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GYM

GYM Rulebook

Table of Contents

Table of Contents

  • The Object
  • Setup
  • Playing the Game
  • Pick Phase
  • Play Phase
  • Event Actions
  • Coaches
  • Game End
    • Scoring Example

The Object

Opponents will pick a team of kids, then use skills to play in the gym class events. The team that scores the most points is the winner!

30 Cards:

  • 24 Kids: 18 Friendlies (Friendlies have 2 skills), 6 Brats (Brats have 1 skill)
  • 6 Events/Coaches

Setup

  1. In a 2-player game, sit across from each other. If playing a game with 4 or 6 players, choose 2 teams of either 2 or 3 (respectively). Each Team should sit on a side of the playing area.
  2. Choose a Dealer to perform the following Setup steps.
  3. Create the Event Schedule by randomly placing the Event Cards (Event side up) in a column between both Teams.
  4. Shuffle the 24 Kids and reveal 12 of them in a row between both Teams in the center of the playing area. Set aside the stack of remaining Kids. (Note: The remaining 12 Kids will be used in the second round of Picking.)
  5. The Dealer is the starting player. Players must alternate turns as a Team, such that all players get an equal number of turns throughout the game.

Playing the Game

GYM has 2 phases: the "Pick" phase and the "Play" phase. In the Pick phase, players will alternate picking Kids and adding them to their hand. In the Play phase, players alternate placing Kids from their hand to the Events, then they may perform an Event Action. Brats will influence the Event Schedule during the Pick phase, then they will manipulate the Coaches during the Play phase. At the end of the game, all Kids will have been placed at an Event and both Teams will earn a cumulative score based on their Kids' skill points at those Events.

Pick Phase

  1. The Active Player chooses a face up Kid and takes it into his hand.
  2. If the chosen Kid was a Brat, he may adjust the Event Schedule.

The Event Schedule may be adjusted in 1 of 2 ways:

Advance one Event: 2 spaces OR Advance two Events: 1 space each

Events must maintain the alignment formed by the black lines at the edge of the horizontal sides of the cards. They must always advance and may NEVER move backwards. At the end of the Pick phase, only the furthest advanced 4 of the 6 Events will be selected for the Play phase. In the case of a tie, Events at the top of the column have priority. After all 12 Kids are picked, lay out the remaining 12 and continue picking until they're gone. Then, begin the Play phase.

In the Event Schedule above, Force a Kid is furthest, then Pick a Kid, then Lift any Kid and Move any Kid. Since Lift any Kid is closest to the top of the column, it will be the 4th Event.

Place the 4 furthest Events between the Teams. The remaining 2 Event Cards flip to the Coach side and are placed near the Events.

Each side of an Event has 3 positions in which to play Kids. During the Play phase, players take turns (same sequence as the Pick phase) placing Kids in an open Event position, taking Event Actions and possibly moving a Coach.

Play Phase

  1. The Active Player must place a Kid from his hand to 1 of the 3 open positions on his Team's side (at an Event).
  2. Then, he MAY perform an Event Action.
  3. Finally, if the chosen Kid was a Brat, he MAY also move EITHER Coach.

The Active Player may perform ONE Event Action after he places a Kid on his turn (initial Kid placement). He may perform the Action shown on the Event to which it is being placed - OR - he may perform EITHER of the Actions that correspond to the Active Kid's skills (provided the skill matches an Event in play). Additionally, a Kid's skill VALUE is key to winning Events at the end of the game.

Teammates should NOT share information about the cards in their hands.

Event Actions

Lift any Kid: Choose ANY Kid on either Team's side, and add it to your hand. Then, replace it with a Kid from your hand. (same side, same Event position)

Switch 2 Kids: Choose ANY 2 Kids on either Team's side, then switch them with each other. The 2 Kids switched, must be on the same side.

Force a Kid: Randomly pick a Kid from an opponent's hand and place it in front of him. He must play this Kid on his next turn and is exempt from additional Force a Kid Actions until after his next turn.

Swap 2 Kids: Choose 2 Kids on opposing sides, then swap them with each other. (across opposing sides only)

Pick a Kid: Randomly pick a Kid from an opponent's hand and add it to your hand. Then, give a Kid from your hand back to your opponent. He must add this Kid to his hand.

Move any Kid: Choose a Kid on either Team's side and move it to a different position on the same side. (same side, any Event, any empty position)

Coaches

At the beginning of the Play phase, the 2 Coaches are set to the side. When a player PLACES a Brat (as his turn placement), he MAY perform 1 Event Action (as described above). Immediately after, he MAY also place or move either Coach. Coaches are placed to the right of the 3 positions on a Team's side of an Event. A Coach's presence reduces the chaos on THAT SIDE of the event: While a Coach is present, no Event Actions may be used to move kids to or away from that side of the Event. The other side of the Event may still be influenced by Event Actions (unless the other Coach is there).

Coaches are placed to the right of the 3 positions on a Team's side of an Event.

Game End

The game ends after the turn in which the last Kid was played from the last player's hand. Each Team earns a cumulative score by adding up the Event skill (color) points on their side, at each of the 4 Events. The Team with the most points is the winner! In the case of a tie, the winner is the Team that took the first turn.

Scoring Example

Team A earned a cumulative total of: 23 POINTS. Team B earned a cumulative total of: 19 POINTS.

Team A wins the game!