Mr. Game!
Mr. Game! Rulebook
Table of Contents
Table of Contents
Printing and Cutting
- PRINT: We recommend printing on heavy cardstock at photo quality for best results and sturdier cards. You can do that at most office supply stores.
- CUT: Cut along the lines to cut out the cards (pages 3-7) and the goal marker (end of page 7).
Objective
The objective of the game is to land or move onto a goal space.
Setup
- Place all players on the 1 space.
- The initial goal is the number 4. Place one of the goal markers on that space.
- Shuffle all cards in the deck. Keep them facedown.
- Choose one player to act as Mr. Game for the current game. (See Mr. Game section for details.)
Goal Markers
Goal Markers are used to keep track of which number is the current goal. Use the printable goal token on the final Cards page.
Rules
- Roll both dice. Choose one of the numbers and move that many spaces.
- You can move in any direction, but you cannot waffle back and forth between spaces or move diagonally.
- Upon landing on a ! space, draw a card.
- Players win the game by landing on a current goal space.
Cards
- Action Cards are played immediately when drawn. They are discarded after being played.
- Badge Cards are kept concealed and may be played at any point in the game, regardless of whose turn it is. They are discarded after being played.
- Powerup Cards are played immediately when drawn and give a special ability to the holder. They must be kept faceup for all players to see.
! ROLLING DOUBLES discards ALL of your Powerups.
Transcriber's note: the rulebook does not name the card types on the printed card faces. The printed cards carry a corner icon (a pointing hand on the Powerup cards, a shield on the Badge cards, and a lightning bolt on the Action cards). The card lists below are grouped by those icons, which match the card-type descriptions above.
Mr. Game
Mr. Game is a normal player in a game of Mr. Game! who also enforces all rules in the rulebook and settles all disputes about the rules that arise during gameplay.
- Once a decision about the rules is made, it must be enforced and cannot be changed during the entire game.
- If Mr. Game attempts to break any rules from the rulebook or change a decision that they have already made about the rules, he or she may be overthrown.
- After the game is over, all players must again choose a new Mr. Game for the following game. Any decisions made by the previous Mr. Game no longer need to be enforced.
Card List
Each card is listed as printed. A count in parentheses gives the number of identical printed copies.
Powerup Cards (pointing-hand icon)
- Abacus: Subtract 1 from both dice values when you roll.
- Ace In The Hole: When your turn ends, draw a card.
- Ball & Chain: You cannot move.
- Blinders: You may only move one direction each turn. You may not make a left or right turn, or go backwards.
- Calculator: Add 1 to both dice values when you roll.
- Drought: All of your other Powerups have no effect while this Powerup is active.
- Frostbite: You may not activate Badges.
- Handcuffs: You can only use one die for any and all rolls.
- Psychokinesis: You cannot move yourself. On your turn, control someone else's piece instead of your own.
- Sleight of Hand: Draw two cards instead of one whenever you draw.
Badge Cards (shield icon)
- Mr. Anchor (2): When a player tries to move you, play this card to resist it.
- Mr. Axe: Play this card to remove a single Powerup from another player.
- Mr. Bribe: Play this card to force a player to use one of their Badges. They do not have to reveal facedown Badges.
- Mr. Buzzkill: Play this card to remove all Action Cards and Badges from everybody's hands, and move on to the next turn. No more cards can be played this turn.
- Mr. Caffeine (2): Play this card to combine your dice rolls for one turn.
- Mr. Hacksaw (2): Play this card to remove a single Powerup from yourself or another player.
- Mr. Magnet: Play this card to pull yourself to another player's space.
- Mr. Show: Play this card to force all enemy players to reveal their Badges.
- Mr. Tinfoil (2): When a player tries to move you with Mind Control or Psychokinesis, play this card to control them instead.
- Mr. Transporter: Play this card to instantly switch places with another player.
- Mr. Whistle: Play this card to stop any Action Card or Badge from being played.
- Mr. Zipline: Play this card to remove all Action Cards from everybody's hands, and make it your turn.
Action Cards (lightning-bolt icon)
- Arena Battle: Move everyone to one of the four spaces in the center of the board. All players draw a card.
- Banish (3): Choose an enemy, and move their piece anywhere on the board.
- Charity: Give away all Powerups and Badges to enemy players. You may not play any of them.
- Donate (2): Give away one Powerup or Badge to an enemy player. You may not play any Badges until one is given away.
- Goal Switch (4): Roll the dice. Choose one of the numbers you rolled to be the new goal. Move the goal markers to spaces with that number.
- Magnet (4): Pull yourself to another player's space.
- Mind Control (6): Roll the dice. Choose one of the numbers you rolled and move another player that many spaces.
- Mix Up (2): Collect everyone's Badges and Powerups facedown in a pile and shuffle them. Randomly redistribute them facedown so that players receive the same number of cards they lost.
- Peek (2): Draw three cards from the deck. Take one and discard the other two.
- Pull (6): Pull another player to your space.
- Redistribution: Collect everyone's Badges and Powerups facedown in a pile and shuffle them. Randomly redistribute them facedown and evenly among all players.
Tiles Expansion
We've expanded upon the original game to add Tiles! Tiles are like spaces but they are movable around the board, and include ! spaces, new goal spaces, and brand new types including portals and webs! We consider the Tiles to be an amazing addition that is now in the core physical game! Download the Free Knockoff Edition Tiles Expansion PDF.
Transcriber's note: this section is the publisher's "Mr Game! Free Knockoff Edition: Tiles Expansion" (Version 1.0.0, 6 Oct 2014), which the knockoff's rules page links to.
Tiles Setup
- Cut out the new cards for the expansion, and add them to the card deck.
- Cut out the tiles and keep them in a separate deck from the cards.
- Cut out the additional goal marker.
How to Play with Tiles
Tiles act as regular board spaces that can be added, removed, and moved around the board. Special Tile cards added to the card deck allow you to place or move tiles on the board. Shuffle the tiles like you would a card deck, and leave them facedown. When you draw and play a Tile card, you may place a tile on the board to manipulate it!
! Tiles can be placed anywhere on the board, on top of other tiles, and even underneath players.
! The tile on top of a stack overrides the effect of the space or tile below it.
Tile Types
- Normal Tiles: Act like regular spaces.
- ! Tiles: Upon landing or being moved onto this space, draw a card.
- Portal Tiles: Allows players to move from one Portal to another Portal.
- Web Tiles: Players on this space cannot move off of it on their turn by rolling the dice.
- Number Tiles: Act as numbered spaces. If a tile has the same number as the current goal, then it is also a goal. Place the extra Goal Marker on that tile. Both are goals.
Transcriber's note: the tile sheet prints five ! tiles, number tiles 1 to 4, three Portal tiles, two Web tiles, and three blank tiles, with a GOAL label on the sheet. The sheet does not say more about the blank tiles.
Tile Cards
- Tile (12): Draw a tile and place it anywhere on the board OR move a tile that is currently on the board. You may not place or move a current goal tile under yourself.
- Breadcrumbs: Place one tile behind you when you leave a space, but not when you pass over a space.
- Constructor: Move a single tile at the end of your turn. You may not move a current goal tile under yourself.
- Mr. Shovel (2): Play this card to remove the tile you are standing on.
- Earthquake: Remove the tallest stack of tiles from the board. If no tiles are on the board, draw a tile and place it anywhere on the board. You may not place a current goal tile under yourself.
- Landslide: Pick a direction. Move every tile stack on the board one space in that direction. If no tiles are on the board, draw a tile and place it anywhere on the board. You may not place a current goal tile under yourself.
Mix It Up: Gametypes and House Rules
We encourage you to experiment with different gametypes like Teams, Zombies, and Last Man Standing! You can always find more gametypes created by the developers and other players on the publisher's website.
Mr. Thirsty: Drinking Game
Are you a drinking age legal adult that enjoys a fine beverage with your board games? Well you're in luck! We have an official drinking game called Mr. Thirsty! Check it out responsibly!
Transcriber's note: the rules of Mr. Thirsty are not printed in this document, only the pointer above.