set-up how to play escape and win!thank you to all our wonderful & fun loving play testers for...

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FIST 1 ALL KNIGHT NICE KNIGHT LIGHT NAUGHTY KNIGHT RIDER NAUGHTY STARRY KNIGHT NICE THE DRAGON SURPRISE SURPRISE CREAM BOOTY PLEASURE SLIPPERY 1 FIST The team with the most knights out of their Tower wins. In the case of a tie, the team with the fewest tower cards wins, then the least amount of Enchantment cards in play. ALL Knights on a team escape their towers once all tower cards are removed the team wins! OR The entire draw deck(s) run out. See the DRAGON rules on the back for special win conditions for dragon. THE PLAYER THAT WENT TO BED THE LATEST LAST NIGHT GOES FIRST... Next game, the last player that escaped goes first. If you can’t play any cards, you must draw a card and end your turn... life is hard. ENCHANTMENTS COME WITH A PRICE! DARK MAGIC CARDS MIRROR-MIRROR CARDS Until the game ends you are affected by the last enchantment you have in play (the top of the stack). Dark Magic, you must say the word before the spell Mirror-Mirror, you must say spell forwards & backwards If you do not and another player calls you out, you must add a card from the draw pile to your tower! SET-UP HOW TO PLAY ESCAPE AND WIN! PLAYERS 4-5 KNIGHT CARDS SHUFFLE THE SPELL CARDS THOROUGHLY remove the GREEN backed spell cards TEAMS Each Knight is marked as Naughty or Nice EVEN NUMBER OF PLAYERS make equal teams of nice and naughty Knights to deal out ODD NUMBER OF PLAYERS make equal teams and add the DRAGON (see Dragon Rules on back for details) Deal each player a Knight card, face down. You may peek at your own Knight, but don’t expose your Knight to everyone else. Each player takes a turn in a clockwise rotation. On your turn you can do ONE of the following: Play one card into the Keyhole A) B) C) Play an Enchantment card next to your Knight Pass on your turn and draw one card Deal 8 spell cards face down to each player. The remaining 5 cards are your hand, you may now look at them. Without looking at the spell cards, each player places any 3 cards in a row with the knight (face down) on top so your tower looks like this. Place the Keyhole in the center of the table and the remaining spell cards next to it as the DRAW pile. You may use 2 draw piles for larger groups. The goal of the game is to get rid of cards, first from your hand, but more importantly, from your TOWER! To escape your tower you only need to remove the face down spell cards that form your tower. Once you take the LAST one, by whatever means, your Knight is free! (even if you still have cards left in your hand) Flip over your Knight and reveal your team to everyone. A Knight (or Dragon) that has been revealed can no longer have cards added to their tower, unless they are being punished for their own mistakes! At the end of your turn, if you have no cards in your hand you first draw a card off of any tower into your hand, then draw from the deck back up to a max hand size of five. To Double a Doubled word say “DOUBLE-DOUBLE” instead. Then draw TWO cards from any tower(s) to your hand. (the max cards one player can draw in this way is two). NOTE ON COMBOS If you empty your hand & also earn a card off of a tower in the same play, first DRAW ALL the cards earned off of any tower(s) (max 2) & then draw from the deck to a max hand size of 5. Then draw a card from any tower to your hand. Whenever you can remove a tower card, it can be from your own tower, or another player’s. There are three ways to remove tower cards: To play a card into the Keyhole you must match the color or the symbol of either card already in play. YOU MUST SAY THE SPELLS YOU CREATE, OUT LOUD... The starting Keyhole has no color, so players must match one of the two icons on either page. Example: play BOOTY and say “BOOTY CREAM!” or “CREAM BOOTY!” “SLIPPERY BOOTY CREAM!” “BOOTY CREAM, CREAM BOOTY!” OR SUFFER THE PUNISHMENT add a card from draw pile to your tower Dark Magic and Mirror-Mirror cards are powerful enchantments that are played next to your Knight, instead of the Keyhole. Place over any current enchantment cards you already have in play. When played, say ALL the magic words, first the Dark Magic word and then the Keyhole words. When played, say the words in the Keyhole forwards and then backwards. Then you add a card from your hand to a player’s tower. Then you can PEEK at another player’s Knight. 6-8 use ALL the spell cards SPELL CARDS 1 fold out KEYHOLE THE GAME ENDS WHEN... PLAY A CARD INTO THE KEYHOLE 1. EMPTY YOUR HAND At any time, if you have a match for either WORD in the Keyhole, yell out “DOUBLE” plus the word, and play it on top. These are FREE actions that occur outside a player’s turn (even your own). Play then resumes where it left off. “DOUBLE FIST!!” 2. DOUBLE PLAYS When played on a matching color, Night & Knight cards let you draw a card from any tower into your hand. Play one of these cards into the Keyhole by matching COLOR only (or the word itself as a Double play). 3. NIGHT & KNIGHT CARDS PLAY AN ENCHANTMENT CARD PASS ON YOUR TURN, DRAW A CARD KNIGHT 1 NIGHT 1

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Page 1: SET-UP HOW TO PLAY ESCAPE AND WIN!Thank you to all our wonderful & fun loving play testers for putting up with countless hours trapped in towers. Dedicated to all you filthy minded

FIST

1

ALL KNIGHTNICE

KNIGHT LIGHTNAUGHTY

KNIGHT RIDERNAUGHTY

STARRY KNIGHTNICE

THE DRAGON

SURPRISE

SURPRISE

CREAM

BOOTYPLEASURE

SLIPPERY1

FIST

The team with the most knights out of their Tower wins. In the case of a tie, the team with the fewest tower cards wins, then the least amount of Enchantment cards in play.

ALL Knights on a team escape their towersonce all tower cards are removed the team wins!

ORThe entire draw deck(s) run out.

See the DRAGON rules on the back forspecial win conditions for dragon.

THE PLAYER THAT WENT TO BED THELATEST LAST NIGHT GOES FIRST...

Next game, the last playerthat escaped goes first.

If you can’t play any cards, you must draw a card and end your turn... life is hard.

ENCHANTMENTS COME WITH A PRICE!

DARK MAGIC CARDS

MIRROR-MIRROR CARDS

Until the game ends you are affected by the lastenchantment you have in play (the top of the stack).Dark Magic, you must say the word before the spellMirror-Mirror, you must say spell forwards & backwardsIf you do not and another player calls you out, you mustadd a card from the draw pile to your tower!

SET-UP HOW TO PLAY ESCAPE AND WIN!

PLAYERS4-5

KNIGHT CARDS

SHUFFLE THE SPELL CARDS THOROUGHLY

remove the GREENbacked spell cards

TEAMSEach Knight is markedas Naughty or Nice

EVEN NUMBER OF PLAYERSmake equal teams of nice and naughty Knights to deal out

ODD NUMBER OF PLAYERSmake equal teams and add the DRAGON(see Dragon Rules on back for details)

Deal each player a Knight card, face down.You may peek at your own Knight, but don’t

expose your Knight to everyone else.

Each player takes a turn in a clockwise rotation.On your turn you can do ONE of the following:

Play one card into the KeyholeA)

B)

C)

Play an Enchantment card next to your Knight

Pass on your turn and draw one card

Deal 8 spell cards face downto each player.

The remaining 5 cards are yourhand, you may now look at them.

Without looking at the spell cards,each player places any 3 cards ina row with the knight (face down)on top so your tower looks like this.

Place the Keyhole in the center of the table and theremaining spell cards next to it as the DRAW pile.

You may use 2 draw piles for larger groups.

The goal of the game is to get rid of cards, first fromyour hand, but more importantly, from your TOWER!

To escape your tower you only need to remove the facedown spell cards that form your tower. Once you takethe LAST one, by whatever means, your Knight is free! (even if you still have cards left in your hand)Flip over your Knight and reveal your team to everyone.A Knight (or Dragon) that has been revealed can nolonger have cards added to their tower, unless theyare being punished for their own mistakes!

At the end of your turn, if you have no cards in your handyou first draw a card off of any tower into your hand, thendraw from the deck back up to a max hand size of five.

To Double a Doubled word say “DOUBLE-DOUBLE” instead.Then draw TWO cards from any tower(s) to your hand.(the max cards one player can draw in this way is two).

NOTE ON COMBOSIf you empty your hand & also earn a card off of a tower in the same play, first DRAW ALL the cards earned off of any tower(s)(max 2) & then draw from the deck to a max hand size of 5.

Then draw a card from any tower to your hand.

Whenever you can remove a tower card, it canbe from your own tower, or another player’s.There are three ways to remove tower cards:

To play a card into the Keyhole you must match thecolor or the symbol of either card already in play.

YOU MUST SAY THE SPELLS YOU CREATE, OUT LOUD...

The starting Keyhole has no color, so playersmust match one of the two icons on either page.

Example: play BOOTY and say “BOOTY CREAM!” or “CREAM BOOTY!”

“SLIPPERY BOOTY CREAM!”

“BOOTY CREAM, CREAM BOOTY!”

OR SUFFER THE PUNISHMENTadd a card from draw pile to your tower

Dark Magic and Mirror-Mirror cardsare powerful enchantments that areplayed next to your Knight, instead

of the Keyhole. Place over any currentenchantment cards you already have in play.

When played, say ALL the magic words, first theDark Magic word and then the Keyhole words.

When played, say the words in the Keyholeforwards and then backwards.

Then you add a card from your hand to a player’s tower.

Then you can PEEK at another player’s Knight.

6-8 use ALL thespell cards

SPELL CARDS

1 fold out KEYHOLE

THE GAME ENDS WHEN...

PLAY A CARD INTO THE KEYHOLE1. EMPTY YOUR HAND

At any time, if you havea match for either WORDin the Keyhole, yell out“DOUBLE” plus the word,and play it on top.

These are FREE actions that occur outside a player’s turn(even your own). Play then resumes where it left off.

“DOUBLE FIST!!”

2. DOUBLE PLAYS

When played on a matching color, Night & Knight cardslet you draw a card from any tower into your hand.

Play one of these cards intothe Keyhole by matchingCOLOR only (or the worditself as a Double play).

3. NIGHT & KNIGHT CARDS

PLAY AN ENCHANTMENT CARD

PASS ON YOUR TURN, DRAW A CARD

KNIGHT1

NIGHT1

Page 2: SET-UP HOW TO PLAY ESCAPE AND WIN!Thank you to all our wonderful & fun loving play testers for putting up with countless hours trapped in towers. Dedicated to all you filthy minded

These cards count as ALL THE COLORS!They also have SPECIAL ABILITIESwhen played on your turn:

* DOUBLE DRAGON - stretch goal

* 3 player variant - two knights are on the same team against a Dragon. Hidden roles still apply.

* Use your spell in a sentence

Visit www.sparkle-kitty.com for more options and updates!!

OPTIONAL RULESSUPER SPECIAL CARDS

DRAGON RULES

Take a Dark Magic or Mirror-Mirrorcard off the top of someone’s stack &play it immediately as a free action

All others players (that have not beenrevealed) must add a card to their tower.

All other players must now spreadtheir cards, face-up, on the table.Once a player draws a card (eitherfrom the deck or off a tower), theycan hide their entire hand again.

SPREAD

SHAFT

SNATCH

The dragon only comes out to play when there are an odd number of players.You do not need to reveal if you are the Dragon.

SPECIAL ABILITYAt any time a dragon may reveal themselves, even during another player’s turn.A Dragon (or Knight) that has been revealed can no longer have cards added totheir tower, unless they are being punished for their own mistakes!

WIN CONDITIONSThe Dragon must still free themselves from their own tower. If there are nocards on their tower and they remove the LAST card from a knight’s tower,they immediately SWALLOW THE KNIGHT and win the game!

all other players must showtheir hand on the table until

they have drawn a card

SPREAD SNATCHtake a Dark or Light card thatis in play & immediately use it

all other players must draw acard and add it to their tower

SHAFT

Princesses were sweet, sparkly and strong. Now it is dark and something is wrong.

Knights roam the night, seeking someone to save, but Miss Sparkle*Kitty aims to misbehave.

Corrupting your heart, and mind, and body...

Time to get ready, it’s about to get Naughty

The princesses are gone, but now you findyourself locked in their towers!

Take matters into your own hands, carefully searchevery inch for clues, and inspect every nook & cranny

for the secrets to your sweet release... and don’tforget to help your friends come too.

The first team to escape, wins!

Once upon a time...

Two teams of valiant knights rode forth to free princesses from their tower prisons. Unfortunately, they came late.

It happens.

The princesses had already freed themselves,taking their powerful magic with them, but they left

behind some secrets

HOW TO

a social card gamefor 4-8 PLAYERS

with dirty mindsNights

SPECIAL ABILITY ICONSQUICK START GUIDE

1 Take a card OFF any tower, into your hand

PEEK at another player’s Knight, then return it

IGNORE ABILITY ICONS ON DOUBLE PLAYS

ADD a card from your HAND to any tower

(FOR COMPLETE RULES SEE SETUP ON REVERSE)

On your turn you can do ONE of the following:

Created by MANNY VEGACharacter Illustrations

MANDA SCHANKKATIE ELENTORI

SARA KIPINSANDARA YUN

Logo, Graphic Design& Art DirectionMANNY VEGA

DevelopmentPETER VAUGHAN

ProductionSHARI SPIRO,

AdMagic/Breaking Games

There are three ways to remove tower cards:

match the color or the symbol of either card already in play

next to your character

draw a card

PLAY A CARD INTO THE KEYHOLE 1. EMPTY YOUR HAND2. DOUBLE PLAYS3. NIGHT & KNIGHT CARDS

PLAY AN ENCHANTMENT CARD

PASS ON YOUR TURN

Thank you to all our wonderful & fun loving play testers for putting up with countless hours trapped in towers.

Dedicated to all you filthy minded people who insisted thatan innocent game about princesses could be transformedinto a very special game for Mommys & Daddys.

www.BreakingGames.comwww.sparkle-kitty.com

FACEBOOKSparkle*Kitty Night Facebook Group

TWITTER & INSTAGRAM@breaking_games

SPECIAL THANKSFIND US ONLINE!FIND US ONLINE!

© AdMagic, 2017All rights reserved. All trademarks and registered trademarks are the property of their respective owners.