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Jetpack Joyride

Jetpack Joyride Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Game Preparation
    • In the middle of the table put:
  • Game Sequence
  • Phase One: Run
    • When placing a tile, players must follow these rules:
    • The Run phase ends immediately when:
  • Phase Two: Score
    • Calculate each player's score from the run and write them down on the score pad:
    • Scoring example
  • Phase Three: Cleanup
    • After the first and second rounds:
  • Solo-Play Variant
    • During each round's Cleanup phase:
  • Missions Summary
  • Gadgets Summary
  • Credits

Game Contents

  • 50 semi-translucent Track tiles in 5 different shapes, 10 of each shape
  • 16 standard Lab sector cards — 4 sets, numbered 1-4
  • 8 hard Lab sector cards — 2 sets, numbered 1 and 4
  • 17 Mission cards
  • 16 Gadget cards
  • 1 Score pad

Game Preparation

Each player gets a random set of four Lab cards numbered from 1 to 4, and puts them in front of them in ascending numerical order, from left to right. Which side of the Lab cards you are using should be random.

Variant: to adjust the level of difficulty some players may use hard (radiation symbol) Lab cards with numbers 1 and 4. If some of the players are more experienced than the others, they should get one or two hard Lab cards, instead of standard ones.

In the middle of the table put:

  • All Track tiles for the game in a shared pool in the center of the table.
    • When playing with 3 players put randomly around 12 of all tiles back in the box.
    • When playing with 2 players put randomly around 25 of all tiles back in the box.
  • All Gadget cards in a shuffled, face-down pile.
  • All Mission cards in a shuffled, face-down pile.
    • Before each run, draw and reveal the top three Missions from the deck.

Game Sequence

A game of Jetpack Joyride consists of three rounds. In each round players go through three phases: 1) Run, 2) Score and 3) Cleanup.

Phase One: Run

When everybody is ready, the run starts when the youngest player shouts: "Run!" In Jetpack Joyride there are no turns — players grab Track Tiles (though only one at a time!) and place them in their Labs as fast as they can. Each player builds a continuous path of tiles, to mark the route Barry is taking through their Labs.

When placing a tile, players must follow these rules:

  • Every Track Tile has two ends. Squares at the ends are called terminal squares.
  • Players start the run from outside of their Lab. The first Track Tile must be placed so that at least one of its squares is outside the left edge of the player's first Lab sector.
  • Then players continue marking the route through the Lab. Each next tile placed must have a terminal square touching the terminal square of the last tile placed. The terminal squares must be orthogonally adjacent — corners touching is not enough!
  • When marking the route, only adjacency of terminal squares matters. Other squares of tiles may be adjacent to each other but do not have to be.
  • Tiles may not be placed to cover obstacles (zappers, missiles, lasers).
  • Tiles must connect orthogonally.
  • Tiles may not overlap.
  • Tiles may not have any squares above or below the Lab.

A player may remove an already placed Track Tile, putting removed tiles immediately back into the pool in the middle of the table. However, tiles must be removed one at a time, and players have to start from the last-placed tile and then continue going back if they want to remove more than one tile.

The Run phase ends immediately when:

  • Any player escapes their Lab by placing a Track Tile so its terminal square is beyond the right edge of the last sector in their Lab and shouts "I've escaped!".
  • Everyone passes by shouting "Pass!" because no Track Tile available in the pool can be legally placed in their Lab, or they do not want to place any more Track Tiles.
  • The last Track Tile is drawn from the pool, and placed in a player's Lab.

If any one of the three conditions above applies the Run phase ends immediately and no player is allowed to place any further tiles in their Lab, even if they have one in their hand.

Phase Two: Score

Calculate each player's score from the run and write them down on the score pad:

  • Players get 1 point for each coin they collected by placing a Track Tile over it.
  • Players get points equal to the number of stars on the Missions they completed. Each Mission may be completed by more than one player, but a player may only score each Mission once even if they manage to fulfill its requirements more than one time.
  • Players may get bonus points from using Gadgets, as explained on the Gadget's card.
  • Players lose 3 points for each Track Tile they placed that violates any of the placement rules.

After scoring is complete, reveal a number of Gadget cards equal to the number of players. Starting with the player who got the lowest score in this round (the player who made it furthest right in their Lab wins ties), each player picks one of the revealed Gadgets and puts it in front of them. Players keep their selected Gadgets until the end of the game and may use them in every round after they acquire them — so in the third round each player will have a collection of two Gadgets!

The game ends after scoring the third round's run. Add each player's scores for all three rounds together, and the player with the highest total score wins the game! (Break ties by checking who went furthest through the Lab in the last run.)

Note: Some Gadgets are gold, indicating they are better or easier to use than others. It is suggested that new players pick gold gadgets when they can.

Scoring example

Barry just finished his third and final run. He collected 13 coins total, earning 13 points. He completed two Missions ("Run 10 Blocks on Foot" for 3 stars and "Complete 3 sectors" for 5 stars) and earns 8 points. He didn't fulfill the Mission: "Place 4 full tiles in one sector". He scored 4 points using the Gemology Gadget and 6 points using his Air Barrys. Unfortunately he unintentionally covered one zapper, and loses 3 points for that. Barry's total score for the run is: 13+8+4+6-3=28 points.

Phase Three: Cleanup

After the first and second rounds:

  • Return all Track Tiles from your Lab cards to the pool.
  • Discard the previous round's Mission cards and reveal 3 new Missions.
  • Each player passes their Lab cards to the player on their left.

Exception! If you are playing a 2-players game, do not pass your Lab cards after the second round; flip them over instead.

Solo-Play Variant

You can have Jetpack Joyride fun without the need for any other players! The setup for solo play is similar to multiplayer setup. The changes are:

  • Remove 2 Track Tiles of each shape, and put them back in the box (you will have 40 tiles remaining).
  • Remove the following Mission cards, marked with a "no solo" symbol: Escape the Lab, Complete 3 sectors.
  • Remove the following Gadget cards, marked with a "no solo" symbol: Insta-Ball, Turbo Boost and Freeze-o-Matic.

Return all removed elements to the box.

Tile placement rules are the same as in a multiplayer game.

A run ends when you escape the Lab, or there are no Track Tiles left in the pool.

Scoring rules are the same as in a multiplayer game.

After scoring, reveal 2 Gadget cards, and pick any one of them. You keep Gadgets till the end of the game, and may use them in every following round.

During each round's Cleanup phase:

  • DO NOT return the tiles to the pool and instead return them to the box — each tile may be used only once per game.
  • Reveal 3 new Missions.
  • Deal yourself a new random set of Lab cards.

A solo-play game ends after scoring your third run. Check your total score for all three runs against this table to see how well you did:

ScoreResult
<60Eat more Steakfries, then try again.
61-70You might be Barry, but you're certainly not Allen.
71-80Heading down to StrawBarry Fields.
81-90Like Barry Cooper going for a High Five.
91-100Grabbing coins like Pablo EscoBarry.
101-110Charging like a Barryum superconductor.
>110You're Barry Houdini: the Lab Escape Artist!

Missions Summary

NEAR-MISS RULE: some of the Missions refer to objects (scientists or obstacles) near-missed. To near-miss an object a player needs to place one of their Track Tiles orthogonally adjacent to it.

COMPLETED SECTORS: some of the Missions refer to completed sectors. A sector is completed if a player already left it (by placing at least one square of a Track Tile in the next sector).

#MissionStarsExplanation
MS-01Escape the Lab3Place a Track Tile so its terminal square is beyond the right edge of Lab Sector 4. Don't use this Mission in solo mode.
MS-02Complete 3 sectors3Have at least 3 Lab sectors completed. Don't use this Mission in solo mode.
MS-03Collect 5 coins in a sector3Collect all five coins in any single sector.
MS-04Collect no coins in a completed sector5Do not collect any coins in a single sector you completely went through.
MS-05Rub your head on the roof for 10 blocks5Anywhere during your run, place Track Tiles that cover at least 10 blocks in the top-most row (the blocks don't have to be consecutive).
MS-06Run 10 blocks on foot5Anywhere during your run, place Track Tiles that cover at least 10 blocks in the bottom-most row (the blocks don't have to be consecutive).
MS-07Don't touch the roof and floor in a completed sector4Don't place Track Tiles that cover any block in both the top-most and bottom-most rows in a single Lab sector you completely went through.
MS-08Near-miss all obstacles in a sector5In any one Lab sector, near-miss every obstacle in that sector.
MS-09Come back to a sector you already completed3Make your route of tiles come back to the sector you have already left.
MS-10Place 4 full tiles in one sector3Place at least 4 Track Tiles inside the same Lab sector. No squares of those tiles may be placed in other sectors.
MS-11Don't harm (don't cover) any scientists4Do not cover any block with a scientist.
MS-12High five (near-miss) 3 scientists4During your run near-miss at least 3 scientists.
MS-13Don't go down in a completed sector5In a sector you have already left, no square of placed Track Tiles can be lower than any square preceding it.
MS-14Don't go up in a completed sector5In a sector you have already left, no square of placed Track Tiles can be higher than any square preceding it.
MS-15Use at most 2 tile shapes in a completed sector5In a sector you have already left, Track Tile that have at least one square in that sector, may be of at most two different shapes.
MS-16Leave sector at the same level you entered it3Have a Track Tile cross the right edge of Lab Sector in the same row that another Track Tile crosses the left edge of that sector.
MS-17Near-miss an obstacle from all 4 sides5Near-miss an obstacle from left, right, top and bottom.

Gadgets Summary

#GadgetCard textExplanation
GS-01Turbo BoostBefore run starts place 2 tiles in your Lab.You may choose any two tiles from the pool and place them on your Lab before each run begins. Don't use this Gadget in solo mode.
GS-02Insta-BallBefore run starts grab 2 tiles. Place them in your Lab after run ends.Before each run choose 2 Track Tiles from the pool and place them on this card. After the run ends you may (but are not required to) place the tiles, following all normal placement rules. Don't use this Gadget in solo mode.
GS-03Freeze-o-MaticFreeze opponents and place one tile in your Lab.Once during each run, you may shout: "Freeze!" and require all other players stop grabbing tiles. During this time you may pick any one Track Tile from the pool and place it in your Lab. After you shout "Unfreeze!" (or after 10 seconds if you do not), the game continues. Don't use this Gadget in solo mode.
GS-04Gemology1 star for every 3 coins you collect.You score 1 point for each full set of 3 coins you collect during a run.
GS-05Flying Pig3 stars for every 8 coins you collect.You score 3 points for each full set of 8 coins you collect during the run.
GS-06Ezy-Dodge Missiles1 star for every missile you near-miss from front.You score 1 point for each missile obstacle in your Lab which near-missed on its left side.
GS-07Missile JammerYou can fly through missiles.You may place Track Tiles over missile obstacles without any penalty.
GS-08DezapinatorYou can fly through zappers.You may place Track Tiles over zapper obstacles without any penalty.
GS-09Air Barrys2 stars for every jump off the floor.You get 2 points each time you go up from the bottom-most row.
GS-10Gravity Belt2 stars for every drop off the roof.You get 2 points each time you go down from the top-most row.
GS-11Flash4 stars.You get 4 points at the end of each run.
GS-12Coin MagnetCollect coins you near-missed.During the run you also collect all coins that you near-missed.
GS-13Nerd Repellant1 star for each scientist you don't touch.You get 1 point for each scientist you neither covered nor near-missed.
GS-14Lucky Last1 star for every tile you used same as final tile you used.You get 1 point for each Track Tile you used during the run that has the same shape as the final Track Tile you placed at the end of the run, including that final Track Tile.
GS-15Bubble Gun Jetpack3 coins.You get 3 coins at the end of each run. Count these coins when scoring other Gadgets and Missions.
GS-16Fruit Jetpack1 star for each tile that doesn't cover a coin.You get 1 point for each Track Tile you used during the run that doesn't cover a coin.

Credits

  • Game design: Michał Gołębiowski
  • Graphic design: Katarzyna Kosobucka, Mateusz Komada
  • Producer: Vincent Vergonjeanne
  • Production manager: Przemek Dołęgowski
  • Developer: Filip Miłuński
  • Playtesters: Wojciech Grajkowski, Zofia Niwicka, Mariusz Filerajs, Zuzanna Gołębiowska

Huge thank you to Dominik Jaraczewski for his invaluable advice and support.