#mylife
#mylife Rulebook
Table of Contents
Table of Contents
Object of the Game
Meet the love of your life at 21 or start your own company at 30?!
From the moment you're born, you start out with luck, wealth, wisdom, or health. Select an event for your life's journey in each round. Achieve your life goals and create the life you've always dreamed of.
Get as many victory points as you can over 10 rounds and, if you choose to, share your life's journey at #MyLife.
Contents
- 50 early life events (from 1 to 50)
- 50 later life events (from 51 to 100)
- 10 life stages
- 14 life goals
- 6 babies
Events
The top portion of each event card shows the age and requirements you must meet to play the card. The bottom portion of the card shows the experience you'll gain from that event.
The card's parts are labelled: Age, Requirements, Event (the name and illustration), and Experience.
Symbols
You will need luck, wealth, wisdom, and health for your events and life goals.
For certain events, you'll receive victory points. These victory points sometimes depend on other symbols or events.
For some events, you can win additional victory points with love.
Some events cause stress, others lead to tranquility. Every tranquility symbol cancels out a stress symbol – and vice versa. Some events require that you don't have any stress.
Setup
Stack the life stage cards face down in a pile sorted by number: The 1–10 card is at the very top of the pile, followed by 11–20, etc. Shuffle the life goals and put them face down in a pile next to the life stages pile. Each player draws a random baby card and puts it face up on the table to begin their life's journey. Shuffle 14 random early years events with the later years events and put them aside for the second half of the game.
Shuffle the remaining early years events and deal each player six events for their hand of cards.
Put the rest of the baby and leftover early years events back in the box.
Gameplay
In each of the 10 rounds, each player picks one event for their for their life's journey by following these steps:
- Turn over a life stage and life goal
- Select an event
- Pass remaining events
- Play your selected event
- Achieve life goals
1. Turn over a life stage and life goal
For the first round, turn over the 1–10 life stage. In the second round, put the 11–20 card on top of it, and so on. You also turn over a life goal every round. If any life goals from previous rounds are still on the table, put the newly drawn card next to them.
Starting the first round with 3 players — the setup diagram shows the life stage pile, the life goal pile, the hand of cards, and the area marked "Your life's journey is created here."
2. Select an event
Select one of the cards from your hand and put it face down on the table.
3. Pass remaining events
Pass the rest of the cards in your hand clockwise to the player on your left without showing your hand. At the same time, you will receive the cards from the player on your right for the next round.
4. Play your selected event
Taking turns, each player reveals their selected life event and puts it in their life's journey sorted by age from youngest to oldest.
Now check to see if your event is active.
Is the event active?
If the age on the selected event is in the current life stage, the event is automatically active.
If the event shows an age that is not in the current life stage, then you must fulfill all of the requirements for your selected event in order to make it active. To fulfill the requirements, you must have all of the symbols required by the new event showing in the experience part of the younger events you have in your life's journey. If more than one of the same symbol is required, you need to have all of those symbols. If no stress is required, you must have at least as much tranquility as stress.
If the event is not in the current life stage and you haven't fulfilled all of the requirements yet, the event is not active. Place it horizontally in your life's journey.
Gaining experience
If an event is active, you can count the experience it gives you. If the event is not active, you cannot count its experience.
Activating an event later on
You can activate an inactive event in a later round if you play or activate one or more events that have a younger age and this allows you to fulfill the requirements. Or you can use the Activate an event effect on an Event right after you play it. Turn the event card the right way round and gain the experience.
Turning over the matching life stage in a later round does not activate an event played during an earlier round.
Take turns letting your fellow players know what's happening in your life, for example: "I got my first bike when I was seven years old," or "I would like to tour the world at 56, but don't have enough money yet."
5. Achieve life goals
You can gain – and also lose – additional points for life goals.
After each player has placed their event on the table, check to see if anyone has achieved one of the revealed life goals. Any player who has experience in their life's journey that fulfills all of the symbols required for a life goal takes the card and places it face up on the table in front of them.
If multiple players achieve the same life goal at the same time, the card goes to the player who turned over the event with the youngest age in the current round.
The Next Round
Start the next round by turning over the next life stage and a new life goal.
After the fifth round, put the last card in your hand back in the box. Take the pile prepared earlier with the early life and later life events, deal each player a hand of six new cards and put the remaining cards back in the box. Now play five more rounds. After selecting your card in these rounds, pass the remaining cards counter-clockwise to the player on your right.
End of the Game
After the tenth round, put the last card in your hand back in the box. Count the victory points on the active events in your life's journey and on your achieved life goals.
The player with the most victory points wins. If there's a tie, the player with the event that has the oldest age in their life's journey wins.
Scoring example (from the rulebook): the example player's life's journey and achieved life goals are shown on the rulebook's second page, totalling 31 points. The printed explanation reads:
You score two points for the life goal Marathon; you lose one point for the Broken leg. Get engaged scores you two victory points if you aren't stressed. That is the case here, because the stress from Work and travel and Buy a house are balanced out by Get married and Learn to dance. Get married scores 4 points for the events early in life – Birth also counts here. Buy a house scores 2 points. Learn a new skill doesn't score any points, because your tranquility is cancelled out by your stress. Learn to dance scores one point. Read the paper scores six points: two for the card itself, two for Smile and two for Enjoy each day. Because Get engaged gives you love, you score seven points for Smile and eight points for Enjoy each day. That makes thirty-one points in total.
2-Player Variant
In addition to a hand of six cards for each player, both players are also given an extra pile on their right-hand side.
After choosing one card as usual and placing it on the table, also put one of the cards from your hand back in the box. Then, instead of giving your hand of cards to the other player, place them next to their extra pile. For the next round, pick up your extra pile. The cards that were passed on become that player's extra pile for the next round.