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Grow Your Band by Acquiring Characters
Roll to acquire characters
When your Lead Singer Cutout lands on a city where a character card resides you may attempt to win that character. |
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To do so, roll the die again. If the roll meets or exceeds the character's value number, then you can claim the character and place it next to your Lead card*.
If your roll is lower than the character's value number, your turn is over and the die is passed to the player on your left. |
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Acquiring more than one character at a time
When your Lead Singer Cutout lands on a city where a character card resides and another opponent’s Lead Singer Cutout also rests you may attempt to win two characters with a single roll: that is, the character on the board plus one from your opponents band.
Note: You cannot claim an opponent’s character of the same colour as his Lead Singer - same coloured characters are considered "family" and are not eligible to be claimed by opponents. Pulling a bad card from the play-deck is the only way to lose a family character.
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If your roll is as high or higher than both characters value numbers, then you win both and may place the characters beside your Lead Singer Card. |
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If your roll is as high as one character’s value number but below the other, you may claim the one character card.
In the event your roll is below both characters value numbers, you claim neither character, your turn is over, and the die is passed to the player on the left. |
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Value of your band
Each player begins the game with one Lead Singer Card, which has a value of 10. |
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As characters are added, the value of your band increases. The value of your band is determined by adding together the value numbers of all characters in your band including your Lead. |
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Completing your set
When a player acquires all four characters of the same colour as the Lead, the Lead Singer Card may be turned over. The band's value now increases to 30. |
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Earn Money By Playing Gigs
Players can earn money by playing a gig (pulling the top playcard from the playdeck) whenever their Lead Singer Cutout lands in an open city – that is a corner city like New York or.... |
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...in a city where the character has been claimed making the coloured icons visible. |
| (pic of Su cutout in Tokyo with #3 character and Success card pulled) |
Market demand in each city
Each city on the board has a unique combination of coloured icons, which represents the market demand for each style of music in that city. Tokyo has 5 red icons for example. If Su (the red Lead Singer Cutout) lands in Tokyo, earnings will be based on the value of Su’s band multiplied by 5. |
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$ Earnings = Value of Band X Market Demand X Playcard |
| (pic of each card with same scenario as above) |
The deck
The deck contains 56 cards:
8 Super Success cards: double your earnings
32 Success cards: regular earnings
16 Fail cards: no earnings and the performing band must return the named character to the board if that character is a member of the band. |
| pic of cutout on city with another cutout as well |
Earning money from more than one source
When your Lead Singer Cutout lands in a playable city and one or more of your opponents Cutouts also reside there, you are eligible to earn money from those opponents as well as the bank |
| pic of Success card down and money coming from two sources |
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| pic of cutout on city with 2 other cutouts |
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| pic of Success card down and money coming from three sources |
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| pic of Su cutout on 5 with opportunity to bus back to 4 or train back to 2 |
Buy and Use Travel tokens to Your Advantage
Buses: Allow a player to move one or two spaces in either direction
Trains: Allow a player to move any number of spaces in a straight line in either direction
Planes: Allow a player to move anywhere on the board |
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Buy one at a time except on the corner cities
A player is limited to buying one travel token per turn on any of the 16 regular cities on the board. On the corner cities a player may buy two tokens for $200,000.
Tip: It’s good strategy to quickly earn $200,000 and buy 2 planes early in the game. |
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Procedure
A player must roll to begin his turn and move his Lead Singer Cutout. He then decides if he wants to spend a travel token to move elsewhere. A player is allowed to use more than one travel token at a time in order to arrive in the city of choice. |
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Remove from play on use
When a player chooses to use a travel token to move to another city on the board, the token used is removed from the game and is not eligible to be purchased again – until the final phase when someone attempts to rock to world and win the game. |
Rock The World and Win the Game
The game enters the final phase when someone attempts to rock the world. The player who attempts to rock the world (the rocker) will win the game if he successfully acquires all 16 characters. He will be eliminated from the game if he is unable to pay a debt before acquiring all 16 characters.
The rocker will not be able to earn any more money for the remainder of the game. The other player’s (the outsiders) main goal is to deplete the rocker of money in order to eliminate him. They do this by playing gigs when their Lead Singer Cutout shares the same city as the rocker’s Lead Singer Cutout. |
| pic of star token on Lead and characters flipped |
Procedure
A player may roll the die and move his Lead Singer Cutout first before deciding to rock the world. He may also spend one or more travel tokens in order to move to a more desirable city before declaring that he rocking the world. It’s customary for the rocker to “knock” on the table to signal to the other players that he is attempting to win the game. He then places the Star chip on his Lead Singer Card and turns all his characters to there “star” side*. |
| pic of same setup with bunch of tokens |
The rocker then takes possession of all the travel tokens that have been spent thus far in the game*. The die is then passed to the player on the left. |
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Eliminating the rocker
The outsiders continue playing as before except they now have a common goal – to see the rocker eliminated from the game. To accomplish this goal players must land their Lead Singer Cutout to the same city as the rocker and play a gig. If successful, the bank and the rocker must pay the performing player. When the rocker cannot make a full payment to an opponent, he is eliminated from the game.
Note: Be aware that outsiders should avoid situations where more than one Lead Singer Cutout shares the same city when it becomes the rocker’s turn. This will prevent the rocker from claiming more than one character at a time. |
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The rocker does not claim Lead Singer Cards and outsiders are able to continue playing even after they are reduced to their Lead Singer only. |
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In the event the rocker is eliminated...
(Tournament version) his characters are placed back on the board in their original positions. Travel tokens are likewise placed on the board for re-sale. The game then continues and any of the remaining players may attempt to rock the world.
(Friendly version) the game is over. The rocker is the loser, the others are credited with a tie (1 point).
(Modified Friendly version) The Rocker is eliminated, the Rockers characters and tokens are distributed amongst the remaining players. |
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Travel Tokens become recyclable
While someone is attempting to rock the world, travel tokens are recyclable - that is they are returned to the board immediately as they are spent, and become available for anyone, including the rocker, to purchase and use again.
In the event the rocker is eliminated (from tournament play), then play reverts back to phase one and travel tokens are removed from play when they are spent. The next person to attempt to rock the world will inherit the spent tokens but not any tokens which may remain on the board. |
Winning the game |
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The rocker’s mission is to move around the board, landing on opponents Lead Singer Cutouts and rolling to acquire opponent’s characters. The rocker must claim all “extra” characters from the outsiders first, before attempting to claim any “family” characters (same colour as Lead). When the rocker claims a character, it is placed star side up in the rocker’s band. The game is over when the rocker claims the sixteenth and final character.
All players should then count their money and record the count on the official score sheet to be submitted. |