Page 52 - Rock&RollTimeTableRules
P. 52
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.