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Rum Runner Rulebook 1 to 4 players Ages 18+ It's the 1920's and prohibition has made illegal liquor distribution quite the profitable business. Will you join the action and

Rum Runner Game Rules

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Rum

Runner

Rulebook

1 to 4 players Ages 18+

It's the 1920's and prohibition has made illegal liquor

distribution quite the profitable business.

Will you join the action and fatten your pockets

or put those no good rum runners out of business?

Components

1 game board2 cops1 red six sided die

1 white six sided die12 alcohol packages

2 runners4 bootlegger houses4 orange juke joints

Setup

Place one purple bootlegger house on each purple square on the board. They must be placed over the number in the inner corner.

Also place 3 alcohol stacks in each purple square

Place 1 orange juke joint marker on each orange square on the board.

The runner begins

the game on the green start space. The Cop begins the game on the blue precinct space.

Single Player Rules

Overview

1 Player 1 cop versus 1 runner

Player must move the cop along with and play as

the rum runner

The Player must win as the rum runnerThe player rolls two six sided dice; the white die is for the cop's movement

and the red die is for the rum runner's movement. Both the player and the cop must move the full amount of the die roll. The runner always moves first. The cop always follows directly towards the runner. The player must pick up alcohol from bootlegger houses and deliver a minimum of 1 package of alcohol to each juke joint. Having alcohol can cause a negative roll Rum runners must continue in the direction they have chosen

When they reach a fork in the path they can chose the direction they turn

They can never go backwards unless they roll a negative The cop may arrest the player anytime the cop and the player are on the same space together and the runner is carrying alcohol.

If the player is arrested 3 times he or she loses the game.

Beginning Play

The player rolls the pair of dice and moves the runner 1st.

If the runner lands on a purple bootlegger space, then he or she may pick up some alcohol.

After the runner has taken his or her turn, the player then moves the cop.

Bootlegger Houses

These purple spaces on

the game board are

where alcohol is stored.

When a runner lands on this space he or she may load his or her car with up to 4 packages of alcohol with up to 2 of the same color. If a cop moves onto a bootlegger space, then all the alcohol from that space is moved to the police precinct space. Where it is no longer accessible to the runners.

Alcohol

A runner must transport alcohol in order to win the game

Alcohol is conveniently carried

inside of the runner piece

For every package of alcohol a runner is carrying, the player must subtract 1 from the movement roll of the red die.

If the subtraction makes the roll negative, the player must move the runner backwards that number of spaces.

Example:Player is holding 2 alcohol packagesThen rolls a 1 The rum runner must now move 1 space backwards

Cops

If a cop and a runner land on the same space but the runner is not carrying alcohol then nothing happens

If a cop lands on a juke joint space nothing happens.

If a cop and a runner

land on the same space together and the

runner is carrying alcohol, then the cop arrests the runner and the alcohol goes to the police precinct space.

When a runner gets arrested he or she

must return back to

the green starting space.

Juke Joints

When a runner lands on this space he or she may leave packages of alcohol there.

The runner must drop off a minimum of 1 package of alcohol to each of the 4 juke joints.

Ending the Game

VictoryDefeat

The runner has dropped off 1 package of alcohol to each of the 4 juke joints.The cop arrests the runner 3 times.-OR-The cop confines all of the alcohol to the precinct.

Multiplayer Rules

4 players

2 cops versus 2 runners

2 players are cops

2 players are runners

Beginning Play

Runners begin the game in the green start space. Cops begin the game in the blue precinct space. All players roll 1 six sided die. The player with the highest roll goes first and play proceeds clockwise. When it is their turn, each player rolls 1 die to determine the number of spaces he or she must move.

All players must move the full movement of the die. Cops can move forwards and backwards. Runners can only move forward.

Bootlegger spaces

If a Runner lands here:

He or she may load his or her car with a maximum of 2 packages of alcohol. Each package must be a different color.

If a Cop lands here:

He or she can try to shut it down.

To shut down a bootlegger space, the cop rolls 1 die.

If the number rolled is equal to or greater than the number located underneath the purple bootlegger house

then the house is shutdown and moved along with the packages of alcohol to the precinct space.

Alcohol

RunnerCop

For every package of alcohol being carried, subtract 1 from the total movement roll. If the subtraction makes the roll negative, move backwards that number of spaces.If a cop lands on the same space as a runner or a runner lands on the same space as a cop, and the runner is carrying alcohol. The cop immediately arrests the runner.

The cop and alcohol go to the police precinct.

The runner returns to the green start space.

The alcohol remains at the precinct for the rest of the game.

By landing on orange juke joint spaces, alcohol can be dropped off.

Each juke joint spaces requires a minimum of 1 package of alcohol.

Juke joint spaces can't be shut down.

Ending the Game

Runners Win if:Cops Win if:

The runners have made all the necessary package drops, at least 1 bootlegger house is still open, and runners have made it back to start.Enough alcohol is confiscated to prevent runners from making necessary juke joint drops.

Cops have made a combined total of 6 arrests.

2 players

2 cops versus 2 runners

2 players team up as runners

against the game

Each player moves a cop

Players must win as runners

Before playing this mode please read the single player rules; this mode follows single player rules with the following exceptions:

Each of the 4 juke joints require a minimum of

2 packages of alcohol instead of 1 package.

If 1 runner is arrested up to 3 times, then he or she is out of the game.

The other player may continue trying to win

-OR-

Both players may agree to switch to multiplayer

1 versus 1 rules.

2 players

1 cop versus 1 runner

1 player is the cop 1 player is the runner

Before playing this mode please read the 4 player multiplayer rules; this mode follows 4 player multiplayer rules with the following exceptions:

The runner may hold a total of 4 packages of alcohol but no more than 2 packages of the same color.

Each of the 4 juke joints require 2 packages of alcohol instead of 1 package of alcohol.

The cop only needs to make 3 arrests for a cop victory.

The runner immediately wins the game as soon as he or she makes all the necessary alcohol drops.