1 A.M. Jailbreak
1 A.M. Jailbreak Rulebook
Table of Contents
Table of Contents
Contents
- Prisoner cards numbered 1-8, in eight colors
- Wild cards, marked "X 1-8", that can be played as any value from 1 to 8
- 1 Daybreak card
- 1 Score pad
- Rules in English, Japanese, and Chinese
Setup
Each player is dealt a hand of twelve cards. Five more cards are turned face up next to the deck to form the "cell". The remaining cards form the face-down draw deck. Keep an open area in the middle of the table for the "tunnel", where cards are played.
Play Cards
On your turn you can play 1 less, the same, or 1 more than the number of cards just played. When you play 2 or more cards then must all be the same number, or they must all be consecutive numbers. (You only look at the number of previously played cards. Ignore their values. There is no need to play higher, nor match the pattern just played.)
If the tunnel is empty at the start of your turn, you may play 1, 2, or 3 cards of your choice, following the same-number-or-consecutive-numbers rule above.
If you cannot, or do not wish to, play the required number of cards, you pass. When you pass, all the cards currently in the tunnel are moved to the discard pile, clearing it for the next player.
A wild card, marked "X 1-8", can be played as any value from 1 to 8. Announce the value it represents if it is not obvious from the cards around it.
Draw Cards
After playing cards you must draw cards. You draw 1 or 2 cards, taken from the deck, the cell, or a combination of both. If you passed instead of playing, you draw 2 cards. Whenever a card is taken from the cell, replace it with the top card of the deck so the cell is back to five face-up cards.
Shoot Ahead Rule (optional)
At the start of your turn you may add 1 card to the cards just played by your opponent. You must match their pattern of same number or consecutive numbers.
Shooting Ahead is optional. You don't have to Shoot Ahead, but it's a chance to get rid of 1 more card, and the number of just-played cards is increased. Look for a good way to cleverly use the Shoot Ahead Rule.
Break Out (Go Out)
If, during your turn, you have no cards in your hand then you have successfully Broken Out (gone out). You don't draw cards, and you take no more turns this round.
End of Round and Scoring
When a certain number of players go out, or the Daybreak card is drawn from the bottom of the deck, then the round is over. Cards left in your hand each give you 1 penalty point. After playing 3 rounds the player with the fewest penalty points wins the game.
The Tension and the Exhilaration!
There is a limit to the number of prisoners that can enter the tunnel at once. Through the long, tense night you enact your jailbreak plan. While paying attention to the number of cards the other players are playing, it's important to not miss your chance to play a bunch of cards in 1 go. It's exhilarating to Shoot Ahead then play a big group of prisoners, to successfully jailbreak.