free timer

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splash resistant game

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double vision

SETUP

All players start by drawing a random Character (which will remain visible to everyone), one Resolution (which can be hidden), and a Mover and matching Bubble. Put the Mover on the New Year’s Eve Party, and put the Bubble at zero points on the Winner’s Cup. Players that join the game after it starts will do all of the above except they will place their Bubble on the Winner’s Cup even with the player(s) that have the least points.

GOAL

The first player to score at least 12 points (short game) or 21 points (long game) wins. In the case of a tie, players in the lead keep playing until one player scores more points.

HOW TO PLAY

Moving and Double Vision Rules:

Players take turns rolling both dice and moving clockwise around the board. If a player rolls doubles, instead of moving they follow the Double Vision rule that matches the sum of the dice. If a player lands on “Roll Dice for Double Vision”, they roll both dice and instead of moving they follow the Double Vision rule that matches the sum of the dice.

Bars and Restaurants:

When a player lands on an unoccupied Bar, they can move up one point on the Winner’s Cup or roll 1 die. If they roll, instead of moving they follow the Double Vision rule that matches the die roll.

When a player lands on an unoccupied Restaurant, they move down one point on the Winner’s Cup.

When a player lands on an occupied Restaurant or Bar, they first move down one point (Restaurant) or up one point (Bar) on the Winner’s Cup, and then all players on that square talk to each other. The Judge makes up a scenario for why the players are talking and awards up to one point per player after they talk to each other as their character for 30 seconds.

After talking, players that talked can keep their character or draw a new one at random.

Drunken Challenges (aka Double Play Challenges):

If a player lands on a Drunken Challenge, the Judge draws a card, reads it aloud, and starts the timer. If the required number of answers is not provided on the card, the sum of the dice roll is the required number. If the player completes the challenge before time is up they win one point. If one or more other players also occupy the square, they can reattempt the same challenge with new and unique answers and a refreshed timer. If succesful they win one point.

Party Tricks:

If a player lands on a Party, the Judge draws a Party Trick, reads it aloud, and starts the timer. If the player completes the trick before time is up they win one point. If one or more other players also occupy the square, the Judge chooses whether the next player on the square attempts the same trick or a new trick. If succesful they win one point.

New Year’s Resolutions:

Players can play a Resolution face up on the game board whenever the card says it can be played. If the player fulfills the resolution they win the reward listed on the card and it is discarded. Players collect one additional Resolution each time they land on or pass the New Year’s Eve Party.

Judges and Talking:

If two or more players disagree with a Judge’s decision, it is overturned.

The player with the least points that is not talking, or just the least points if all players are talking, is the Judge for talks. The Judge makes up a scenario for why the players are talking and awards up to one point per player after they talk to each other as their character for 30 seconds. After talking, players that talked can keep their character or draw a new one at random.

The player that draws a challenge or trick card for another player is the Judge for that challenge or trick. The Judge decides whether or not each player is successful and wins one point.

The next player after the player that plays a Resolution card Judges whether it is fulfilled. If it was not fulfilled, the Judge decides whether it is returned to the player or discarded.