SpreeRules.pdf

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Scoring:
Once in your car, your points are safe. Number cards
are worth their face value, Jacks are worth 11, Queens
12, and Kings 13. Aces are worth 15. Jokers are worth
zero (don’t shop for them!).
Strategy:
It’s up to each player to decide how much stuff is safe to
carry, but just remember that the more loot you’ve got,
the bigger a target you become.
You can take several turns in a row if you shoot
everybody. Of course, you’d better be prepared, because
one of them is bound to have an ace.
Beware of dead weight in your hand. You need to
burn through cards quickly, and that means clearing out
those hard-to-play sixes! It may also mean playing 2’s
and even 10’s just to get them out of your hand, even if
you don’t need to move any further.
It’s possible for several people to gang up on the
leader, but they really have to make a concerted effort.
Your best bet is to convince everyone
else
to gang up on
the leader, and then go for points yourself!
Point Values
Card Rank:
2-9
J, Q, K
Ace
Joker
Point Value:
Face Value
11, 12, 13
15
Zero
I
t
,s a
l
it
tl
e Lik
E
ShoP
P
ing.
Target Scores
If there are:
3
players
4
players
5
players
6
players
7
players
8
players
Play the Game to:
200
points
150
points
120
points
100
points
85
points
75
points
Spree!
Springtime. Midnight. The Mall is beckoning.
Welcome to LeGrand Mall, the oldest and most
poorly secured shopping mall in the world. It’s as
leakproof as the Titanic and as solid as a wet
paper bag. This place just begs to be robbed.
Enter you. And your infantile collection of friends.
Included with this Game:
You Also Need:
It’s not enough to simply loot this mall. No, you
have to do it with a certain amount of flair.
Which boils down to an all-night looting race, with
shopping carts, flashlights, and guns.
The object? Park your car, dash into the mall, and
load up your little red wagon. You can snitch stuff
out of the stores if you like, but it’s even more fun
to steal it from your friends.
Which would explain why you’re carrying those
big guns.
About the Board:
a Cheapass Game for 3-8 players
The
Spree!
board and this rulebook. The board is cut
into four sections: you can secure it temporarily with
sticky-notes, laminate it forever, or deal with four loose
pieces that slip around constantly. Your call.
Spree!
Classic Edition ©1997, 2005
Cheapass Games,
Seattle, Washington. Graphics, Layout, and
Game Design by
James Ernest,
Illustrated by
Phil Foglio.
Thanks also to the usual Cheapass crew, and an eight-
year-old shoebox filled with naked but enthusiastic guinea pigs. For more great games from Cheapass Games, like
Kill Doctor Lucky, Freeloader,
and
Unexploded Cow,
visit our double-secret Website at
www.cheapass.com.
Two matching pawns for each player: one of these
pawns will represent the player, and the other will be his
car; two six-sided dice; two standard poker decks with
Jokers (shuffled into a single deck), and a way to keep
score, such as chips, paper, or a battery of monks.
Hong Kong Rules:
So far, you’ve only read the rules for the basic game.
In the second edition, we introduced a bunch of extra
violence rules that we’d barely tested. Here they are!
Power Shots:
Your shots go one space farther.
Basically, you add 1 to your roll. That means, among
other things, that 1’s don’t always miss.
The Fountain:
Shooting people pushes them through
the fountain. If they would stop right inside the foun-
tain, they keep going to the other side.
Moving Cars:
Your car is now a weapon, so there are
some new rules for moving it. You still end your turn
if you get into your car; you also end your turn by get-
ting out of your car after you move it. However, you
now need to
roll dice
to drive between parking spaces,
just like a normal move.
The reason for the car movement rules is so that you
can now shoot people from your car, and be shot
while in it. You can also run people over, if you’re
lucky.
Auto Etiquette:
You can’t get out of your car until it’s
parked. And you can only drive in the parking lot and
the open spaces (not in the shops).
Running People Over:
If you run over someone in
your car, they fall over, just as if they were shot. (They
can’t Ace this.) You can also shoot people from your
car, and if you hit your target, you get an extra turn.
Now, there’s a little problem: You can’t
steal
stuff
from people you’re running over, because you’re in
the car. Instead, all the stuff in their cart is spilled all
over the ground when you hit them, and is immedi-
ately discarded. Which is even better, if you think
about it.... unless you wanted the game to ever end.
The board represents LeGrand Mall, that easily-robbed
repository of consumer goods you’ve been hearing
about. The darker squares are shops, the lighter
squares are open space. The outer ring is the parking
lot, and the cars in the parking lot represent parking
spots. The thick black lines are walls.
In the center is a two-square “fountain.” You can’t
move
through this space, but you can
shoot
through it.
It’s sort of a semi-wall.
The Game in Brief:
Players run around the mall, grabbing stuff from the
shops and also from each other. To keep your stuff safe,
you need to take it to your car.
The winner is the first player to lock enough stuff in
their car. For a good target score, based on the number
of players, check the table on the back page.
To Begin:
Shuffle the two poker decks together. The backs don’t
need to be the same, but it helps. Leave the Jokers in;
you can even use extra Jokers if you have them.
Deal a hand of five cards to each play-
er. Put the deck where everyone can
reach it, with space for discards
beside it. When the deck runs out,
shuffle the discards and replace the
deck.
Roll dice to see who will park
first. Starting with that player and
moving to the
right,
take turns putting
your cars in the parking spaces around
the mall; it will help a little if you park close
to the cards in your starting hand. You can’t park in
an occupied space, in case that wasn’t obvious.
Normal play begins with player who parked
last,
and
proceeds to the
left.
Players’ pawns start at their cars.
On Your Turn:
At the beginning
and
at the end of your turn, you draw
your hand up to five cards.
You can perform three basic actions on your turn:
Moving, Shopping, and Shooting. There are also some
special actions, like stealing other peoples’ stuff, and
stashing your loot in your car. All will be made plain
below.
Moving:
To move, roll both dice, and move as far as you like, up
to the number you rolled.
You don’t have to take the entire roll; you can stop at
any time.
You can only move orthogonally (not diagonally)
and you can’t move through walls. You can’t move
through the fountain.
You can move freely through other players, and cars,
and you can even stop on the same spot with another
player (or car).
The one thing you can’t do is
double back.
This
means going from one square to another, and then
immediately back. For example, moving from the J
M
to
the 9
M
and back to the J
M
in two steps. You can pass
through the same space multiple times, you just can’t do
it right away. This rule will hardly ever bother you, but it
means that when you move into a dead end (the Aces,
Kings, and Queens), you have to stop moving.
Shopping:
Your hand is your shopping list. To play a card from
your hand, you must move through a store that sells it
(i.e. a space marked with that card), then lay
the card on the table in front of you. This
card is now in your “shopping cart.”
You can play cards into your
shopping cart at any point along your
move, even on the square where you
start. You will often lay down sever-
al cards on the same turn.
If you have both cards of exactly
the same rank and suit, you can play
them together; you don’t have to walk
over the same space twice.
Robbing Others:
Shops aren’t the only place to get stuff. You can steal
cards from other people’s shopping carts, just by mov-
ing over them and playing the right cards. It’s a little like
shopping, but not exactly.
• You only need to match the
rank
of the card you’re
stealing, not the suit. For example, any 5 can steal a 5K.
• The card you
play
is discarded, but the card you
steal
goes into your cart.
• Just one card is enough to steal
every
card of the
same rank. In other words, if your victim has three
Jacks, you can play just
one
Jack and steal them all.
• You can play as many steals as you want at the
moment you walk over your victim, but you must play
them one at a time, to give your victim the chance to Ace
each one.
Special Cards:
10’s and 2’s:
These cards function as Move-10 and
Move-2, respectively. Play them to move further than the
number you’ve rolled.
Though it doesn’t usually matter, you do not have to
play move cards before you start moving. This means
that you can move to the end of your roll, then play a 10,
finish that move, play another one, and so on. However,
you still can’t double back, so playing a move card after
you move into a dead end won’t do any good.
As with normal movement, you don’t have to take the
entire benefit of a Move card. In fact, it’s sometimes a
good idea to play 2’s just to get them out of your hand,
even if you don’t want to move any farther.
Aces:
These can be played normally, or as “stop” cards.
Stop cards make certain other cards and actions fail,
even on other players’ turns.
You can use an Ace to:
• Stop someone from shopping. The card they
played is discarded instead.
• Stop someone from robbing another player’s cart
(like yours). The card they played is discarded.
• Stop a movement card from working.
• Stop a shot from hitting someone (see shooting,
below).
• Stop another Ace from working.
That last one is worth attention: If you “Ace” someone’s
Ace, then whatever they were trying to stop doesn’t stop.
And that might have been another Ace, and so on.
You
can’t
use an Ace to do either of the following,
though we’re sure you’d like to:
• Make your own shot succeed even though you
rolled too low to hit.
• Stop a player from putting stuff in their car.
Jokers:
Jokers are wild cards; they can be anything you
want. You can use a Joker as an Ace, a movement card,
or to steal cards from someone else. However, you
probably don’t want to play a Joker when shopping,
because they aren’t worth any points.
Shooting:
You knew we’d get to the shooting part eventually.
Shooting incapacitates your enemies (yay) but it’s also
useful because a successful shot gives you another turn.
When you shoot someone, your victim must be in a
straight line of sight (orthogonal, not diagonal), and
must not be on the same square with you. You can shoot
across the fountain, and you can even shoot past other
players and cars, but you can’t shoot through walls.
To shoot, roll one die and start counting where you
stand. If you stop counting before you reach your target,
you miss, which means if you roll a 1 you’ll miss auto-
matically.
If you stop counting exactly on the target, you hit it.
If you keep counting, you not only hit, but you push the
target backward until you stop counting, or until you hit
a wall (or the fountain, or the edge of the board).
The player you hit falls over. If you miss, you fall
over. Players who are lying down can’t play cards.
For example,
Let’s say Brad is shooting at Janet.
Janet is two spaces away from Brad, i.e., there is one
open space between them. If Brad rolls a 1 or a 2, he
will miss, and fall over. If he rolls a 3, he will hit Janet
exactly, and knock her over. If he rolls a higher number,
he will push Janet backward, either to the end of his
shot, or into an obstacle.
Janet can play an Ace to foil Brad’s shot, if she has
one. She doesn’t have to do this until after she sees if his
roll is good.
When you shoot someone, it ends your turn. You can’t
do anything else after shooting, except draw your hand
back up to five. However, if your shot is successful,
you’ll take
another
turn right away.
If You Hit Someone:
If you hit your target, lay the victim’s pawn down. This is
significant, because if a player’s pawn is lying down, that
player
can’t be shot at,
and also
can’t play any cards.
The first rule keeps a shooting rampage from lasting
forever; the second rule keeps downed players from
playing Aces to prevent being robbed.
When you shoot someone, you
take an extra turn.
This gives you ample opportunity to rob your target, do
some more shopping, or even go shoot someone else!
Players who are lying down will stand back up at the
beginning of their next turn.
If You Miss:
If you shoot at another player and miss,
you
fall over
instead. You’ll stand back up on your next turn.
As mentioned above nothing can help you if you
miss. You can’t, for example, play an Ace to make your
shot successful. Nice try.
Heading to your Car:
Once you’ve got a few cards in your shopping cart,
you’ll probably want to put them in your car, because
this is how you actually score points and win the game.
Move to your car, discard the contents of your shopping
cart, and record the points (see below). Scoring ends
your turn.
Being at your own car has special qualities: you can’t
shoot or be shot from that space, you can’t play cards,
and you may take your next turn to move your car.
Moving your car:
if you start at your car, you can
take a full turn to drive your car to a different parking
spot. You still draw your hand back up to five, but you
don’t do anything else on that turn.
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