master Suite, and the Li- things: take a free step, play move “rooms,” including 24 named rooms brary. cards and/or room cards, try to kill and 8 unnamed rooms (6 hallways and Doctor Lucky, and/or draw a card. 2 stairways). When you try to kill the The Cards: However, drawing a card is not al- Doctor, you must be alone in a room There are four types of cards: ways allowed. You can’t draw a card with him. You must also be out of sight A move card moves you or Doctor if you played cards or made a murder of the other players. Lucky a specific number of rooms. attempt, and you can’t draw a card if Sight lines work like this: If a player A room card moves you or Doctor you end up in an unnamed room. can stand in one room and look straight Lucky to a specific room. Step 1—Moving: (horizontally or vertically) through any A weapon card is used to make an You may take one free step in any di- number of doorways into your room, attempt on the life of Doctor Lucky. rection to an adjacent room. Hallways he can see you. So someone in the A failure card is used to try to foil a Kitchen can see (and be seen by) peo- murder attempt. ple in the Master Suite, the west stairs, the two hallways, the Trophy Room, To Begin: Kill Doctor Lucky includes: the Wine Cellar, and the Winter Gar- To determine who starts, one player • a board den (see Figure 1). deals cards from the deck faceup, • a deck of 96 cards You can’t see diagonally through one to each player, until someone • this rule book doors, though, so, for example, some- gets a room card. That player will go • 30 spite tokens one in the Foyer can’t see someone in first, and Doctor Lucky will start in pawns and stands for seven players, the Carriage House (see Figure 2). the selected room. All of the players • The Gallery overlooks the Dining start in the Drawing Room. Doctor Lucky, and his dog Hall. You can see through the railing and stairways count as rooms. For card to move to the Piazza, you could else gets one chance to foil it using example, you can’t step directly from then take a step to the Foyer. failure cards, which each have failure the Kitchen to the Trophy Room—but Step 2—Making a values of 1, 2, or 3. you can step to the hall between them Murder Attempt: Starting with the player on your (see Figure 3). In this step, you may try to kill Doc- left, each player gets one opportunity Along with your free step, you can tor Lucky. To do this, you must to play any number of failure cards, also play move cards and room cards be alone in the room with him, which are added together to deter- during this part of your turn. You can and you must be out of sight of mine the failure total. If the failure to- play as many of each as you like, be- every other player. As noted earlier, tal meets or exceeds the murder total, fore or after your free step. players can see along straight lines (but your murder attempt has been foiled. Using Move Cards: These cards not diagonally) through all doorways If the player to your right—the last move you or Doctor Lucky any num- and through the Gallery railing. player with the opportunity to foil the ber of steps up to the move value on When you make a murder at- murder attempt—can prevent the mur- the card. This movement is in ad- tempt, you may play a weapon card. der of Doctor Lucky, he must do so. (In dition to your free step. When you If you play a weapon card, your the Old Dog variants, this rule does not move Doctor Lucky with a move attempt uses the murder value of that apply to murder attempts on the dog.) card, move him as if he were a nor- weapon. If you try to kill Doctor Lucky If your attempt is foiled—and they mal player, not by following room without playing a weapon card, your usually are—remove the used failure numbers. attempt uses a murder value of 1 (this cards from the game and collect a Using Room Cards: These cards means you’re trying to kill the old spite token. move either yourself or Doctor Lucky man with whatever is on hand, or If the other players can’t foil your to a specific room. You can take your you’re just poking him in the eye with attempt, you win! free step before or after playing a your finger). You can’t play more than Controlling failure cards is a big part room card. For example, if you use a one weapon or make more than one of strategy. Although your early mur- murder attempt on the same turn. der attempts may fail, it’s critical to Some weapons have a higher make them so you can build a supply murder value in particular rooms. It of spite tokens and force failure cards takes planning and good luck to get out of other players’ hands. You can Master Suite the most out of those cards! also force those cards out simply by re- If you have any spite tokens (see the fusing to play any yourself, but this can sidebar at right), your murder total is be dangerous: if you pass at the wrong automatically increased by the num- time, you might let someone else win! ber of tokens you have. For example, Discarding: Used move cards, Lancaster if you play a “Murder Value: 2” weap- room cards, and weapon cards go into Room on card and have three spite tokens, a discard pile. If the deck runs out of the murder total of your attempt is 5. cards, reshuffle only these cards to re- Foiling the Attempt: Once you’ve place the deck. made a murder attempt, everyone Once a failure card is played, it’s out of the game for good. Put it back Trophy in the box to keep it out of play. Room Kitchen Foyer Step 3—Drawing: You can draw a card at the end of your turn—but only if you’re stand- Carriage House ing in a named room, and you didn’t Wine Cellar Piazza

Trophy Kitchen Room Winter Garden

fig. 2 Sight lines cannot go fig. 3 fig. 1 through doors diagonally. For example, you cannot see from You must step into the hall Rooms with sight lines the Foyer to the Carriage House. on your way from the Kitchen to the Kitchen. to the Trophy Room. play a card or make a murder at- If you’re clever, you can take sev- tempt this turn. Drawing represents eral turns in a row. Just move into Spite Tokens taking time to snoop around the the room that Doctor Lucky will visit You get a spite token after you mansion for something useful, so if next, then wait for him to join you. make a murder attempt. Spite you’ve played cards or attempted to There are several rooms where you tokens automatically increase the kill Doctor Lucky, you can’t draw. If can do this three times in a row with- murder total of your attempts. You you’re in an unnamed room, there’s out even playing a card. You can play nothing to find, so you can’t draw. move cards and room cards to get don’t need to spend the tokens to even further ahead of him. gain Moving Doctor Lucky: However, this can’t go on forever. If this benefit. Doctor Lucky moves after each you drag him into an occupied room, You may run out of spite tokens player’s turn. When you are finished the turn will pass to another player in during the game, especially while with your turn, move Doctor Lucky. there. You also can’t use this trick to playing the New Tricks variants. He will follow a predictable route make multiple murder attempts, since through his mansion, moving to con- you move away from the Doctor before Murder attempts do not earn spite secutively numbered rooms. you can make an attempt. tokens while the spite token pool is If the Doctor is standing in a empty. Should tokens be returned numbered room, he moves into the A Sample Turn: to the pool (by Doctor Lucky next highest-numbered room. After There are four players. Player Four has meeting up with his token-laden Room 19, he moves back to Room 0. just ended his turn, and Doctor Lucky pup), future murder attempts will He ignores hallways and stairways, moved from Room 10 (the Master Suite) entering the next numbered room. to Room 11 (the Nursery). once again earn spite tokens. If he is in a room without a number, Player One plays a move card to step he moves to the highest-numbered from the Library into the Gallery. After adjoining room. So if he’s in the Wine this he takes his free step into the Nurs- Cellar, he moves to the Kitchen; from ery. the Foyer, he moves to the Piazza. Now Player One tries to kill Doctor Lucky (see Figure 4). There are no other Three is worried that Player Four might Who Goes Next: players in the Nursery, and no one is in not be able to stop the attempt. Player Normally, the turn passes to the left. any of the other rooms shown in Figure Three has only one failure card, which Until everyone takes their first turn, 4, so no one can see into the room, thus has a failure value of 2; he plays it with nothing can change the turn order. the attempt is allowed. Player One plays the hope that Player Four will have at But on any turn after that, Doctor the Billiard Cue weapon card, which least one failure card. Lucky can change the turn order by has a murder value of 2 outside of the Player Four has one failure card with moving into an occupied room. This can Billiard Room. He has one spite token, a failure value of 3. Since Player Four only happen when he takes his move af- adding 1 to his card for a murder total of has the last opportunity to stop the ter a player’s turn. 3, so the other players must play failure murder attempt, he must play the card. If the Doctor’s move takes him into an cards to reach a failure total of 3 or more The failure total of 5 beats the murder occupied room, the player in that room to stop the attempt. total of 3, so Player One’s murder gets to go next—even if that player just Player Two has the first chance to attempt fails. Player One gets a spite to- had a turn! (If he lands in a room with stop the murder, but he feels confident ken. He does not draw a card. two or more players, play passes to the that others will stop Player One. Player After Player One’s turn ends, Doctor one of them that would have gone next.) Two decides to pass on his chance to Lucky moves from Room 11 into Room After that player’s turn, the turn play a failure card. 12 (the Armory). Since no one is in the order proceeds to the left from the Player Three has noticed that Play- Armory with Doctor Lucky, Player Two player who just took a turn. er Four has only two cards, so Player goes next.

fig. 4 For Player One to attempt to kill Doctor Lucky in the Nursery, no Armory 12. Library Tennessee players may be in any of these rooms, Nursery 13. Master Suite 11. Room as they all have sight lines to the 10. 14. Nursery. Gallery og, too! . . .and his little d released in Cheapass ’ 2002 Director’s Cut Edition, ou can use the dog pawn to play not one but three or you can play New Tricks, a variant designed for Yvariants on the classic Kill Doctor Lucky. You can the Paizo edition. Or you can even play them together play Old Dog, which is a version of a fan-submitted variant as Old Dog, New Tricks!

Moving the Dog you. Despite his pooch’s faithfulness, hand for every spite token you collect Use these movement rules for all three the Doctor is somewhat oblivious, from the dog pile. You can choose to variants. so you can even try to kill the dog if collect only some of the tokens, or to Shamrock, Doctor Lucky’s faithful only the Doctor can see you. Murder not collect tokens at all. Put any dog terrier, starts every game in the same attempts on the dog work exactly pile tokens you collect with any other room as Doctor Lucky, and then does like murder attempts on the Doctor, spite tokens you have. (Note that the his best to follow him around the except that you don’t get a spite token dog must move into your space, not house. Shamrock moves immediately for attempting to kill the dog. Trying vice versa, for you to collect his tokens.) after the Doctor takes his normal to kill the dog counts as your murder If more than one player is in the move. The dog can’t be moved using attempt for the turn; you can’t attempt room that the dog moves into, the first move cards or room cards. to kill the dog and the Doctor on the opportunity to collect the tokens goes Shamrock always moves exactly same turn. to the player who will go next. If there one step towards Doctor Lucky, If and when the dog is killed, are any tokens left after that, the next by the shortest route (counting the tip him on his side and leave him player in line has the opportunity to number of rooms between Shamrock there. Have a moment of silence for get the tokens, and so on. and the Doctor). If there are two Shamrock whenever anyone enters If the dog ends his move in the equally short paths to the Doctor, the the room. Doctor’s space, the Doctor calms him player whose turn it just was decides down. When this happens, put the dog’s which way the dog goes. Variant Two: tokens back in the spite token pool. Whereas Doctor Lucky can some- New Tricks If a player and the Doctor are in the times leap to the other side of the In this new variant, the dog can’t stop same room when the dog enters, the house, the little dog’s stubby legs only anyone from killing Doctor Lucky, Doctor removes all of the tokens move him one room at a time. This but he does get angrier and angrier before the player can get to the dog. means that he often ends up in hallways every time someone tries. Thankfully, In this variant, the dog cannot be and stairways as well as named rooms. a little skritch behind his ears will killed. If Shamrock is already in the room calm him down. with Doctor Lucky, he doesn’t move. Every time someone tries to kill Variant Three: Doctor Lucky, no matter where the Old Dog, New Tricks Variant One: dog is, he knows it. Give the dog Use both sets of the dog rules at the Old Dog a spite token at the same time the same time. The dog prevents the In this classic variant, the dog is Doctor would-be murderer gets one. Place Doctor from being killed if he can see Lucky’s watchful guardian. When the the dog’s spite tokens in a little dog his master, and he can be killed as dog can see someone in the room with pile just off the board. If there is only noted in Old Dog. The dog also gets a the Doctor, he barks up a storm to one spite token left in the pool, the spite token every time someone tries prevent any foul play—you can’t kill the foiled player gets it, not the dog. to kill Doctor Lucky, and any player Doctor if the dog can see you. Sight lines If the dog ends his move in your or the Doctor can remove them as work exactly as in the regular game. space and the Doctor isn’t also there, noted in New Tricks. If your murder However, you can try to kill the you can collect the dog’s spite tokens. attempt successfully kills the dog, dog as long as no other player can see You must discard one card from your

Game Design: James Ernest • Additional Design: Rick Fish • Expansion Design & Coordination: • Original Dog Rules: Michelle Elbert, Bill Maxwell & Diego Pinkerton • Editing: Vic Wertz • Art Direction: Sean Glenn & James Davis Cover and Original Art: James Ryman • Board Illustration: Vincent Dutrait • Additional Character Illustration: Kieran Yanner • Production Manager: Jeff Alvarez • Special Thanks: Jason Bulmahn, Joshua Frost, Dave Howell, Phil Lacefield Jr., Erik Mona, Carol Monahan, Sarah Robinson, Lisa Stevens, Jeremy Walker, Bob Watts & the playtesters. © 1996 James Ernest. • © 2009 Paizo Publishing, LLC.