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Cocktail

a game of healing.
GAME CONTENTS:
Cocktail

By Alice Lin

S M T W T F S
Cocktail

x1 Week Pillbox x24 Prescribe Tabs

1. Honesty

2. Faith

3. Surrender

4. Soul Searching

x60 Main Deck

Cocktail

x12 Diagnosis Cards

Cocktail

x8 Character Cards

x4 12-step cards

8. Willingness

7. Humility

6. Acceptance

5. Integrity

SETTING UP THE GAME:

SETUP AND RULES


11. Making 9. 10. Forgiveness Maintenance Contact

Each player receives: 2 Prescribe tabs of each type, 6 total. 1 Character card, face up. 1 Diagnosis card, face down. 5 deck cards unless they are The FATIGUED -Round order begins with the dealer and moves clockwise. -At the end of each week, reshuffle and deal all cards, including character and diagnosis cards. The new dealer is the player to the left of the original dealer. Days: Each day consists of each person taking their turn. After everyone has taken their turn, the day is complete. Weeks: At the beginning of days that are marked blue, each player must place down 1 card face up in front of them. This card can no longer be discarded or bartered to another player, and counts towards their goal at the end of the week. At the end of SATURDAY, the diagnosing phase begins. Diagnosing: Each player, unless they are The UNMOTIVATED, can diagnose up to 2 people by passing a Prescribe Tab face down to the player they are diagnosing. After everyone has finished diagnosing, all cards can be revealed to obtain the correct score for the week. Scoring: Players cannot go "behind" the first step. Players earn 3 steps for achieving their goal. Players lose 1 step if they have at least +4 of a different colored happiness. Players lose 1 step per correct prescribe tab given to them.

12. Service

PLAYER REFERENCE
GOAL: Create a perfect cocktail to gain sufficient happiness that combats the disorder you have. Complete your 12 step program by achieving your goal each week and diagnosing other players correctly. ON YOUR TURN: -Draw 1 card and put it in your hand. Discard 1 card, face up, into the discard pile. -You can then barter, unless you are The INTROVERT: Take one card from anyones hand. In return, trade 1 card in your hand to them. SCORING: If your diagnosis is... Depression: Get +8 Bipolar: Get +8 Anxiety: Get +8 Making your goal at the end of the week earns 3 steps. Other colored do not count towards your goal. If you get at least +4 of another colored , you lose 1 step. At the end of each week, count up the number of correct Prescribe Tabs you received from other players. You lose 1 step per correct Prescribe Tab.

--Get to or past the 12th step to win!--

PROTOTYPE:

FINAL:

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