ungle speed® is a game for 2 to 15 players (or even more ... speed pravila igre.pdfpoth hands of...

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ungle Speed® is a game for 2 to 15 players (or even more!) aged 7 years and up.

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Page 1: ungle Speed® is a game for 2 to 15 players (or even more ... Speed Pravila Igre.pdfPoth hands of the two players are considered as indepen-dent players. Flayers sit opposite each

ungle Speed® is a game for 2 to 15 players(or even more!) aged 7 years and up.

Page 2: ungle Speed® is a game for 2 to 15 players (or even more ... Speed Pravila Igre.pdfPoth hands of the two players are considered as indepen-dent players. Flayers sit opposite each

Players try to get rid of theircards as quickly as possible..

Place the totem in the middle of the table. Shuffle the 80cards, face down, and distribute them among the players

as evenly as possible. Each player forms a face-down stackin front of themselves on the table.

TC f LAV

Play in a clockwise direction. In turn, players turn overthe first card of their stack. In the next round, they cover

it by placing the following card on top of it, forming aface-up discard pile.

Each player uses only one hand, the other hand isnever used.Players always turn over their cards towards the

other players, so that they may see the symbol on it:irst. Here are some examples:

Right!

Whenever two players' cards show an identical design (re-gardless of colour), a duel begins. Both players immediatelytry to be the first to grab the totem. The successful playerwins the duel. The loser must take all their opponent'sface-up cards, their own discard pile and all the cards thatmay be lying in the middle of the table (see below) and placethem all face down under their stack. After the duel, continuethe game normally. The loser of the duel starts by turningover the first card of their stack. After a special card (seebelow), several players may be involved in a duel. The firstto grab the totem wins the round.

Important: Some cards seem to be identical but there areslight differences1.

(CARPS IN THE OF THE TABUWhenever - for example after a scuffle -

the totem falls down and it is not possibleto determine whose fault it is, all face-upcards are placed in the middle of the tableunder the totem.

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C PENALTIESIf a player wrongly grabs the totem, they have to take

all the cards that are face-up on the table: the discard pilesof all players, but also the cards in the middle of the table.The same applies if a player drops the totem.

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Whenever a player receives cards, they place themface down under their own stack.

If more than one player loses a round (for example ifseveral players fail to spot a match and grab the totem),

the winning player can decide how to distribute thecards among the losers.

The special cards do not trigger duels, but cause slightmodifications to the game rules.

All players turn over the topmostcard of their stack simultaneous-ly. If the symbols are identical,there is a duel immediately. Oth-erwise, the player who has turnedover the "Arrows pointing out-wards" card continues the round.

Note: You can count "one, two, three!" to make sureall players turn over their cards simultaneously.

C "ARROWS POINTING INWARDS" CARD

All players try to grab the to-tem. The first to do so lays alltheir face-up cards in the middleof the table and then begins thenew round.

'̂'COLOURED ARROWS" CARDFrom now on duels are no longertriggered by identical symbols but byidentical colours. This means that aduel may start immediately.The effect of this card is cancelledout (i.e. duels are again triggered bysymbols) as soon as one of the fol-

lowing situations occurs: the totem falls over, a duelbegins or another special card is turned over.

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C SPECIAL RULESIf an "Arrows pointing outwards" card causes:

an additional "Arrows pointing outwards" card to beturned over, this card has the usual effect - unlessthere is simultaneously a duel,an "Arrows pointing inwards" card to be turned overand a dual taking place at the same time, the playerto have first grabbed the totem decides between thetwo alternative outcomes: letting the result of the duelstand (loser picks up all the cards) or letting the specialcard rule take effect (winner lays face-up cards in themiddle - see "Arrows pointing inwards" card above).If several duels are set off simultaneously, the playerto have grabbed the totem first wins this duel, andthe remaining duels do not need to be conducted.

CSPECIAL SITUATIONSIf the last card that is turned over is a special "Arrowspointing inwards" card and the player does not manageto grab the totem, they have to take all face-up cards(instead of laying them in the middle of the table), andthe round continues.If the last card turned over is a special "Arrows point-ing outwards" card, the player wins immediately.If the last card turned over is a special "Coloured arrows" card,the player must take all face-up cards, and the round contin-ues. (The "Coloured arrows" card has no effect in this case.)

When a player has turned over their last card, ftis left lying while the other players carry on theirgame. A player has not won as long as they still havetheir face-up discard pile in front ofthem. They need to get rid of

their discard pile by winninga duel, winning a

fast grab or havesomeone else do some-thing so they loose all oftheir face up cards to go out.

The "Coloured arrows" cards are removed from the pack.If after turning over a card all three cards have the samecolour, it has the same effect as if one of the players hadjust turned over an "Arrows pointing inwards" card.

Poth hands of the two players are considered as indepen-dent players. Flayers sit opposite each other. The"Coloured arrows" cards are removed fromthe pack. The remaining cards are divided upinto four equal piles.

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The players play consecutively alternating between their right and left-hand, i.e. in the following order:

• right hand player 1,• right hand player 2,• left hand player 1,• left hand player 2,

and so on...

When a duel begins, both affected hands must try to grab the totem.Only the cards belonging to the hands involved in the duel are taken.

If there would be a duel between a single player's left and right hands,the player may choose not to grab the totem.

If an "Arrows pointing inwards" card is turned over, the players mustuse the correct hand to grab the totem - i.e. the hand that has themost recently placed face-up cards.

The game is over when both players have got rid of one of their twopiles. Then the remaining cards are counted and the player with thefewest cards left wins. All other rules remain the same.

CreditsAuthors: "Tom £ Yako" (Thomas y»arehex and Pierric Yakovenko)

Translation: IPirgit Irgawg© 2010 Aswodee

18 rue Jacqueline Auriol -Qoartier Villaroy • P.P. 40119 •7S041 frUYANCOURT Cedex • France_, e-mail: [email protected]

isit us on the Internet: www.asmodee.com)

distributed in North America by:Asmodee UC

$5 Gateway Prive *201Pittsburgh, NY 12901, USA AAMflDee