Don't Get Got!
Don't Get Got! Rulebook
Table of Contents
Table of Contents
Goal of the Game
Be the first player to complete three missions.
Getting Started
Deal, keeping them well hidden, one Supercazzola Card and five Mission Cards to each player. Each player will therefore hold one black card and five yellow cards.
- x1, black card (Supercazzola Card): "Make a Supercazzola on another player. If it succeeds, reply: "YASSS!!!""
- x5, yellow cards (Mission Cards): the illustrated card face reads "Fist-bump someone twice during the game."
Do Not Reveal Your Cards
If someone sees them, you will lose every chance of winning the game.
Then, pass each player a card holder (Porta Carte). You will fold the Mission Cards in two and insert them inside, so that the mission remains visible.
How to Play
There is no time limit in this game. The challenge ends when a player completes three missions, or if no one has any missions left to attempt (we will get to that later, relax).
Winning a Mission
Each mission will ask you to trick the other players in some way. If you complete a mission, show the Mission Card to the player you fooled, then fold it over onto the green YASSS! side before putting it back in the Porta Carte. You have the advantage, so do not miss the chance to show it off to the other players!
Beccato! (Caught!)
If another player discovers that you are trying to trick them before the mission is completed, then they have caught you. Fold the card over onto the red BECCATO side and put it back in the Porta Carte. Forget that mission for the rest of the game.
Illustration captions: "One mission completed, one failed," pointing to the red and green strips at the top of the card holder; "Four missions to attempt," pointing to the card holder's remaining slots.
Example
It could go more or less like this: you pretend you cannot open a jar of jam and pass it to another player, asking whether they can give you a hand. Without thinking, he or she opens it and finds this card inside.
Card shown in the example, printed text: "Hide this card in a jar. Convince a player to open it."
... YASSS! You tricked them! You have completed a mission. If, instead, the other player sniffs something out and does not open the jar, accusing you of wanting to trick them, you will have to confess. You have been caught and now have one fewer mission to attempt, so winning will be harder.
The Supercazzola Card
Each player has a Supercazzola Card in their Porta Carte. You can catch a player who is attempting a Supercazzola, but they will not lose the card: they may try again until they manage to win it.
You Don't Know What a Supercazzola Is?
We will explain it to you, even though you really are a disappointment. A Supercazzola is nonsense: a phrase with no logical sense, or a word invented on the spot. It serves no purpose except to make fun of the unlucky person you are talking to and to ridicule them. Poor thing.
A Supercazzola counts as successful if the victim responds with any expression that shows incomprehension (e.g. "Cosa?" ("What?"), "Come?" ("How?"), "Che?" ("What?"), "Eh?!", etc.).
Winning the Game
The first player to complete three missions is declared the winner. If you are caught on every attempt and fail all your missions, you are (rightly) out of the game: you get plenty of time at your disposal to hone your cheating skills.
Additional Rule
There are cases where one mission may be harder than the others. To make things simpler, you may swap one of your Mission Cards with one taken from the deck, but only if you manage to catch another player and make their mission fail.
Once the two missions have been swapped, there is no going back: if you get an even harder card... that's your problem.
Tips
- Don't lower your guard... The trap is around the corner! The game keeps going and never pauses until a player completes three missions.
- Most missions are deliberately vague, so you will need to be creative to avoid getting caught.
- Keep score by creating a group chat with the other players and share photos of the poor victims every time you complete a mission.
- If two players disagree, let the other players decide (or write to us: we will pick at random and, at least this time, you will not have to argue).
- You can play DON'T GET GOT while playing something else or during another activity. The game is designed to stay low-key.
- No matter what happens, never say "Eh?!".