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Punk sucht Lady

Punk sucht Lady Rulebook

Table of Contents

Table of Contents

  • Contents
  • Object of the Game
  • Preparations
  • The Clients
  • The Love Barometer
  • The Game Begins
    • The "Lonely Heart"
    • The Ideal Partner
  • The Fateful Decision
  • No Objection
    • Commission
  • Objection
    • The Rival
    • The Partner Tip
    • The Final Decision
    • Tip Points
  • Game End

Contents

  • (A) 1 Game board
  • (B) 112 Client cards (56 Women, 56 Men)
  • (C) 6 Player pawns in 6 colors
  • (D) 6 Betting markers in 6 colors
  • (E) 3 Black Markers

Object of the Game

As manager of a Matchmaking Service, you must help your clients find total happiness. If you manage to find the ideal partner for all your clients, victory is within your grasp, and your Matchmaking Service will be elected the most successful of the year!

Preparations

  • Sort the Client cards by color, Pink (ladies) and pale blue (men). Each deck is shuffled well and placed next to the board.
  • The players will, in turn order, draw 3 cards from each deck, so they have a hand of 3 ladies and 3 men. Each player keeps his cards hidden from the other players.
  • Each player chooses a pawn and a Betting marker in the same color. The pawn is placed on the Start space; the Betting marker is kept in front of the player.
  • The 3 black markers are placed on any 3 different Number spaces.

The Clients

The men and women depicted on the Client cards all have one thing in common: They are seeking a partner who will stand by them for better or for worse.

Alongside their name and illustration, are listed 6 personality traits:

  1. Age
  2. Career
  3. A Positive Characteristic
  4. A Negative Characteristic (or at least NOT very positive)
  5. Favorite Pastime
  6. Ultimate Life Goal

The Love Barometer

On the backs of the cards, The Love Barometer reveals the compatibility of two people when they first meet. How this happens will forever remain a mystery, but the faster the hearts are beating, the quicker the pulse and the greater their happiness together.

How do you measure the compatibility rating?

  • Hold two Client cards together backside up so that the blue card is exactly above the pink card.
  • Push the top card (blue) in the direction of the arrow until the row of numbers on the pink cards is visible.
  • The arrow on the blue card points to the number on the pink card which gives the couples' compatibility rating. The more the couple has in common, the higher the rating. Highest value is "7", lowest value is "0".

The Game Begins

The player who feels the strongest that the whole Matchmaking Service thing is utterly insane, begins the game as the first "Matchmaker".

The "Lonely Heart"

The first Matchmaker selects one of his 6 Clients as the first "Lonely Heart" to marry off. First he presents the candidate by selecting 3 of the 6 traits on the card (only during the first turn). Using these 3 traits, the Matchmaker must sell his Client to the other Matchmaking Services in the most convincing manor.

The Matchmaker presents his first "Lonely Heart": "'No More Lonely Nights' has been hired by Eddi to find him a perfect companion. Unfortunately his girlfriend-to-be must be comfortable living without him from time to time as Eddi is a Sailor (2) and therefore lives a large part of his life away on The Seven Seas. At 22 (1) he has already seen and experienced much of what life has to offer. He may look a little like a punk, but he is quite harmless, peaceful and very lovable. As soon as he sets foot on land will he head directly to the nearest club to enjoy some Rock'n'Roll (5)."

While on the Start space, a player may select any 3 traits. In future turns, a player is only able to choose one trait, the other two are dictated by the space on which he is standing.

  • The 3 chosen traits are marked by placing the 3 black markers on the corresponding Number spaces.

The Ideal Partner

Who will make the "Lonely Heart" happy? All the other Matchmaking Services now, in clockwise order, present their own client. To find a suitable candidate the players must use the 3 selected traits (see markers) in their presentation.

The first Matchmaker presents their candidate: "Naturally, my top agency 'Sweethearts for Everyone' has a perfectly suitable 'sweetheart' for Eddi. Anglea is almost 19 (1) and an accomplished Hairdresser (2). She's really cute and sweet, and she absolutely loves clubbing (5)."

When all of the Matchmakers have presented their ideal candidates for the "Lonely Heart," it's time for the agonizing election.

The Fateful Decision

The active player (the Mediator) must now, after careful consideration, select one of the candidates that he thinks best matches his "Lonely Heart":

  • Place the Client cards face-up on the spaces in the center of the board.

When the Mediator has made his choice, the other Services may do one of two things: Agree that the couple is meant for each other (No Objection) or disagree (Object) believing that they presented a far more suitable candidate.

No Objection

If all Matchmaking Services agree that Mediator has done a great job, all of the couple's traits are carefully scrutinized. Do they really make the perfect couple? The "Love Barometer" tells all!

Commission

  • The compatibility number generated using the "Love Barometer" (from the back of the cards) corresponds to the commission.
  • The Mediator and the Matchmaking Service that offered a candidate, both move as many spaces forward as the number shown via the "Love Barometer".

Eddi and Angela have a compatibility score of 6. Eddi's Mediator and Angela's Matchmaking Service each advance 6 spaces.

Peace, Love and Happiness! End of round one. The Honeymoon may begin!

  • The two successful Client cards are removed from the game.
  • Both successful Matchmaking Services replenish their hands so they again have 3 cards of either sex.

Objection

If even one of the Matchmaking Services is of the opinion that something was missed in the heat of the moment, he may object and send a rival candidate into the race.

The Rival

First, it must be determined which Matchmaking Service is objecting. As only one objection is allowed per turn, the Matchmaking Service that is farthest behind on the scoring track has the first opportunity. If more than one Service shares the same space, the first player in the playing order has the right to go first.

  • The new client card is placed directly beneath its rival.

Angela has competition from a 20-year-old (1) model (2) named Melanie and she's worried. Melanie is gorgeous and is keeping herself in shape for Eddi by playing golf (5). Eddi waits to see what happens!

The Objection process goes as follows: 1. Partner Tip, 2. Final Decision and 3. Tip Points.

The Partner Tip

It's getting messy now. Before the Clients can be selected and the "Love Barometer" sheds light on the final result, the Matchmaking Services go through a heated debate over which is the most suitable couple. To end the dispute each Service may tip the candidate they believe to be the most suitable. They will either tip the original candidate or the rival. Betting is voluntary.

  • The Betting marker is placed beside the client the player is recommending, either the original candidate in the top row or the rival in the second. When everyone who wishes to has made his or her bet, the "Love Barometer" is consulted. Which couple will be best!

The Final Decision

The "Love Barometer" first measures the compatibility of the original couple, and then the compatibility of the second. Regardless of which couple is most compatible, the Mediator and the Matchmaking Service representing the first couple always receive commission for their troubles.

Eddi and Angela have a compatibility score of 6. Both Eddi's and Angela's Matchmaking Services will receive a commission of 6 and move 6 spaces forward.

  • The Service that sent a Rival into the race, may move his pawn forward as many spaces as dictated by the Love Barometer IF his client is a better match.
  • If both couples have the same exact compatibility rating, nothing happens. The Rival's Matchmaking Service does not move.
  • Bad news for the Matchmaking Service that introduced a Rival with a lower compatibility rating than the first couple. His pawn must move a number of spaces back equal to the difference between the two resulting Life Barometer scores.

Sadly, the lightning did not strike for Eddi and Melanie. They only achieved a compatibility rating of 4 in contrast to the rating of 6 between Angela and Eddi. The Service that introduced Angela must back 2 spaces, equal to the difference between the two ratings.

(Translator's text as printed: per the rule above, it is the Service that introduced the Rival — Melanie — that moves back.)

Tip Points

All Matchmaking Services that tip the victorious couple receive 2 points and move their pawn 2 spaces forward.

Those who tip the wrong couple must move their pawn back 2 spaces.

Should the final result end in a tie, i.e. both couples have the same compatibility rating, no one made the correct guess and no points are awarded.

The round is over for the happy couple.

All played Client cards are removed from the game. All Matchmaking Services replenish their hands back to 3 Ladies and 3 Men.

A new round begins with the next Matchmaker (in clockwise order) who presents a new "Lonely Heart" and...

Game End

The final round begins when a pawn reaches or passes the goal space ["ZIEL"]. The game will then continue until the end of that current round. If more than one player reaches the goal in this round, the winner is the player who advanced further past the goal space.

The Punk is waiting...