Tuesday, May 15, 2007

Does Exercise Help Reduce Broken Capillaries

Frankenstein! - Lunch Rush


Lunch Rush


To play you need: An ordinary deck of cards (with 2 or 4 jokers), a six-sided dice, paper and pencil to record the scores.

The game: The players are competing fast food franchises in the food court of a mall. Each player must first attract a customer to eat in the restaurant and then feed it to their particular satisfaction. If you can not feed a customer to leave satisfied you lose points.

To Win: Be the player with most points at the end of lunch, when the deck is finished. Each turn

:

Roba: to have six letters
Lanza: The player who is in turn rolls the dice to see customer value
Bid: All players to bet for that customer, the winner of the bet wins the right to supply that customer.
Powers: The player with the client tries to feed him until he was satisfied.
Score: once the customer is supplied, its value will be determined depending on your satisfaction, that value will be scored as score.
Pass: the dice pass to the player to the left of who had the final customer and the shift starts again.

Letters: As

-6 are food menu. They are used to power a customer once you have done to come into your restaurant.
6-Rey are letters of offer. They are used to attract a customer to eat in your restaurant. 7s are
Robo Letters. Can be used to steal a client a player who has made a successful bid on a client. The Jokers are
Relaunch Letters. Can be used to re-launch the customer value as whether the customer belongs to you or another player.

to start:

Give each player a hand of six cards. Randomly chooses who will start first. The player who goes first rolls the dice representing the client. That player is then the first offer by the customer. Each player then offer, starting with the player on the left. The player who plays the highest card wins the bid. If two players (for some reason) offer two cards of equal value, they offer it again in a second round of bidding until the highest card High is replayed. A player may choose not to bid. A player who does not offer cards may come off the round of deals that turn, ruled out a letter and draw a new one.

Once the tender has been won, another player can play a 7 to steal that customer. Another player (if desired) may play another 7 to steal that client again. There are only four 7s in the deck and the deck is not re-shuffle when it is finished, so this is generally not advisable.

The player who finally ends with the customer must now feed. The client supplies the player playing cards Food. The number given represents the relative hunger that client and feed it to that level want to leave satisfied. The player plays a card customer food from your hand and try to get the number on the die. A player may play multiple letters from these added food if the correct number of dice. At this point any player can play a Joker card to re-launch the client die, any number of jokers can be played to re-launch the client, but again we must remember that the deck does not get mixed when it ends so this is generally not advisable.

Once the player plays a card or cards for a client by comparing their values. If you value the letter or letters play or plays equal to the value of the dice, the player gets the full value of the given points. If the letters or letter is more or less than the given value, subtract the difference and record this value in points. If the result is negative, that player loses points. Once the client is "noted" the dice pass to the left and turn sequence begins again. The play ends when the deck is finished. Whoever has the highest score wins.

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