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Manual completo
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Think ferris wheels, rollercoasters, carousels, flying swings, and bumper cars! Open your Carnival for business before the other carnies do by building 4 of the 5 available rides along your Midway. You accomplish this by collecting banners, lights, materials, and seats for each ride. Then cue the Carnival music and watch the crowd rush in!
GAME COMPONENTS
20 Midway base cards (4 each of bumper cars, carousel, ferris wheel, rollercoaster, swings)
80 Parts cards (20 each of banners, lights, materials, seats)
Wild cards
Tickets
Dice
Tableau
Reference cards
GAME SETUP
E For a 2- to 3-player game, remove cards with white-tip ribbons.
E Give each player one Wild card. Shuffle remaining Parts and Wild cards to form a deck. Deal each player 5 cards. These 5 cards plus the Wild become the player’s starting hand. Remove the same number of cards as players from the top of the deck and place face up in a single stack to start the discard pile.
E Give each player a set of 5 Midway cards; each card in the set represents one of the 5 rides. These cards are placed in front of the player ticket-side down; this is the player’s Midway. Give each player 3 Tickets.
E Place dice and tableau in center of play area within easy reach of all players.
TURN SEQUENCE
1) If no cards are in the discard pile, take top card from deck and place face up in a single stack to create a discard pile.
2) Discard down to 6 cards.
3) There are two options:
a) Discard a Wild card from own hand or Midway along with any number of cards from hand; draw from deck the same number of cards as discarded (including Wild)
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b) Roll 3 dice; choose 2 and perform assigned action(s)
4) Begin building a ride and/or build upon any number of rides in own Midway, if desired.
To begin construction of a new ride, player must use a minimum of two different parts of same ride from hand (one of these cards may be a Wild).
Player may add to an existing incomplete ride.
Ride is complete upon collecting each of its four parts (this may include one to three Wilds).
If a natural set is built, turn entire stack over to reveal the ticket-side of the Midway base card.
If player has less than 3 Tickets at the moment of completing a natural set, 1 Ticket may be taken from the Ticket discards and put into player’s personal supply.
5) If there are less than 3 cards in hand, draw cards from deck to fill hand to 3 cards.
All dice must be assigned to the tableau prior to any action being taken.
When triples are rolled, the third die is assigned to the “bullseye.”
GAME NOTES
E A natural set consists of all 4 ride parts (banners, lights, materials, seats) with no Wild cards used.
E The four parts of a natural set can neither be traded with or against, nor taken. This set is considered locked for the rest of the game.
E Wild cards may be reassigned to other established, incomplete rides in a player’s Midway during their turn.
E Once a card has been played onto a Midway, it can never be placed back into a player’s hand; it must always remain on a Midway.
E Players may begin construction of a ride with less than two parts from their hand if there is already a single part in that player’s Midway. This may occur from cards being stolen from existing sets or being placed into the Midway as a result of Dice Roll Actions.
E The Midway is the space directly in front of each player where rides are built.
E No player may look through the discard pile at any time.
E For groups of 4 playing Carnival for the first time, the Team Play Variant is recommended.
2 to 4 players 20 to 60 minutes
Ticket
side
CARNIVAL
6
12
3
1
4
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DICE ROLL ACTIONS
Deck Draw Discard Draw Hand Draw
Hand Trade Midway Trade Midway Steal
GAME NOTES (cont.)
STRATEGY NOTES
USING TICKETS
WINNING
CREDITS
E Dice roll actions must be taken, but may be done so in any order.
E Players must declare target of an action before taking that action to give opponents the chance to block the action with a Ticket (see Using Tickets).
E There is no limit to how many dice roll actions can be taken against one player in a turn.
E A player may never have a duplicate of any card (except Wilds) in their Midway. Therefore, in Midway Trade and Midway Steal actions, a player cannot give or take a card that would result in duplicate cards in any Midway.
E Wilds may be taken from other players’ Midways.
E A receiving player may place Wilds onto any established, incomplete ride in their Midway.
E Wilds may never be left on their own (unattached to a Parts card) in a player’s Midway. If at any time a Wild is left on its own as a result of Dice Roll Actions, etc., the Wild card must be immediately reassigned to an established, incomplete ride in that player’s Midway, or else immediately discarded.
Take a card from the top of the deck.
Take the top card of the discard pile.
Take a random card from player’s hand.
Take a random card from player’s hand, then choose a card from own hand and give to that player.
Take a card from player’s Midway and place that card in own Midway. Then give player one card from own Midway to place in their Midway.
Take a card from player’s Midway, place that card in own Midway, then choose one card from own hand and place on top of discard pile.
On his/her turn, a player may discard one (and only one) Ticket to:
Block another player’s dice roll action immediately before that particular action is taken, even if that action does not directly involve the player discarding the Ticket.
E Use of a Ticket can never be blocked.
Team Play
On another player’s turn, a player may discard one (and only one) ticket to:
Add or subtract one pip from a die rolled before any actions are taken.
Roll all three dice again.
For more advanced variants, strategy notes, downloadable rules and a video tutorial, visit dicehateme.com/carnivalgame
“Dice Hate Me” and the Carnival logo are ©2011 Dice Hate Me Games.
-OR-
E Each player may never have more than 3 Tickets; this includes any Tickets gained by completing natural sets.
Play immediately ends when one player has achieved victory by building 4 (out of 5 possible) carnival rides in their Midway, whether they are completed with or without the use of Wilds.
VARIANTS
Advanced Play
Players are not rewarded with a Ticket when a natural set is built.
Quick Play
A shorter game may be achieved by playing until one player has built 3 (out of 5 possible) rides.
Concept: Cherilyn Joy Lee Kirkman
Development: Cherilyn Joy Lee Kirkman & Christopher Kirkman
Art & Graphics: Christopher Kirkman
Alpha Playtesters: Felipe Andrade, Stephen Avery, Darrell Dennis, Lynn Dennis, Tom Gurganus, Zachary Gurganus, Michael Harrison, Joseph Hines, R. Scott Horner, David MacKenzie, Fred MacKenzie, W. Eric Martin, Jason Maxwell, Charles McKendry, Jennifer McKendry, John Moller, Ian Noble, Lisa Noble, Chris Norwood, TC Petty III, Shawn Purtell, Alf Seegert, Tasha Seegert, Courtney Smiley, Marc Specter, Claudia Vásquez, Andrés Vera, Seth Wright
E When adding or subtracting to the value of one die, a 6 cannot be changed to a 1, nor a 1 to a 6.
This game is dedicated to Clarence Kirkman, Jr. - the Ultimate Carnie.
E Look for opportunities to use Tickets to get closer to completing a natural set; this may result in getting a Ticket back and bring victory closer.
E Remember that both Wild cards and the Hand Trade Dice Roll Action can help cycle any useless cards out of hand.
E Players can only use one Ticket per turn. Take advantage of this to get a desired card from their Midway by using multiple Actions against them on a single turn; they can only block one of those actions.
GAMES ™
1 1
2 2
If a player rolls triples, that player must take all three actions.
In a 4-player game, 2 teams may be formed. Teammates sit across from each other. All base game rules remain unchanged, except each team (not player) is given 3 tickets; this is the maximum number of Tickets that any team may have at any time. Dice Roll Actions may be used on any player. The first team to build 4 out of the 5 rides wins; rides from both team members can be used toward this total.
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