Plant-Based Riot
Plant-Based Riot Rulebook
Table of Contents
Table of Contents
Overview
Assemble gangs, destroy your rivals, and overthrow the ruthless Cartel to WIN.
Take turns to pick up cards from the draw pile.
- Assemble gangs in your turf.
- Steal from your opponents using action cards.
- Overthrow the Cartel by starting a TURF WAR and matching at least 2 full gangs (x3 cards per gang) with the Cartel cards.
Players: 2-5. Contents: 98 cards.
Get Ready
- Separate all the Cartel cards from the deck.
- Shuffle the remaining cards and deal 5 face down to each player.
- Shuffle the Cartel cards and draw 3-5, depending on your desired difficulty level (5 is easier, 3 is harder), and put them face down next to the draw pile in the centre. Remove the remaining Cartel cards from the game.
- Now, to decide who goes first, find the person that last ate a vegetable.
- Moving clockwise from that player, everyone takes a turn to pick up the Cartel cards and, keeping them face down, select one to take a sneak peek at, before putting it back and reshuffling them for the next person. This will give everyone a starting point for deciding what gangs to collect when the riot begins.
Your Turn
- Pick up 2 cards from the draw pile.
- Take up to 3 moves:
- Put gang cards into your turf: face up in front of you in groups of the same gang, including corresponding wild cards (takes up 1 move per card).
- Put security cards into your turf (takes up 1 move per card).
- Move cards: move wildcards and security cards between relevant gangs in your turf (takes up 1 move per card).
- Play an action card (takes up 1 move per card).
- Start a Turf War with the Cartel (takes up 1 move). Do this by shouting "TURF WAR!", and checking the Cartel cards to see if the gangs in your turf match them. By matching at least 2 whole gangs between yours and those on the Cartel cards, you win the game.
- Or pass your turn.
Play Areas
- Hand: Cards in your hand are not in play and are therefore not vulnerable to being stolen.
- Turf: The area on the table in front of each player where gang cards and security cards are laid.
- Draw pile: Face down pile of cards that players draw 2 from at the beginning of each turn.
- Discard pile: The area next to the draw pile where action cards and gang cards go.
- Cartel cards: The cards you're trying to match. They go face down next to the draw pile and can only be seen with a Sneaky Leeky action card or during a TURF WAR.
Example Turn
Your opponent has a full gang of The Kernels and 1 Tommy Splat in his turf. You've got 2 Tear Jerkers and 1 Tear Jerkers/Tommy Splat wild card (making a full gang of Tear Jerkers) and 1 Tommy Splat in yours.
On your go, you pick up 2 cards from the draw pile - a Water-Felon security card and a Bad Apple thief card. You add this to the Shroom of Doom card already in your hand.
- First move: you play the Bad Apple card - which can be used on the gangs circled below - to steal your opponent's Tommy Splat.
- Second move: you shift your wild card from the Tear Jerkers to your Tommy Splats, making a full gang.
- Third move: you play your Water-Felon card to protect your Tommy Splats in your turf.
Cards Explained
Cartel Cards
In each game, the Cartel can only be defeated by a select combination of gangs. This is determined by the Cartel cards that you draw at the beginning. Each gang has a corresponding Cartel card.
Gang Cards
- Gangs: There are 3 cards for each of the 10 gangs in the game. Collect at least 2 full gangs in your turf to start a TURF WAR.
- Wild cards: Double-headed wild cards can be used as 1 of 2 different gangs (as shown on each card). All wild cards can be moved between gangs during your turn, which takes up 1 move.
- Mega wild cards: Can be used with all gangs. All wild cards can be moved between gangs during your turn, which takes up 1 move.
Security Cards
- Pear-tection: Protect one gang, from 1 to 3 cards. Can be moved between gangs during your turn, which takes up 1 move.
- Water-Felon: Protect any full gang (3 cards only) in your turf from all actions except the TURF ROTATION. Can be moved between full gangs during your turn, which takes up 1 move.
Action Cards
- Bad Apples: Steal 1 gang card from another player - as long as it's not protected. There are 4 different types of Bad Apple - each one enables you to steal one of a different selection of gang cards.
- Cherry Pickers: Steal 1 gang card from another player, as long as it's not protected.
- Peachy Bruiser: All players give you 1 gang card of their choice from their turf. If a player has a fully protected turf, they don't have to give you a card.
- Top Bananas: Steal a whole gang from another player - as long as it's not protected.
- Sneaky Leeky: Take a look at the Cartel cards.
- Gang Trade: Swap a gang card from your turf with a card from another player's turf - cannot be used on protected cards.
- Double Dip: Pick up 2 more cards from the draw pile.
- New Recruit: Pick up the top 3 cards from the draw pile, select the one you want, and return the remaining 2 anywhere in the pile.
- Give Them a Spin: Move everyone's turf 1 player to the left or right. This includes ALL CARDS, even full gangs and protected cards.
- No You Don't!: Block an action card or a TURF WAR. Can be used at any time. Can be blocked by another BLOCK AN ACTION card - there's no limit to how many times this can happen. Doesn't take up a move.
Essentials
- Never put cards back into your hand. Cards can only move one way, from your hand to your turf.
- Only cards that have been laid down in your turf are vulnerable to action cards.
- You must have at least 2 full gangs in your turf to start a TURF WAR with the Cartel. You can still take any remaining moves you've got after a failed TURF WAR.
- If you have no cards in your hand at the start of your turn, pick up 5 from the draw pile and continue your turn without drawing 2 more cards from the draw pile.
- If you have more than 7 cards in your hand at the end of your turn, discard any surplus cards into the discard pile.
- When the draw pile runs out, shuffle the discard pile and place it face down to create a new draw pile.
Are You Up For A Challenge?!
Each gang has a rival (which you'll be able to work out if you look at the gang cards). The Rival Gangs Rule makes things even harder, as it means rival gangs can't be used together to win the game.
For example: if the Cartel cards consist of the Tear Jerkers, Tommy Splats and Beet Boxers, you can only win by collecting Beet Boxers and one of the other two gangs, as the Tear Jerkers and Tommy Splats are rivals.