Ready to Rock!
Ready to Rock! Rulebook
Table of Contents
Table of Contents
Overview
- Age: 14 - till you can rock
- Time: 20-40 minutes
- Players: from 3 to 9
Match preparation
One Ready to Rock match starts choosing the starting rocker. Shuffle the ticket card and the VIP Pass card. Keep distributing one card to any rocker until someone receives the VIP pass Ticket. He will starts the mach.
Dispose the first Ticket card at eight cards spaces from the stage position, the next cards are placed close to it but one step after, as shown.
The Stage Deck is placed on the stage. The drawing deck is made by the cards with the common back (not the Stage Deck back).
Every rocker draws out four cards and, following the turn, decides from which Ticket cards wants to starts and puts his pawn on it.
The Ticket cards
The Ticket cards are the starting point of a game. Form that card any pawn can go in any direction and it also go on another ticket card using his normal movement. The ticket card are never discarded.
Player's turn
At every turn one rocker draws out one card and he could do two actions, doing an action means that the rocker uses one card. Outside his turn one rocker can't play any card or move his pawn. There is no limit to the number of the cards which someone could keep in hand.
Victory
The rocker who place first one path card in front of the stage wins a Ready to Rock match (the crowd on the card must be open in the stage direction). If in front of the stage there is a wall card, the rocker could play a Body Surfing to reach the stage and wins the game.
Path cards
The path cards are the cards that let the paws of the rockers advancing through the crowd, they are those seven type. In order to advance from one card to another, the cards must be close together and there must be a way open from the first to the second. The figure below shows an example of three paths.
Put the cards in horizontal way one after one and make the pawns advance towards the stage. At the end of any action of any rockers all the path cards that don't have any pawns over them are discarded (rotate them backside). If any rocker want to pass again on that position, he has to play another path card. Play a path card count an action.
You can play a path card over another path card to modify the direction in which the pawn could go. You could do this by yourself because you have to go around a wall card, you could do this to another rocker to send him in the wrong direction. The crowd drawn on the cards could look forward or backward, it doesn't matter but the card must be played horizontally.
More than one rocker could stay on the same path card, in his turn one rocker could move on every paths card close to him on which there is another rocker, and this doesn't count like an action.
You can play path cards outside the border of the concert but you can't play cards behind the stage line (behind the barriers).
Wall cards
The effect of all Wall cards is permanent. They do not allow the rockers to pass over them. You can play a wall card everywhere in the concert but it must be close to a path card or to another wall card. On a wall card, you can't play other card. Rockers can't cross a wall card directly, they must go round them or use body surfing. There are three types of wall cards:
- Headbaging: They will be destroy if someone discard a card.
- Hell's Angels: They will be destroy if someone discard a flash card.
- Mosh Pit: They will be destroy if a ballad is played on the stage.
Flash cards
The flash cards are cards with an instant effects, after that they go in the pile of discarded. Playing a flash card always counts like an action.
- Ear Plugs: one rocker at your choice misses his next two actions.
- Flashing Tits: in this turn the rocker gains two actions more, otherwise he could draw out one card. Play Flashing tits count as an action (this mean that in this turn you can play up to three cards more).
- Groupies: in this turn the rocker gains three actions more, otherwise he could draw out one card. Play Grupies count as an action. (this mean that in this turn you can play up to four cards more)
- Chemical Queue: draw out three cards but lose the next two actions, also if the actions will be in the next turn.
- Piss Stop: draw out two cards but lose the next action, also if the next action will be in the next turn.
- Beer: draw two cards out.
- Lots of Beer: draw three cards out.
- Shots on Fire: draw out two cards than discard one card from your hand.
- Smashed Beer: one rocker, at your choose, discards two cards at his choose.
- Body Surfing: this cards allow you to pass in straight way over a wall card, the rocker must land on a path card, and if there isn't any, he must play a path card. To play Body Surfing the first path card has to have the crowd open towards the wall card, the position of the crowd doesn't matter on the arrival card. If there are more than one wall card close together in a row, with body surfing you can pass all over them. If a rocker can't play a path card because it will have to be placed behind a the stage line he couldn't play body surfing. If a rocker can't play a path card because it will have to be placed on the stage, this rocker has won the game. If you are playing a path card for landing after a body surfing it's counted like an action.
Stage cards
The stage cards, that are identified by the musical note sign, they are drawn out when one rocker plays a flash card named Ready to Rock.
- Ballad: all Mosh Pit cards in play are discarded.
- Circle Pit: all rockers change the cards in their hands anti-clockwise.
- Fire Explosion: all path cards must be rotated of 180 degrees
- Shitty Weather: every rockers chooses and discards one card from his hands.
- Special Guest: all rockers draw a card. (Printed in Italian on the source page: "tutti i rockers pescano una carta.")
- Wall of Death: the effects of this card are divided in two phases. The first is the division phase, the second is the approach phase. The cards involved are all the path end wall cards, the ticket cards aren't affected by Wall of Death. The pawns oh the rocker follow the movement of the card over which they are. If they were on a Ticket card they don't move.
- The division phase: this phase starts immediately. All cards on the right move one position to the right, the cads on the left to the left. The movement is horizontal. The cards which are in the central column could move left or right (who play that card could decide if left or right). The ticket cards are not affected and if a card should go over one of them, it is discarded. The game continues normally.
- The approach phase: when a rocker plays a new ready to rock card, before everything, the wall of death starts. All the cards move one position toward the central column. The rockers who are closer to the central column are crushed and miss the next two action. If in the central column some cards overlap each other, the path card win over wall cards. If the overlapping involves cards of the same type, the one which was played last, wins. The ticket cards are not involved in this movement, if one rocker is over one of them, he just doesn't move.