VOCAB IN THE GAME

Income – amount of cash you make at the end of the week

Cash – points/money you make. 

Steal – take and put it in your own hand

Discard – put card in discard pile and out of the game

Swap – take yours and gives to the other person and you take theirs in turn

Week – a turn

Month – four weeks

Rivals – Other players

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 five marketing cards, two rival cards, and one attribute

Marketing cards – played on the bench, generates income for the player who places it down.

Rival cards – placed down, and used to hurt or help competition, the player who placed the card decides who it affects, discard after placing down. 

Attribute cards – placed down on your bench, affects only the payer who drew it.

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 Phase: First phase in a turn. Draw a marketing card. You can place down one marketing 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 Phase: 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. 

-Income Phase: where you total your marketing cards up, add any cards that affect your income such as rival or attribute, and total the money up. 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. 

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. 

The Bench rules

You can have a total of 12 marketing cards on your bench. You can have a total one 3 same color marketing cards (a combo) on your bench at a time. If you want to place down a marketing card when you already have 3 of that same color on your bench you can choose to destroy that combo and place down that card. 

Trading

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

Three $1 for a $2. 

Six $1 for a $5

Three $2 for $5. 

Six $2 for $10

Three 5$ for $10 

Combos

If you have three of the same colored marketing cards on your bench the amount of those cards double. So if you have three yellow $5 cards on your bench instead of getting $15 you’d get $30.

Calculating Combo Chart

1,1,1 – 6

1,1,2 – 8

1,1,5 – 14

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

Example of a Month 

Week 1 

  • Each player draws an attribute card. 
  • Each player draws 5 marketing cards
  • Each player draws 2 rival cards
  • Marketing Phase: Player one draws a marketing card, player one places down a marketing card on their bench of their choosing, this passes to all players until it returns to player one and a new phase begins. 
  • Rival Phase: Player one draws a rival card, player one can choose to play a rival card and choose which player it affects. This passes to all players until it returns to player one and a new phase begins. Remember, a max of 2 rival cards can be played on one player each rival phase.
  • Income Phase: Player one tallies up their income, factoring in the cards on their bench, any rival cards that affect their income, and if their attribute card affects their income. 

Weeks 2-4 

  • Repeat, but do NOT draw a new attribute card until the start of a new month. 

P.S. I plan on adding some illustrations and decorations to make the rules more interesting and easier to read.

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