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Drama Pukul 7

Drama Pukul 7 Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Objective
  • Player Setup
  • Table Setup
  • First Player
  • Names and Card Positions
  • Playing a Turn
    • 1. Collecting Phase (in turn order)
    • 2. Action Phase (no turn order required)
    • 3. Dengki Phase (attack)
  • Collect Duit Juta!
  • Draw Card
  • Action
    • Episode Card
    • Plot Twist Card
      • Timing Is Important!
      • Cancel / Counter
  • Kedai (Shop)
    • When a Card Is Bought from the Shop
  • Item
    • Limit on ITEMs and MEMBERs Owned
  • Member
    • Member - Kahwin (Marriage)
  • Dengki-Mendengki (Attack)
    • Counter Attack!
    • Dengki Blocked by a MEMBER
    • Timing Is Important!
  • Note on the Second Edition

Components

  • 8 Hero/Heroine cards
  • 64 cards, Deck Biru (Blue Deck)
  • 40 cards, Deck Hijau (Green Deck)
  • 6 Air Muka cards
  • 6 Reference cards
  • 30 Coin tokens (Juta)
  • Rulebook

Game Objective

To become the protagonist of this drama, you will compete with the other players by knocking down your own AIR MUKA (face) using a variety of means.

When your AIR MUKA reaches zero (0), you are eliminated from the game, and the remaining players who still have AIR MUKA continue the game without you. The last player who is not eliminated wins and becomes the protagonist of this drama.

The winner has the right to name the drama they starred in!

Player Setup

Each player is given an Air Muka card, and each player chooses or is randomly given a Hero/Heroine character card; you will play that character.

Example: Hero RYAN KAYA-RAYA and Heroine KAMSIAH CABLE are one and the same card with the same ABILITY; the only difference is their gender. So just pick one side, don't panic.

The ABILITY of a Hero/Heroine is printed on the character card. For example, the ABILITY of RYAN KAYA-RAYA reads: "Discard 1 CARD to get a discount of 1 Juta at the KEDAI."

Each player starts with 7 AIR MUKA. You cannot hold more than 7 AIR MUKA no matter how thick your face is.

Table Setup

Start by shuffling and dividing the 2 decks on the table:

  • A. Deck Biru (Blue Deck), containing PLOT TWIST and EPISODE cards.
  • B. Deck Hijau (Green Deck), containing MEMBER and ITEM cards.

Place all the JUTA coin tokens in the middle of the table.

Example: The layout shown is for a 4-player game.

  1. Deck Hijau (Green Deck).
  2. Kedai (Shop). Opened from the Deck Hijau.
  3. Deck Biru (Blue Deck).
  4. Bank. The Juta tokens.
  5. Hero/Heroine card and Air Muka card for each player.

At the start of the game, each player receives:

  • 1 Hero/Heroine character card
  • 1 Air Muka card
  • 4 cards from the Deck Biru
  • 1 Juta token
  • 1 Reference card (optional)

First Player

In this Second Edition, we have changed some things from the First Edition. Among them is the way of determining who becomes the First Player (the player who starts the first TURN).

As an example for a 4-player game, prepare 3 white AIR MUKA cards and 1 gold/key-coloured AIR MUKA card.

Shuffle these four cards and deal them to all players at random. The player who receives the gold/key-coloured AIR MUKA card becomes the first player.

Number of Players in GameNumber of White Air Muka Cards DealtNumber of Gold/Key Air Muka Cards Dealt
211
321
431
541
651

Names and Card Positions

Some positions and names are used in this game. These names are used on the cards, and each position has its use.

Example: The picture above shows an example from the perspective of one player only. Don't worry, the other players have not turned into dust from a finger-snap of a purple alien.

  1. Deck Hijau (Green Deck)
    • When there is an empty KEDAI slot, draw a card from this deck and place it in the KEDAI.
  2. Kedai (Shop)
    • Where players can buy ITEM and MEMBER cards. Opened from the Deck Hijau.
  3. Deck Biru (Blue Deck)
    • Where players DRAW cards.
  4. HERO/HEROINE card and AIR MUKA card
    • The character you play, and showing the number of AIR MUKA you have.
  5. Cards in Hand
    • Cards you own and can play. There is no limit on the number.
  6. Cards in Front of You
    • ITEM and/or MEMBER cards that you currently own and that are active.
  7. Discard pile, Deck Biru
    • When the Deck Biru runs out, the cards here are all shuffled and become the new Deck Biru.

Playing a Turn

At the start of the game, each HERO/HEROINE has only 1 in each ATTRIBUTE: Juta (coin icon), Draw Card, Action, and Dengki (attack icon). During your TURN, these ATTRIBUTES affect how you move the game forward.

There are 3 phases in each TURN.

1. Collecting Phase (in turn order)

  • JUTA
    • Collect Juta tokens from the Bank equal to the number of JUTA attributes you have.
    • (All players start with 1 at the beginning of the game.)
  • DRAW CARD
    • Draw cards from the Deck Biru equal to the number of DRAW CARD attributes you have.
    • (All players start with 1 at the beginning of the game.)

2. Action Phase (no turn order required)

  • ACTION
    • Play cards from your hand. The number of cards you can play in this turn is equal to the number of ACTION attributes you have.
    • (All players start with 1 at the beginning of the game.)
  • FREE ACTION
    • You may perform any of the following free actions:
      • Buy an ITEM from the shop.
      • Recruit a MEMBER from the shop.
      • Kahwin (marry) a MEMBER in front of you.
      • Use the Hero/Heroine's ABILITY. (Only once per turn.)
      • Use an ITEM's ABILITY. (Each ITEM can only be used once per turn.)
  • SKIP
    • You may also choose to do nothing in this phase and go on to the DENGKI phase.

3. Dengki Phase (attack)

  • Use your DENGKI attribute to attack.
  • Simply state and point to whom you want to attack. No card needs to be used.
  • You can attack only one player.
  • Your turn ends as soon as you have finished attacking.
  • You may also skip and not attack anyone.

Collect Duit Juta!

At the start of your TURN, the first thing you do is collect Juta. Collecting Juta is very simple: collect as many Juta tokens from the Bank as the number of JUTA ATTRIBUTE you have.

At the start of the game, all players have only 1 JUTA attribute.

There are ways to increase the amount of Juta you can collect, namely by buying an ITEM or by marrying a MEMBER in front of you. The example below is one scenario that lets you collect more Juta. We explain how to obtain an ITEM and marry a MEMBER on later pages.

Example: The example shows Hero Ryan Kaya-Raya, who has several ITEMs and has also married a MEMBER named Lily.

When you collect Juta, simply count how many JUTA ATTRIBUTE icons are on your ITEM and HERO cards.

For this example, the player will collect 3 Juta tokens from the Bank.

You may collect Juta on each TURN in the Collecting Phase. The number of attributes will decrease or increase if you lose or gain the ITEM or MEMBER that gives that attribute.

Draw Card

After collecting Juta, take cards from the Deck Biru and put them into your hand; this is called DRAW CARD. Draw as many cards as the number of DRAW CARD ATTRIBUTE you have.

As with the Juta attribute and the other attributes, all players start with only 1 for each attribute. The way to increase the number of an attribute is also by having an ITEM or by marrying a MEMBER in front of you.

Example: The example above shows Hero Ryan Kaya-Raya, who has several ITEMs and has also married a MEMBER named Lily.

If you want to DRAW CARD, simply count how many DRAW CARD ATTRIBUTE icons are on your ITEM and HERO cards.

For this example, the player will DRAW 2 CARDS from the Deck Biru.

You will draw cards on each TURN in the Collecting Phase. The number of attributes will decrease or increase if you lose or gain the ITEM or MEMBER that gives that attribute.

Action

After collecting Juta and DRAW CARD, you may play any cards from your hand using ACTION. The number of cards you can play in your TURN is equal to the number of ACTION attributes you have.

The ACTION attribute is counted in the same way as the Juta and Draw Card attributes.

Example: The example beside shows Hero Ryan Kaya-Raya, who has several ITEMs and has also married a MEMBER named Lily.

For this example, the player may play 2 cards from their hand, because they have 2 ACTION attributes collected.

You may do this on each TURN. The number of attributes will decrease or increase if you lose or gain the ITEM or MEMBER that gives that attribute.

Only 4 types of cards can be in your hand: EPISODE, PLOT TWIST, ITEM and MEMBER. If an Air Muka card suddenly turns up, it doesn't count — that's nonsense!

You need to use 1 ACTION to play one card from these cards. The more actions you have, the more cards you can play!

Episode Card

Playing an EPISODE card is very easy. You may only play an EPISODE card during YOUR OWN TURN.

Most EPISODE cards are straightforward. Simply play them without needing to rack your brain. Just follow the EFFECT printed at the bottom of the card.

Example: The card "PELUMBA HARAM" (Illegal Racer) has the effect: "Play this card to start a new TURN after you finish your current TURN."

Some EPISODE cards have conditions that must be met before they can be played. These conditions are printed in BOLD & ITALIC.

For example: if, when the card "GANGSTER TAPI HATI BAIK" (Gangster But Good-Hearted) is played, there is no MEMBER card in the discard pile (meaning the printed condition cannot be met), this card becomes useless and cannot be used until the condition is met.

When an EPISODE card is played or used, it is put into the Deck Biru discard pile.

Plot Twist Card

A PLOT TWIST card can be considered a trap card, a sabotage card, a defensive card, or a Counter Attack card.

You may play a PLOT TWIST card in 2 ways:

  • During your own TURN (the same as EPISODE).
  • During another player's TURN.

Most PLOT TWIST cards have a condition that must be met before you can play them. The condition is written in BOLD & ITALIC.

Example: For the card "AKU SEBENARNYA POLIS" (I'm Actually the Police), the player will steal an ITEM belonging to another player. If no player has an ITEM, this card cannot be used. "What would he steal if there's nothing to steal?" Common sense, right? But we have to tell you anyway, because this is a Rule Book.

1. Playing a PLOT TWIST during your own TURN

  • When you play a PLOT TWIST card during your own turn, it uses an ACTION.
  • You may freely choose whom the card's effect targets.

2. Playing a PLOT TWIST during ANOTHER PLAYER'S TURN

  • During another player's TURN, you may interrupt them at any time. Because it is not your TURN, playing a PLOT TWIST during another player's TURN does not require an ACTION.
  • The Targeted Player must stop whatever they are doing and must resolve the PLOT TWIST that was played against them first.

Timing Is Important!

Besides the conditions that must be followed, WHEN you play this card is very important. Do you play it before the player collects Juta? Before they start an attack? While they are playing an EPISODE? All of these have different effects.

Example: The card "CLIFFHANGER", whose effect is to skip another player's turn.

  • If this card is played during the ACTION Phase, the player can only be prevented from playing cards from their hand and from attacking.
  • If this card is played during the COLLECTING Phase, it means that before the player collects Juta and draws cards, they are already forced to skip their turn. The small difference in timing has a very different impact.

Cancel / Counter

Be careful, because there are also PLOT TWIST cards that can be used to cancel any type of PLOT TWIST, EPISODE or ABILITY!

You may also play cards like this to counter any kind of card effect to help other players, even if its effect has nothing to do with you.

Example: The card "SEBENARNYA SEMUA HANYALAH MIMPI" (It Was All Just a Dream), whose effect cancels another player's EPISODE, PLOT TWIST or ABILITY.

Kedai (Shop)

Buying from the shop is the main way to strengthen your Character's attributes. You may only buy during your own TURN. Buying does not use an ACTION.

The example shows an ITEM, "KLINIK KAMPUNG UBI" (Kampung Ubi Clinic), and a MEMBER, "JAMAL SADO". For each card the rulebook marks:

  • The attributes you get when you buy or own this card (if bought during your own TURN, the attributes shown on the card apply right away).
  • The price to buy this ITEM, paid in Juta money (3 in the example).
  • The price to recruit this MEMBER, paid by discarding a card from your hand (for JAMAL SADO, the card's own printed price of 2 Juta is shown for KAHWIN).

You may buy as many ITEMs and MEMBERs from the shop as you can afford.

When a Card Is Bought from the Shop

When a card is bought from the KEDAI, place it in front of you. You are considered to own it, and its attributes and effect can be used.

Example: The card "JAMAL SADO" was just bought by the player whose TURN it is. The empty slot left by "JAMAL SADO" is replaced with a new card drawn from the Deck Hijau.

The new card is turned face up only during the next player's TURN. This new card can only be bought when it is face up.

Item

The diagram labels the parts of an ITEM card: the type of ITEM, the ABILITY of the ITEM, and the price of the ITEM.

An ITEM adds to your attributes. This attribute effect is immediate.

Example: You have just bought the ITEM "KLINIK KAMPUNG UBI" and placed this card in front of you. You then DRAW 1 extra card (the Effect Attribute is immediate).

There are 3 types of ABILITY:

PASSIVE ABILITY

  • This ABILITY is always on. You do not need to make any payment to activate this ability.

ACTIVE ABILITY

  • You may only use this ABILITY during your own TURN.
  • Otherwise, this ability requires you to pay something to activate it (what must be paid is written in BOLD & ITALIC).

REACTIVE ABILITY

  • This ABILITY only activates when its condition is met.
  • It activates during another player's TURN.
  • This ability requires you to pay something to activate it (the condition and what must be paid are written in BOLD & ITALIC).

Example: The ITEM "KLINIK KAMPUNG UBI" has the REACTIVE ABILITY: "Discard this ITEM to avoid losing AIR MUKA."

Limit on ITEMs and MEMBERs Owned

There are 4 types, marked by these icons: ACCESSORIES (blue, watch), BUILDING (purple, house), VEHICLE (red, wheel), and MEMBER (male/female figures).

You may only own 2 of each type. For example, if you already own 2 VEHICLE ITEMs and buy 1 more VEHICLE ITEM, you may replace one of the 2 VEHICLE ITEMs you already own. The old ITEM you no longer want is put into your hand.

Member

A MEMBER is a "SHIELD" for your Character. If you want to buy a MEMBER from the KEDAI, you must pay using cards (discard cards) equal to the number shown on the card.

The example shows the MEMBER "DATO RASHID", with the following marked on the card:

  • The gender of this MEMBER (male/female figures icon).
  • The number of AIR MUKA this MEMBER has.
  • The ABILITY/info about this MEMBER after KAHWIN (marriage).
  • The attributes this MEMBER gives once married (KAHWIN).
  • The price to RECRUIT this MEMBER (2 in the example).
  • The cost printed on the card for KAHWIN: "Pay: 2 [Juta icon] to KAHWIN."

A newly recruited MEMBER shields/protects your Hero/Heroine from DENGKI attacks; the MEMBER is discarded immediately when it is used to absorb an attack.

Example: In the picture above, "Kaya bin Raya" attacks "Inspektor Wang" using DENGKI (further explanation of attacks on later pages). The attack total is 2 DENGKI.

If "Inspektor Wang" had no MEMBER, his AIR MUKA would normally drop from 7 to 5 (7 - 2 = 5). However, since "Inspektor Wang" has "Aina Mualaf" as a MEMBER, "Aina Mualaf" absorbs/shields 1 AIR MUKA. So from this attack, "Inspektor Wang" will have 6 AIR MUKA, and "Aina Mualaf" will be discarded.

Member - Kahwin (Marriage)

To strengthen the SHIELD that a MEMBER provides, make their loyalty official with KAHWIN (marriage).

To KAHWIN with a MEMBER:

  • The MEMBER must already be in front of you.
  • The MEMBER and your Character must be of different genders.
  • Pay 2 JUTA during your TURN.

Example: A regular MEMBER card, and the same card after KAHWIN.

When you KAHWIN, turn your MEMBER card sideways to show that you are married to this MEMBER.

HUSBAND AND WIFE; ALWAYS LOYAL!

If a MEMBER who has already KAHWIN with you (spouse) shields/protects you from a DENGKI attack from another player, you do not need to discard it, because husband and wife are loyal!

A regular MEMBER will always be attacked first, before a MEMBER who has KAHWIN.

PS: You cannot KAHWIN two MEMBERs.

A MEMBER who has KAHWIN is still counted as a MEMBER, and you may recruit another MEMBER if you want.

Dengki-Mendengki (Attack)

Before ending your TURN, you may attack a player of your choice. The strength of your attack depends on the number of DENGKI attributes you have.

At the start of the game, all players have only 1 DENGKI attribute.

Attacking does not require any card! Simply state whom you want to attack. The attacked player must lose AIR MUKA if they are unable to protect themselves.

You may not split your attack. All attacks are focused fire on one player only!

Example: The example shows Hero Ryan Kaya-Raya, who has several ITEMs and has married a MEMBER named Lily. If you want to attack another player, simply count the DENGKI icons on the cards in front of you. For this example, the player will attack with a strength of 4 DENGKI.

If you are kind-hearted, you may also choose not to attack any player, skip the attack phase, and end your TURN.

Counter Attack!

Be careful, because there are also PLOT TWIST cards that can be used to counter your attack.

You may counter this with a counter card of the same effect, OR cancel the card with a PLOT TWIST whose printed effect is to cancel a PLOT TWIST.

Example: The PLOT TWIST card "JELASKAN DI SOCIAL MEDIA" (Explain on Social Media).

Dengki Blocked by a MEMBER

The order in which a DENGKI attack is directed before it reaches the Hero/Heroine's own body is:

  1. An ordinary MEMBER (one who has not KAHWIN).
  2. A MEMBER who has KAHWIN with you (your husband/wife).
  3. The Hero/Heroine.

This means you cannot choose to lower your own AIR MUKA to save your MEMBER from being discarded (because they have just protected you from the attack).

Timing Is Important!

As soon as a player finishes attacking, or declares that they skip the attack phase, their TURN is over. A PLOT TWIST can no longer be aimed at them, because they have already moved on to the next player's TURN.

Likewise, if you choose to attack before doing the Collecting Phase and the Action Phase, you cannot perform any other phase after your attack is resolved.

Note on the Second Edition

This note appears at the end of the printed rulebook.

To players who have played the First Edition of this game, you will know there are some small changes that we decided to make for this Second Edition. After getting feedback from more players, we agreed to change certain rules to speed up the game, balance certain abilities and effects, and explain the rules in more detail and more clearly, so that players are less confused about the rules and have more time to be dramatic in the game (Muahahaha).

We hope players will master these rules, because the upcoming Expansion will introduce additional mechanics so that players can DENGKI in more ways and with more drama to act out!

Any mistakes regarding these game rules should be resolved with full emotion and mutual understanding. We hope this rulebook can serve as proof for "Aku Da Cakap Dah!" (I told you so!), and show that players read the rulebook carefully.

  • Discard pile, Deck Hijau
    • When the Deck Hijau runs out, the cards here are all shuffled and become the new Deck Hijau.