Who goes first?

The oldest player goes first and the turn order goes clockwise. Each month the first player changes also clockwise. This is kept track with the hamburger marker. 

What’s in a turn?

Each player starts with 5 marketing cards, 2 rival cards, and one attribute. There are 4 weeks in a month and 6 months in the whole game. In a week there are three phases: Marketing, Rival, and Income. 

-Marketing is where you draw a marketing card and can place down one card from your hand to your bench. After drawing a card you can then do a trade in to get bigger marketing cards. Rules for this are stated below.

-Rival is when you draw a rival card and can play one rival card from your hand onto a player of your choosing, only if that player has not already had 2 rival cards played on them. 

-Then there is the income phase where you total everything up and write down your income for the week. 

Remember at the beginning of each month you draw a new attribute card which affects you for the whole month. 

Trading

At the beginning of each marketing phase, a player can take extra lower numbered cards of the same color and trade them in for the next bigger card of that same color.

Three $1 for a $2. 

Six $1 for a $5

Three $2 for $5. 

Six $2 for $10

Three 5$ for $10 

The Bench rules

You can have a total of 12 cards on your bench. You can have a total one 3 same color cards (a combo) on your bench at a time. If you want to place down a colored card when you already have 3 on your bench you can choose to destroy that combo and place down that card. If you have a combo you take the total of those three cards and double it, there is a card that comes with the game of all the combos. 

Calculating Income

You first take count of everything on your bench, make sure to double your combos. Then you apply your attribute card for that month. Then you apply any rival cards played on you that week. 

Calculating Combos

1,1,1 – 6

1,1,2 – 8

1,1,5 – 22

1,1,10 – 24

1,2,2 – 10

1,2,5 – 16

1,2,10 – 26

1,5,5 – 22

1,5,10 – 32

1,10,10 – 42

2,2,2, -12

2,2,5 – 18

2,2,10 – 28

2,5,5 – 24

2,5,10 – 32

5,5,5 – 30

5,5,10 – 40

5,10,10 – 50

10,10,10 – 60

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2 thoughts on “First Draft Rules

  1. I’m really glad to read your rules since your game has always seemed very interesting but I’ve had a hard time grasping how it exactly works without rules. I think you should rather than calling the phases in the rules just marketing for example, you should just call it something like the marketing phase, since it is read easier and just calling it marketing makes it hard to distinguish when talking about marketing and marketing cards. I think you should also include examples for each rule showing them being used as a turn plays out and explaining what happens to fully help the reader/player understand the rule since it is the easiest to understand when you get the exact game context, specific card examples, and the effects of the cards and what happens from that effect. Rather than just glossing how it works from reading how it is supposed to work with no example. I also think you made a typo in the combos for when you said the total of a 1, 1, 5 combo is 22 cause with how you double each one that doesn’t add up cause I think you get 14, unless I’m dumb and missed something. Overall though I really like your game’s content and think it sounds fun now that I’ve finally been able to get a better understanding from your rules. I just think examples are going to be extremely helpful for the reader when they are someone who has never played your game and you are not there to explain things they don’t understand in the rules.

  2. Thank you so much for the feedback! I decided to follow your advice and make a new draft of the rules. I also had someone whos never played before read it and they had the same criticisms you did and helped me re-write them.

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