Page 52 - Rock&RollTimeTableRules
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RRTT™  52



                                                  10  Favor Card





              · Draw a Favor Card @Landing Favor·Frag /x direction.

              · ea Card whether Gig  · Favor  = a Keep / Play Card.

              · @Drawing a Keep Card, keep for later Play /sell /Lose /Give /trade.

              · Option·Play 1 Keep Card @Turn-start b4 Ŗ.

              · w doubles = option·Play 1 Card b4 ea Ŗagain.


              · Keep cards secret, ie no-show til Play.

              · @Drawing a Play Card, Play immediately x place card face-up for all to see &

                     perform as directed /86 /Bust /KO as marked.

              · (₽−70%$ & +3Đ & ƒ−all Cards) /KO any Player caught w Play card in-hand.

                     [regardless of fancy explanation]


              · A Keep / Play Card may direct Player to Land @ a space. @Turn-start one may

                     Play a Keep Card & Land/perform @that space b4 Ŗ.

              · Directed x a Play Card to Land @a space = →Land now!  [likely TurnOver]

              · Option·place a spacer /invert card near back of deck to trigger a new shuffle.

              · Important Return cards to proper deck.


              ► Download artwork for cards dirt-cheap @ rockandrolltimetable.com




       F01  Keep · Shaman · →Land @Hoodrat's♥14.

              ►need not deny assistance.

       F02  Keep · Princess · →Land @Hood Dog's♥127.

              ►connection unexpected.

       F03  Keep · Gambler · →CasinoTour.

              · have @least Indieδ /KO.


              ►play $ & take chances = loosen-up already.
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