=============================================== COPYRIGHT =============================================== Created and owned by Sarah Collins. Legalese snippet from rights agreement: As sole designer and owner of the rules relating to the game Laws and Disorder (The Game), I hereby delegate in perpetuity and for now charge or other remuneration the following rights to Three Rings Design, Inc. -An non-exclusive license to develop and deploy The Game solely as part of the Whirled online environment -The right to market The Game as part of promotion for the Whirled online environment -The right to embellish and modify the rules governing The Game as needed to make them a functioning part of the Whirled online offering The agreement provides Three Rings no other rights with respect to the ownership of The Game's intellectual property or any right with respect to the publication of the game in paper or other "real world" form. =============================================== Introduction =============================================== It was a time of great corruption, and also of great wealth, for those who knew the secrets of the court and could turn it in their favor. In Laws and Disorder, you play noblemen in a land ruled by ever-changing laws, and must bribe and bully the court into passing laws which benefit you, or harm your opponents. Each player has one of six different professions which grant them certain abilities. The shrewd Trader may buy additional assets, while the cunning Thief can steal from other players. The deck contains words, which players combine to form new laws everyone must obey from that point on. As an example, the Trader might make a law stating "The Theif loses 2 cards when they use their ability", which should put a stop to the Thief meddling in the affairs of others. Things get interesting when the Doctor, Priest and Banker manipulate existing laws, and when the Thief gives up his life of crime to swap professions with another player. The result is a game which is never the same twice, and will keep you looking for new ways to turn the situation to your advantage. Laws and Disorder is best played with 4-6 players and ample table space, although it makes for a longer and more strategic game with 2-3 players. Package includes one deck of cards plus rules. You must provide pocket change, play money or peanuts to use as game currency - I leave this choice up to you. =============================================== ABOUT =============================================== Laws and Disorder is played with 2-6 players and a deck of custom cards including: Job cards such as Judge, Banker, Priest Verb cards such as gains, loses, gives Object cards such as 1 card, 2 monies, 3 monies The objective is to earn monies by creating sentences (laws) using these cards, such as: The Judge loses 2 monies Every player is dealt a job. When the above law is made, the player who is currently the judge will lose 2 of their monies. Players can change jobs during their turn by using the appropriate job card. Every job also has an ability that can be used once per turn, for example: The Priest can exchange a Job card from their hand with one already in a law The Thief can look at another player's hand and steal a card from it The game gets more dynamic with the addition of When cards to laws, which cause laws to trigger repeatedly when certain conditions are met, such as: When a law is created Players draw two cards at the start of their turn and can make one law, change jobs once, and use one ability during their turn. When the deck of cards runs out, the game is over and the players are ranked according to how many monies they have. =============================================== RULES =============================================== The following rules and cardlist have been simplified for the flash version of this game. =============================================== CARDLIST =============================================== jobs x 5 per position 1 card x 4 2 card x 4 1 monies x 2 2 monies x 2 3 monies x 2 4 monies x 2 5 monies x 2 gains x 8 loses x 6 gives x 6 any position x 4 at the start of their turn x 2 when a law is made x 2 when they use their ability x 2 =============================================== SETTING UP =============================================== Players start with 7 cards and 3 monies All 6 positions are randomly delt out =============================================== GAMEPLAY =============================================== [start of turn] in any order you may: - make one law - play one BLUE card from your hand to change positions - use one ability [ end of turn] - draw two cards [play passes to next player; players may only do things during their turn] =============================================== MAKING A LAW =============================================== - when you create a law, you get $1 for every card in the law examples: THE JUDGE GIVES 1 CARD when this law is made, the current JUDGE selects one card from their had and passes it hidden to a player of their choice THE THEIF LOOSES 1 CARD WHEN THEY USE THEIR ABILITY Nothing happens when the law is made. As long as it is on the board, if someone playing THE THIEF steals a card from someone, they must chose and discard a card immediately after. THE SCIENTIST GIVES THE BANKER 3 MONIES WHEN A LAW IS MADE Nothting happens when the law is made. As long as it is on the board, if anyone makes a law, the player playing as THE SCIENTIST at the time must give THE BANKER 3 monies. If nobody is playing at THE SCIENTIST, nothing happens. If nobody is playing as THE BANKER, the scientist simply loses the monies. THE SCIENTIST GETS 3 MONIES If a scientist uses their ability to add WHEN THEY USE THEIR ABILITY to the end of this law, they will get the 3 monies because the old law is checked after it has been changed. =============================================== TRIGGERING LAWS =============================================== - If there is no PURPLE card in a new law, it triggers right away - If there is a PURPLE card in a law, it does not trigger when created - Ammending laws does not trigger them - When a card is played, an ability is used or a law is made, any laws on the table that are going to trigger do so in order of their original creation, and only after the ability or new law takes effect. THE THEIF LOOSES 1 CARD WHEN THEY USE THEIR ABILITY If thief steals while this is in play, first they take a card, then have to discard one. THE SCIENTIST GIVES THE BANKER 3 MONIES WHEN A LAW IS MADE If a new law THE BANKER GIVES THE THIEF 1 MONIES is created while this is in play, first the player who created the law gets X monies where X is the length of the new law. Then the new law triggers and the banker must give the thief 1 monie. Finally the old law triggers and the banker must give the scientist 3 monies. =============================================== GAME END =============================================== - When the last card is drawn, each player gets one more full turn, then the game ends. - The player with the most monies wins. =============================================== POSITIONS [BLUE CARDS] =============================================== Blue cards can be used as part of a law, or played to change positions There are 6 positions with special abilities. JUDGE - pay $2: trigger one law immediatly (regardless of PURPLE cards in that law) - pay $2: destroy a law BANKER - receive double the money from one law being made (free & passive) THEIF - pay $2: look at a players hand and steal one card SCIENTIST - pay $2: add one PURPLE card to a law or take one PURPLE card from a law MERCHANT - pay 2$: exchange a PINK card in a law with one from your hand - pay 2$: draw 2 cards then discard 2 cards PRIEST - pay 2$: exchange a BLUE card in a law with one from your hand =============================================== POINTS AND CARDS [YELLOW] =============================================== Can be used as part of a law, eg: SCIENTIST GAINS 1 MONIE =============================================== GIVES/LOSES/GAINS [PINK] =============================================== Can be used as part of a law. If a GIVES does not specify to which player, they may choose a player, eg: BANKER GIVES 1 CARD When a player loses cards or gives cards, they get to choose the card. If "giving" to a player not on the board, the giving player just loses the item. =============================================== WHENEVER [PURPLE] =============================================== Can be used as part of a law. Determines when the law takes effect, eg: AT THE BEGINNING OF THEIR TURN or WHENEVER A GREEN CARD IS PLAYED Laws with PURPLE cards don't take effect when they are played. If a law has no PURPLE card, it is assumed to take effect WHEN THIS LAW IS CREATED