X-post from TD: Lunch Money; Super Ninja Edition Rules

May 16, 2010 18:50

Well, here it is. My friends and I used to play the hell out of Lunch Money back in school. We found that while the game was fast and furious, it just wasn't fast and furious enough. So it was that at some point, we came up with Lunch Money: Super Ninja Edition. More damage, faster deaths, faster games. The ruleset is based on the basic set of cards, without counting in the Sticks and Stones expansion or the Beer Money sequel/companion (we didn't have those at the time). Anyway, placed up here for your perusal and awe.

Lunch Money: Super Ninja Edition Rules
(developed by Ben, Karen, and Jason; with assist from Me, Pat and Brookie)

Best played with two decks, as you'll be burning through cards really fast.

1. Play begins with a seven card hand, draw to seven during any draw phase.
2. If you kill someone on your first turn, take another turn.
3. The player who does the most damage on a single turn goes first in the next game.


4. Two free attacks are allowed when the player is entitled to one under the original rules
5. A red card may be played as a free attack
6. Player is allowed one free attack after ANY red card.
7. Big Combo requires 3 defense cards, equivalent to three 2-point attacks
8. Grab may be played after a Dodge when used as an initial defense.
9. Grab may be played by the victim after any attack, but the victim still takes damage from the original received attack. Damage is considered simultaneous for purposes of KO.
10. If Grab is played off of an attack without a defense card (as above), Grab can be Dodged (or subject to Freedom, Humiliation, etc), but that Dodge cannot be subject to a Grab.
11. Choke counts for 2 points per round against the victim
12. Choke attacker may attack her victim using "leg attacks" (Kick, Stomp, etc). House choice on whether the Choke victim may do the same to their original attacker.
13. In a Headlock, Jabs, Uppercuts, and Stomps count for double damage.
14. Spinning Backfist and Roundhouse go around the circle twice when they are Dodged.
15. One free attack is allowed against a Weapon Card user by any player after she is Disarmed.
16. When a Weapon is Disarmed, the player using Disarm may take the weapon instead of drawing from the deck. A Weapon obtained this way can be Disarmed again if used for the Disarm-related free attack (as above).
17. Weapon cards can be Blocked only at half damage. Round up damage for Knife and Chain, round down for Pipe and Hammer.
18. If you hold two Weapon cards, your Weapon attacks count for four points of damage (still Blocked at half damage [2 points] as above).
19. If a player is killed by Poke in the Eye before the next player's free attack or the player's lost turn, that free attack or lost turn carries over to the next player in the circle.

Honestly, I'm not trying to copy the TD guys, but I did go out and buy another copy of the card game after, like, ten years. I look forward to introducing it to my local gaming group. I don't think we'll jump into Super Ninja! rules right off, since I do have the Sticks & Stones expansion - not sure how to tack those cards into this. Anyway....

-12th.

dork, anecdotes, stuff, gaming, bard

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