MANUAL

Transcription

MANUAL
MANUAL
Game for 2-4 players aged 12 and up
It doesn’t matter if you’re on a highway to hell or you’re climbing
the stairway to heaven. It doesn’t matter if you beat the drums,
headbang, mosh or go pogo. If your heart is forged out of metal
and music runs in your veins, the hands will always show the
horns - even if you throw the dice!
Each player manages a metal band. During the game player
will train their charges, give gigs in the clubs, record albums,
give interviews, appeal to fans, avoid scandals and so on. In
6 or 8 rounds of the game players will have to gain as much
fame as possible to win. The game is ended with Thrash’oScar
Award Ceremony, during which the best artists will receive
prestigious horned statuettes.
During the game players will gain fame points. Whenever this
happens, player marks it with a disc of his or her color on the
scoring track.
Additionally, during the game players will gain experience
and better hardware. Each time one of those values change,
players mark it on their boards.
Contents
E
A
- Board,
- 4 double-sided band boards,
- 54 support cards (support deck),
- 20 scandal cards (scandal deck),
- 35 fan cards (fan deck),
- First-player card,
- 24 dice (6 in each of 4 colors),
- 2 neutral dice,
- 4 wooden scoring discs (in 4 colors),
- 24 wooden cubes (6 in each of 4 colors),
- Wooden time counter,
- 100 skill counters,
- 24 record counters.
- 3 airtime counters,
- 6 ‘Turbo’ counters,
- 3 manuals (PL, EN, DE)
B
C
D
Player board description (band board)
A - Band members and skill fields
B - Hardware level track
C - Band’s experience track
D - Fan card limit
E - Help fields
A
F
B
support deck
fan deck
scandal deck
C
first-player card
D
G
H
skill counter
‘Turbo’ counter
record counter
airtime counter
Main board description
A - Fame points track
B - Locations
C - Available actions and their cost
D - Location’s dice limit
E - Single hit chart
F - Album hit chart
G - Time track
H - End of the turn scoring rules
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E
BASIC RULES
Game setup
The main board needs to be placed on the table in a way that
allows each player to access it with ease. All decks: support,
scandal and fan need to be shuffled and placed by the board
face-down. The top three cards of the support deck have to be
placed by the board face-up – these are available characters.
The time counter has to be placed on the first field of the time
track. Each player chooses one of the available colors (red, blue,
green or black) and takes all elements in that color (wooden
scoring disc, 6 wooden cubes, 6 album counters and 6 dice).
Then, players place their scoring discs on the first field of main
board’s fame track with printed value “0”. Additionally, each
player chooses one of the band boards, puts it in front of them
and places wooden cubes on the first fields of the hardware
and experience tracks. All remaining cubes, dice and album
counters have to be placed by the band boards.
Next, each player gets 3 skill counters. Each player rolls 3 dice
and places skill counters on corresponding fields on the band
board. If a player rolled six, he or she can place the counter
where she or he wants. Additionally, each player draws 3
support cards. During the game each player keeps their
support, fan and scandal cards secret from the other players.
Remaining skill counters have to be placed by the main board.
Turbo counters and airtime counters have to be put in the box.
They will not be needed in the basic variant.
Everything is ready to play. Now you need to determine the
first player. All players shout “Turbo!” on a command. Player
who shouted the loudest is the first player and gets first-player
card.
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Turn 4:
The only player who can still perform actions is player B. He or she
performs a fourth action using the last die.
The action phase has ended.
Flow of play
Game is divided into rounds. Each round consists of 3 phases:
1.
2.
3.
Preparation phase
Action phase
End phase
When playing a 2 or 3 player game, the game lasts 6 rounds.
When playing 4-player game, the game lasts for 8 rounds.
During this phase each player rolls all of his or her dice and
places them (without changing values) by his or her band
board. These dice will be used to pay for actions during the
next phase.
This phase is divided into turns. During each of the turns
players can perform one of the available actions. This phase
can consist of 2 to 6 turns, depending on the cost of the actions
players will perform. Each turn starts from the first player
(player possessing first-player card). He or she performs one of
the available actions. Then, other players perform one action
each in a clockwise order. When all players have performed
their actions, the next turn begins. When none of the players
can or want to perform more actions, the action phase ends.
Example, 3-player game:
Turn 1:
Player A is the first player and performs an action using 3 dice (he
or she then has 3 dice remaining). Player B performs his or her
action using 1 die (he or she then has 5 dice remaining). Player
C performs an action using 2 dice (he or she then has 4 dice
remaining).
Turn 2:
Player A uses 3 dice to perform his or her second action, which
leaves him or her with no dice remaining. Player B performs
second action using 2 dice (he or she then has 3 left). Player C
performs his or her second action using 2 dice (he or she then has
2 left).
Turn 3:
Player A has no dice left, so he or she cannot perform any action.
Player B performs his or her third action (he or she has 1 die left).
Player C performs third action using all remaining dice (2).
During this phase players get fame points for recorded albums
and singles as well as for their place in the charts. Additionally,
players can raise their musician’s skill by discarding appropriate
fan cards. Then, all players take all their dice from the board
and place them by their band boards. The first player passes
the first-player card to the player on his or her left and moves
the time counter on the time track.
The game round ends. If it was the last turn (sixth in 2 or
3-player game or eighth in 4-player game), then the last
stage of the game begins: The Thrash’oScar awards ceremony,
during which players will have the opportunity to gain more
fame points. After this game ends and the player with the
most fame points wins.
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Performing actions
Support deck
There are 8 locations on the board. In basic variant one of
the locations: Anty Radio is unavailable. Players can use only
7 locations: Metalhead Club, Akademia Rocka, Broken Bone
club, Trash’em All store, MetalMind recording studio, Venom
Nest club and Turbo on tour.
There is a character that can help players depicted on each
card from the support deck. The help consists of getting an
additional die with a set value. A player can use two support
cards during one round. After using a card, it has to be placed
face-up by the support deck – this is the discarded support
cards pile. Each time player uses a support card, he or she
marks it by putting one of his or her wooden cubes on a blue
help field on his or her band board. If both blue fields are taken,
the player cannot use more support cards during this round.
In each location player can perform one action. Each action
has its cost in the number of dice. To perform an action a
player pays the cost in dice and places them on the chosen
location. Dice that he or she uses have to be of either the same
value or form a progression (ex. 2-3-4, 5-6, 3-4-5-6). If a player
has to pay one die, the value is irrelevant. Dice used to perform
actions remain on the board until the end of ongoing round.
A player can only use the help in locations depicted on a card.
Each time he or she is doing this, he or she gets a virtual die
of set value which he or she can use to pay the action cost.
Furthermore, the player places a skill counter on his or her
band board on a field depicted on a card and uses special card
ability. Some cards have a question mark instead of skill icon.
In this case, player rolls a neutral die to determine on which
field the counter is to be placed. If he or she rolls “6”, a player
can decide where to put it.
A player cannot place dice in a location that already has his or
her dice on them. It is possible to place dice in a location with
other player’s dice on it.
A
B
C
example of the dice with the same value
example of the dice forming a progression
D
E
Virtual dice
A – value of additional die,
B – special location (does not matter in basic variant),
C – locations in which a character can help,
D – character’s special ability,
E – skill icon.
During the game players will gain so called virtual dice. These
dice have to be used the moment they are acquired. They
cannot be kept for later use. Furthermore, these dice are not
represented physically in the game.
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Important: A player cannot pay for action using only virtual
dice, at least one of them must be physical die, which has to be
placed on the board.
used last.
Example:
Player wants to perform an action in Academia Rocka with the
cost of three dice. He or she has only one die with a value of 2.
However, he or she has one support card: Teacher with a virtual
die with the value of 1. To get third die he or she discards three fan
cards with different skill icons and gets a virtual die with a value
of 3. Player made a progression of 3 dice in this way: 1 (virtual,
thanks to the teacher) – 2 – 3 (virtual, thanks to the fans).
Important: A player can only use the special ability of a
character after resolving the action.
Fan deck
3. Player can discard 2 fan cards with the same icon during the
end phase. By doing this he or she can place a skill counter on
his or her band board on corresponding field.
During the game players will gain fans. Every time player gets
a fan, he or she draws it from the top of the fan deck.
Fan cards can be used in three ways:
1. Player can discard a fan card at any given moment to reroll
one of his or her dice. Player must accept the new value or
discard another fan card to reroll again.
2. Player can add new virtual dice using the fan cards. To do
this, he or she must discard fan cards with different skill icons.
Remember that you cannot pay for action using only virtual
dice. Because of that, the player can get a second, third die
and so on. To get a second die the player must discard 2 fan
cards with different skill icons, to get a third die the player
must discard 3 fan cards with different skill icons and so on.
Dice created in this way have any value – chosen by the player.
Virtual dice created this way can be used along with dice
created by support cards. However, fan cards must be always
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End of the round
Scandal deck
Whenever player performs an action, he or she can cause a
scandal, which will yield short-term benefits. When a player
makes a scandal, he or she draws one card from the top of
scandal deck. Furthermore, he or she puts one of his or her
wooden cubes on a red help field on his or her band board. If
both fields are taken, then that player cannot make anymore
scandals this round.
At the end of the round players get fame points for recorded
albums. Each player gets 1 fame point for every recorded
album. Furthermore, the player with the album on the highest
place among the players gets 3 points, the player with the
second gets 2 additional points and the player with third
album gets one additional point.
In addition to this, players get points for recorded singles. In a
2-player game, the player with the best single gets 3 points. In
3-player game, the player get points for the best two singles,
3 and 2 points respectively. In a 4-player game, players get
points for best three singles, 3, 2 and 1 points respectively.
Making scandals helps in two kinds of situation:
1. Player gets a virtual die with any value.
2. If a player initiates Hit-War on single or album chart, he or
she can cause a scandal to automatically win it. However, he or
she must do it before starting the Hit-War.
Next, discard 3 available character cards to the discarded
support cards pile. Then, take three new cards from the top of
support deck and place them face-up by the support deck in
place of just discarded cards.
Player cannot have more than 5 scandal cards at any given
time. A layer may cause a scandal only twice per round. Players
can get rid of scandals using certain actions or the special
ability of a character. However, he or she cannot do this if there
are any cubes on his or her red help fields.
Furthermore, if a player used the help of character cards or
made any scandals, then he or she removes the counters from
their help fields on the band board.
Important: If a player gets a scandal card from another
player, he or she does not mark it on his or her band board.
Furthermore, you have to remember that scandal cards will
hurt you at the end of the game.
JIf at any time during the game one of the decks runs out, then
shuffle the discarded card pile of the type that you run out of
and put face-down, forming new deck.
Example:
For recording an album, the green player gets 4 points, red 5
points and blue 3 points. For the singles, green gets 3 points, blue
2 points red player gets no points. In total the green player gets 7
points, red 5 points and blue 5 points.
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Hit-War
Trash’oScar Award Ceremony
If a player has to place his or her record counter on already
taken position, the Hit-War is initiated. Initiating player can win
the battle immediately by making a scandal. If he or she does
not do this, the battle happens. In this case players engaged
in battle roll neutral die and add the value to number of
possessed fan cards. Player with a higher value wins the HitWar. In case of a tie, initiating player wins. The winner’s counter
remains on the position that players fought over, while loser’s
counter goes one place down, which can result in another HitWar. It can also happen that the player must move his or her
counter out of the chart. In that case, counter is taken off the
chart.
Thrash’oScar Award Ceremony happens.
Then, artists are awarded in five categories: the best singer,
lead guitarist, solo guitarist, drummer and bass player. Artist
has to have at least one skill counter to be considered in the
ceremony. The player with the most counters on a certain
artist gains 20 fame points, second player gets 12 points and
third player gets 6 points. Players tied for position share the
points. Tied for the first place get 16 fame points and third gets
6 fame. Tied for second place get 9 fame and the third place is
not awarded. Tied for third place get 3 fame.
After the ceremony all bands play the last big concert and
gain fame points. Points are given just like during the Turbo
tour. Each band gains fame points equal to the value of its best
album.
If a battle is to be held between albums or singles belonging to
the same player, instead he or she decides which record goes
down the chart.
During the Hit-War players can discard fan cards to reroll the
die. Remember that having fans in your hand at the end of the
game can increase your final score.
Additionally, players get 1 fame point for each support card
they have. Player with the most points wins.
End of the game
When players play all the rounds, the game ends. Before that
each player shows his or her scandal cards. There is a skill icon
on each of these cards. Players must discard skill counters from
his or her band board from those depicted fields. Additionally,
the player must roll a die for each revealed scandal and
subtract value of each roll from his or her fame points.
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Characters
Ink was a bouncer ever since his mother
took him to the sandbox. He used to stand
by it and let in only kids with buckets,
rakes and scoops. When he grew up, he
exchanged the sandbox for a metal club
and digging accessories for heavy boots,
spiked bands and other stuff. Apart from
that everything is much the same.
Vlad. Stuff of legends. They say he was
born during a concert. They say that just
after birth his little fists formed horns.
They say he sucked his love for music with
his mother’s milk. Is that true? Doesn’t
matter. What matters is that Vlad can
turn on the party like no-one else, first
to pogo, last to leave the gig. Everybody
knows that if Vlad comes to a concert,
then it is a good concert.
Bouncer
Special ability: Player draws one card from the top of support
deck.
Megafan
Special ability: Player gets 3 fame points.
George is a cheerful and open-minded
dude. He is willing to give anyone a
chance. You just have to have a story
for him to put on air. He also has big
influence on the charts. He’s the guy who
decides what to play in the best airtime
and what to put into the trash.
Ginger. You see those restless, inquisitive
eyes? Yeah, this is Ginger. No details
pass his eyes. He will notice the slightest
gesture or change of face. And what is
more important, he can be in right place
in the right time. Revealing people’s
secrets is his staff of life. Besides, Ginger
possesses one more talent that you will
surely use. He is a master of distraction
and directing the public’s sight in one
direction.
Radio-man
Special ability: Player raises the position of one of his or her
singles by one.
Paparazzi
Special ability: pass one of your scandal cards to another
player.
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Hendrik. If you think MacGyver is the
biggest handyman on earth, then you are
mistaken. Hendrik is superhandyman.
He assembled his first amp out of his
granny’s old dryer and old chewing gum
at the age of five. MacGyver is not worthy
of holding Hendrik’s screwdriver. If your
hardware breaks during the tour, then
you can count on him. He will not only fix
it, but also tune it to its full potential.
Additional characters
If players do not want to use them, place them in the box. They
do not have special abilities and work differently.
Roadie
Special ability: Player moves his or her counter on the
hardware track one field right.
Rick is probably the most popular
musician in the world who doesn’t have
any fans. In the music world everybody
knows him – a one-man band capable of
playing anything ever written for guitar and a few more pieces. Unfortunately, he
is shy to the point of sickness – that’s why
he never had the courage to perform live.
Session musician
Special ability: Player moves his or her counter on the
experience track one field right.
Lucas likes expensive booze, expensive
cigars and even more expensive cars. And
he can afford them. Nobody can look out
for, or more like listen up for rising stars
like he can. People in business trust his
intuition and experience. And that’s the
secret of his fortune. Remember, he will
squeeze you out like a lemon, and what
remains can become a metal legend.
Headhunter
This character gives player a virtual dice, whose value is a copy
of one of the dice already possessed by the player.
The life of Zbig, the Academy’s music
teacher changed when he wandered
off to the metal club while looking for
inspiration. When he heard the drums
and electric guitars he thought that he
missed his vocation. His new pals from
the club quickly welcomed him. They
were always looking for someone who
could teach them to sound better and
Zbig was just the man for the job.
Teacher
Special ability: Player places a skill counter on any field on his
or her band board.
Richard I Got It. There is no one, ideal
type of manager which fits all, so Richard
tries to be every type at once, according
to the band’s expectations. He will get
you almost everything you need. And if
he can’t, then he knows a guy, who knows
a guy... One thing he expects from you is
a row of shiny, gold discs to hang on the
wall!
Manager
No special ability. Thanks to his connections he can help you in
any location by adding a virtual die.
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Description of actions and locations
Metalhead Club
There are clubs that you go to not for concerts, but
for friends. Metalhead Club is one of them. Rookies
playing here have their amps turned down, so you
can talk, drink and discuss terms of cooperation
with dude you just met after a night dreaming of fame.
Rock Academy
Musicians were sceptic about Academy at first.
Under unexplained circumstances, regardless of
undergone training, they started to play... better.
“Plague” was spreading faster and faster. Soon,
popularity of the Academy among metalheads became an open
secret. There is no other way to perfection than training.
Each time a player performs an action here, he or she also
draws a fan card from the top of the fan deck.
Each time a player performs an action here, he or she also
draws a fan card from the top of the fan deck.
Player draws the top card of the support deck.
Player draws a fan card from the top of fan deck.
Player draws the top card of the support deck or takes
one of available character cards. If player chose the latter,
he or she must put card from the top of support deck in
place of the card that just got taken. Additionally, player
can discard a scandal card. It has to be put face-up by the
scandal deck, forming the discarded scandal cards pile.
Player raises his or her experience level by 1. He or she
marks it by moving a counter on the experience track one
place right.
Player takes 2 cards from either top of the support deck or
from among available character cards in any combination.
If player picked available character card, he or she must
put a new card from the top of support deck in place of
the card that just got taken.
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Player raises his or her experience level by 2. He or she
marks it by moving a counter on the experience track two
places right.
Metal Mind
Recipe for golden record? Gather your pals,
hardware, food and drink for inspiration, lock
yourself for a week in Metal Mind recording studio
and voila. You come out with the record which
will conquer world charts. At least that’s what they write on the
website... You won’t know if you don’t try. And if you fail the first
time, just try again!
Each time a player performs an action here, he or she moves
the counter on his or her hardware track one place to the right.
Player’s experience level is 2, so he or she places their record
counter on the ninth position on the single chart.
Player’s band records a single. He or she marks it by
putting one of his or her record counters on the single
chart active side up, on a place with value equal to band’s
experience level. If player already has an active single, he
or she flips it to inactive side. After performing this action,
the player gets 2 fame points (marking it on the fame
points track).
Player’s band records an album. To do this, the player adds
the values of his band’s experience, hardware level and
value of active single (if he or she has one). He or she then
adds the value of one neutral die roll to the obtained sum.
Album’s value is determined this way. Next, player puts
one of his or her record counters on the album chart on
a place with value equal to the album’s value active side
up. If the value of a freshly recorded album is less than 10,
then it was not good enough to make it to the charts and
the player does not place a record counter on the chart.
If the player managed to record a new album and already
has an album active side up on an album chart, he or she
flips the old one to the inactive side. Additionally, if the
new album was supported by a single, flip that single to
the inactive side.
After performing this action, player moves the counter
on his or her experience track one place right and gets 3
fame points (marking it on the fame points track).
Player’s hardware level is 2, experience 3, additionally the value
of active single is 2. Player gets 5 on a neutral die. So, the value
of recorded album is (2+3+2+5) 12 and places itself on the 18th
place of the album chart.
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Venom Nest
Anty Radio
The most popular club in town. The best perform
here. Play here and people won’t forget you. A good
concert guarantees fame and a leap up the chart.
Also, you always can meet someone in the business
here to help you further your career.
Uncompromising radio station. There is no place
for small talk here. Hard music all day. Feisty
presenters, interviews without censorship and the
freshest news. Turn up your radio, put your ear to
the speaker and let the music consume your soul and body.
Each time a player performs an action here, he or she also
draws a support card from the top of the support deck.
This location unavailable in basic variant.
Player plays in the club and gets fame points equal to
the sum of the band’s hardware level and twice the
experience. After this action ends, the player can move
his active album 2 places clockwise OR his active single 2
places right.
Actions in AntyRadio affect singles and albums. Players can
perform actions here even if they do not have active albums
or singles. In radio each action can be performed only once
a round. Each time player performs an action here, he or she
takes an airtime counter from the pool and places it in a way
that covers just performed action’s cost. Actions with cost
covered by airtime counter are unavailable. If there are no
airtime counters in the pool, players cannot perform actions
in the radio.
Player plays in the club and gets fame points equal to
the sum of the band’s hardware level and twice the
experience. After this action ends, the player can move
his active album 3 places clockwise and his chosen single
1 place right. Additionally, player moves the counter on
his or her experience track one place right.
Radio aired a note about player’s band performance. The
player gains points equal to the number of fans in his or
her hand. After this action ends, the player chooses one
of his or her record counters to move 2 places right on
a single chart. Additionally, the player can discard one
scandal card.
Your track hit the radio! Player gets points equal to the
value of his or her best single. After this action ends, the
player moves his or her active album counter 3 places
clockwise on an album chart. Additionally, the player can
discard one scandal card.
YYou get an interview on the radio. The player gets fame
points equal to twice the number of fans in his or her
hand. Additionally, the player draws one support card
from the top of the support deck or picks one of available
characters. If the player chose one of available characters,
he or she has to refill its place from the top of support
deck. Furthermore, the player can discard one scandal
card or pass it to another player.
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Broken Bone
You have a band? Nice. You can play something?
Not bad. Prove yourself! Broken Bone is the oldest
club in town in which young bands with a fresh
sound are given a chance. If you are looking for
fans and fame, then you will find it here. Looking for something
intense? Well, the club has earned its name...
Trash’em All
Everybody in the business knows this store.
Everybody buys here, from total amateurs to
legends of the metal scene. It doesn’t matter how
good you play or how famous you are, you will
always be treated with professional customer service. You will
find everything here, from picks and frets, through mics, drums,
speakers and amps to the stage lights.
Each time a player performs an action here, he or she also
draws a fan card from the top of the fan deck.
Each time a player performs an action here, he or she also
draws a fan card from the top of the fan deck.
Player’s band plays in a club and gets fame points equal
to band’s experience and hardware level.
Player moves counter on his or her hardware track one
place right.
Player’s band plays in a club and gets fame points equal
to band’s experience and twice the hardware level.
Player moves counter on his or her hardware track two
places right.
Player’s band plays in a club and gets fame points equal to
band’s experience and twice the hardware level. After this
action ends, the player draws a card from the top of fan
deck. Additionally, the player raises his or her experience
level by 1.
Player moves counter on his or her hardware track three
places right.
Turbo on tour
Player’s band performs as a support during “Turbo” tour and gets fame equal to sum of twice the experience level, hardware
level and one neutral die roll value. Additionally, the player can discard up to five fan cards, each with a different skill icon
and get fame points equal to the number of skill counters on his band board fields matching those depicted on fan cards.
A player cannot discard a fan card with icons he or she does not have any skill counters on.
After this action ends, the player draws two fan cards from the top of the fan deck. Additionally, he or she moves his or her
active record counter a number of places equal to the number of discarded fan cards. Furthermore, he or she moves his or
her experience counter two places right.
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STANDARD RULES
When you have played a few basic games and are familiar with
the rules, we encourage you to try to play the standard variant.
Standard variant is much more advanced and rewards a more
tactical approach. Because of this, game will be much more
exciting.
limit of the cards that you can have in hand is increased.
Virtual die gained form discarding fan cards does not count
against the dice limit in a location.
The flow of play is as in the basic variant, with some changes.
Turbo counters are to be placed near the main board. Airtime
counters equal to number of players minus 1 are to be placed
on AntyRadio location. So, in a 2-player game one counter is to
be placed on the location, in 3-player game 2 counters and in
4-player game 3 counters.
Locations possess a dice limit. Dice used to perform actions are
placed there. If there is no space for dice left on a location, then
a player cannot perform chosen action. In a 2-player game,
players can only place dice on fields with ‘2’ icon, in a 3-player
game on fields with ‘2’ and ‘3’ icon. In 4-player game all fields
are available.
Players may perform actions in AntyRadio location.
Players use support cards in the same manner as in the basic
variant with one difference – special ability is only activated in
the bonus location depicted on a character card. Players can
still use help in all locations depicted on a card. Virtual dice
does not count against the dice limit in a location. If there is
a question mark on any card, then instead of rolling a die to
determine the outcome, player decides for him or herself.
If a player plays a fan card with ‘Turbo’ or ‘Turbo x2’ icon, he
or she places one or two Turbo counters on a ‘Turbo on Tour’
location.
Experience level counter also shows the fan card limit.
Each time the counter passes through the field with limit, the
In a standard variant players can cause a scandal in one
additional situation. If a player wants to perform action in a
location, in which the dice limit has run out, he or she can
cause a scandal to perform this action ignoring the dice limit.
This location does not have a dice limit. Points are counted just
like in the basic. Additionally, if there are Turbo counters on
location, then the player gets one fame point for each counter.
After counting them, put them by the board. If during the
later stage of resolving this action if a player discards fans with
‘Turbo’ or ‘Turbo x2’ icons, then that player places counters on
a location, but does not get fame from them.
End of the round is resolved just like in basic variant, but with
one additional element. Each player checks his or her band
board to see if the experience track did not physically exceed
the hardware track. If that happened, the player must draw a
card from the top of scandal deck. If the player already has 5
scandal cards in his or her hand, then the experience counter
has to be moved equal the hardware counter instead.
End of the game is resolved just like in basic variant, the only
difference is resolving of the revealed scandals. After revealing
scandals, that player loses a number of fame points equal to
the number of counters on the field with the corresponding
skill icon. Additionally, the player must discard one counter
from that corresponding field.
Example:
Player shows two scandal cards with mic icon. He or she has 5
counters by the mic icon. He or she is resolving first card: loses 5
15
fame points and discards one skill counter from the mic location.
Then, he or she resolves the second card: loses 4 fame points and
discards another mic skill counter. This way the player lost 9 fame
points and the singer lost 2 skill counters, which could prove vital
during the award ceremony.
Ceremony is held just like in basic variant, with a difference
that players do not gain any fame from the Turbo counters.