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Hey Yo

Hey Yo Rulebook

Table of Contents

Table of Contents

  • Components
  • Symbols and Cards
  • Setup (Co-op Rules, 2-5 players)
  • How to Play
  • Penalty
  • Scoring
  • Leveling Up
  • Team Battle (4-10 players)
  • Other Ways to Play

Components

  • 38 cards x 2 sets (one complete set per color)
  • 4 bonus chips
  • 2 start markers
  • 2 leader markers
  • 1 DJ (a rhythm-playing device)
  • 1 ballpoint pen
  • Score sheets
  • This rulebook

Symbols and Cards

There are four symbols: Hey, Yo, Yeah, and Ah. All four symbols have the same value. Each card shows a symbol on its top track and a symbol on its bottom track, and cards are laid out so the top track of one card lines up with the top track of the next (and likewise for the bottom track). Some cards print two of the same symbol together in a single track position; that position counts as two symbols when the line is scored.

A few cards carry a Punch line icon instead of a plain symbol on a track. A Punch line works exactly like a bonus chip: it is what lets a connected line of matching symbols score points. No matter how many identical symbols are connected, if the line does not end in a Punch line (or a bonus chip), it scores nothing.

Setup (Co-op Rules, 2-5 players)

  • For the co-op rules you need 1 set of cards, 1 leader marker, and 1 start marker.
  • The player with the best rhythm becomes the leader and takes the leader marker.
  • Shuffle the cards thoroughly. Starting with the leader, deal cards face down going clockwise. Each player takes 4 cards and puts the rest face down as their personal deck. Do not look at your hand yet.
  • Place the DJ and the start marker beside the play area.
  • Shuffle the bonus chips and randomly draw 2. Place them next to the play area. Put the remaining chips back in the box; they will not be used in this game.

How to Play

  • The leader says "Come on, DJ!" and presses the switch on the DJ to start the music. At the same time, every player checks the cards in their hand.
  • After the music starts, on the second beat the leader places 1 card next to the start marker.
  • From that point on, moving clockwise, each player plays a card on the next beat.
  • Place played cards in order, connecting them into a line, matching up the top and bottom tracks with the previous card.
  • You may not play a card too early or too late. Try to follow the rhythm. If you play too early or too late, you get a penalty.
  • After playing a card, draw a new card from your personal deck. You should always hold 4 cards in hand. Play continues until your deck is empty. If you forget to draw, you may top your hand back up to 4 cards at any time.
  • Keep placing cards next to the previous card. If the line reaches the edge of the table, start a new line.
  • Cards in hand are kept secret. You may discuss your cards and strategy with other players, but showing them your cards is strictly forbidden.
  • As soon as every player has played all of their cards, the game ends. Press the button on the DJ to stop the music.
  • The leader places the bonus chips next to the last card played. Any chip may be placed on any line, but only one chip may be placed on each line.

Penalty

If a card is not played in time with the rhythm, the previous player flips face down the next unflipped card after the start marker. On the next beat, the player who missed the rhythm plays another card. Face-down cards do not count toward anything. If another player also misses the rhythm, the next card is flipped face down the same way. If every card ends up face down, the game ends.

Scoring

  • You score points for every Punch line symbol, including bonus chips.
  • Count points starting from the last Punch line. Score 1 point for every symbol matching the Punch line's that sits in one unbroken line, including the Punch line itself. As you move along the line, if it runs into another Punch line with the same symbol, count that as points for an additional line. (In one worked example, a matching line of Ah symbols ending in a Punch line was worth 9 points.) Write the score on the score sheet.
  • Placing the leader marker on top of a Punch line makes it easier to keep track of while counting.
  • Once you have counted every Punch line, add them together for your final score.
  • If the final score is 50 or more, you clear the level (you have successfully completed the round).

Leveling Up

If you clear a level, try to clear the next level too by scoring 50 points.

  • Level 1: use every card in the set.
  • Level 2: remove the 4 cards marked [LEVEL 1] from the deck.
  • Level 3: remove the 8 cards marked [LEVEL 1] and [LEVEL 2].
  • Level 4: remove the 12 cards marked [LEVEL 1], [LEVEL 2], and [LEVEL 3].

If you clear Level 4: congratulations! Now try to score as many points as you can.

Team Battle (4-10 players)

Split into 2 teams. Each team plays following the Co-op Rules above. The team with the higher score at the end wins.

  • Both teams take 1 set of cards, 1 start marker, and 1 leader marker each. Shuffle the bonus chips face down and each team draws 2.
  • Both teams choose a leader, and one team's leader controls the DJ. Both teams then play following the Co-op Rules.

Other Ways to Play

  • Call-out rule: say the symbol's name out loud when you place a card on the table.
  • No-penalty rule: ignore penalties and just try to keep the best rhythm you can.
  • Pass rule: if a card cannot be played, or a player does not want to play it, they must discard a card from hand and say "pass." Play passes to the next player. Subtract the number of cards in the discard piles from the final score.
  • Use-your-own-music rule: play your own music instead of the DJ's built-in track. The DJ's built-in tempo is about 56 beats per minute; using slower music will slow the pace of play accordingly.