FreeloaderRules.pdf

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Best Friend, but if you win and have no other
counters in the house you
must
move your count-
er from the Crash Space to the Best Friend space.
If the Crash Space is occupied, you will do noth-
ing on this space unless you are Best Friend in the
house. In that case, you remove the opponent’s
counter from the crash space, take it
out of the
house,
and replace it with a new one of your own.
You can, of course, crash at multiple houses.
Crashing at the Hippies’:
One player can’t
occupy more than one crash space in the Hippies’
house. If all three spaces are full, the Hippies’ Best
Friend isn’t among them, and the Hippies’ Best
Friend lands on Crashing at the Hippies’ House,
that player can choose which other player to evict.
Bus Stop:
When you land on a Bus Stop you
must “take the bus.” This means you roll one die
to jump to a random Bus stop, and then move
again normally.
Cards with Special Effects:
In general the
special cards describe exactly what they do, but
here are a few clarifications for the nitpicky:
Cars:
Cars give you a faster move: when you
move, you can choose to roll as many as 3 dice.
Having multiple cars doesn’t make you any faster.
DWI:
The Draft Beer and Smooth Irish Whiskey
work the same way: hand them to another player
from your Stuff, and the card goes into their Stuff.
If they have any cars, those cars are removed from
the game. Owning the DWI cards doesn’t preclude
you from owning cars; the Car-killing effect only
occurs when the card is handed off as described.
Extra Die:
The Work-Out Clothes, Fine Italian
Shoes, etc. let you roll one extra die when you
move, and throw out the lowest die. These cards
don’t stack (more of them won’t let you roll more
dice), but you can use them in conjunction with
Cars. The most dice you can ever roll is 3, or 4
with a Car (throwing out the lowest).
Free Favors:
The text on these cards starts
with “Surprise!” Instead of playing them normally,
you can discard these cards in exchange for favors
in a particular house. Putting these favors into play
allows you to challenge
just once
for Best Friend
(not once for each favor). Playing a card like this
takes your entire turn. When you play them for
favors, remove these cards from the game.
Ending the Game:
The game is over (or close to
over) when the last card is drawn out of the center
pile. This can happen when someone draws that
card, or when they draw a faceup card that is
replaced by the last card in the deck.
Everyone deserves the same number of turns, so
remember who went first. The game will continue
until the player to the leader’s right (the last play-
er) has had a turn. If the deck empties during the
last player’s turn, then that’s the end of the game.
Winning:
As mentioned above, to qualify to
win you must have at least one card in each of the
categories of
Food, Clothing,
and
Shelter.
(If you
are Crashing anywhere on the board, that counts
as having a Shelter.)
Among the players who qualify, the player with
the most points wins. Don’t forget to add bonus
points for matching cards like the Golfing Shoes
and Golfing Hat.
If no one qualifies, then everyone loses. Yes, we
like it too. If there is a tie, the tie must be settled
by playing another game. May we suggest “Cube
Farm”? It’s time you started looking for a job.
Dear Diary,
I am surrounded by idiots.
Just when I thought nothing worse could ever happen
to me these total freeloaders moved into my life and
started mooching off my friends.
Used to be Doctor Mike would loan me his golf clubs
whenever I needed them, and now I find out this grot
who’s crashing in Doctor Mike’s den has “borrowed”
them for the weekend. Dude, I used to sleep in that
den, for heck’s sake, after I decided to move out of
the tiny little room under Sally the Artist’s stairs. It
still feels like that’s part my den, but this new guy is
just sleeping there and filling it up with his crap!
That’s not all. Some girl is totally mooching food off
my longtime best friend Julie the waitress. I used to
have dinner at Julie’s house like nightly and now it’s
like forget about it. It’s not like they were any good,
but how am I supposed to eat? And the other day
these Hippies I know, Michelle and Ivan, threw out a
bunch of my stuff to make room for this other total
slacker to sleep on their floor. Dude. Some of that
stuff I paid for.
I wonder sometimes where this world is heading,
when total wasteoids can move into my neighborhood
and live on the stuff my friends throw away.
What Comes With This Game:
You get 6
board
sections,
54
cards,
and this
rulebook.
What Else You Need:
You will need at least four
6-sided
dice,
a
pawn
for every player, and about
30
counters
that match the pawns. There is no
limit to the number of counters you can use, but
30 is usually enough.
Before You Play:
The first time you play, you
must perform a little surgery on the boards. Each
house has two corners that you have to cut off to
make the boards fit together in a loop. We allow
our players to do this kind of highly skilled techni-
cal work because we know you will give it the love
and attention it deserves. Unlike space monkeys.
Setting Up:
Arrange the six houses in a circle as
shown below, in a
random order.
Shuffle the deck
and deal a hand of two cards to each player. Put
the rest of the deck in the middle of the board and
then turn up one card in front of each house.
CUBE FARM
A strategy card game for 2-5 players
From Cheapass Games
Congratulations! Your tiny internet startup has
bucked the odds and prospered. Now you are
designing the new office, and your goal is sim-
ple: put all your people closest to the good stuff.
CUBE FARM is just one of many quality strategy
games in the new Hip Pocket series.
Freeloader
Freeloader was designed by
James Ernest
with
stuff his friends gave him to use indefinitely. He
got some unpaid help from
Owen Jungeman,
Rick Fish, Nathan Clarenberg, Jeff Vogel,
Falko Goettsch
(who despite his contributions
can’t stand the game),
Elizabeth Marshall,
and bunches of other Cheapass Games regular
guinea pigs we can’t bother to thank. Art by
Cheyenne Wright.
©2002 James Ernest and
Cheapass Games,
www.cheapass.com.
house
hou
se
se
hou
card
d card
car
d car
d
car
deck
h
ous
e
e
ous
h
house
card
Place two counters from each player into every
house (not inside the “Best Friend” or “Crash
Space” circles). Distribute the pawns randomly on
the board as follows: roll 1 die to place your pawn
at a random Bus Stop, then roll 1 more die to
move it forward 1 to 6 spaces.
Determine randomly who will go first. Play will
proceed to the left.
What You’re Doing:
The board represents a
neighborhood of six houses. Players will wander
the neighborhood trying to accumulate as much
free stuff from their neighbors as they can.
The counters you place in each house represent
“favors” owed to you by the people in those hous-
es. (Counters will be referred to as “favors”
throughout the game.) Cards in your hand repre-
sent the items you are trying to collect. Once cards
are played into your “Stuff” (onto the table in front
of you) they contribute points to your score. Some
cards, such as Cars, also have Special Effects.
How To Win:
The game will end when someone
draws the last card in the deck. (There may be a
few more turns; see “Ending the Game” for the
details.) To
qualify
to win, you must have at least
one card in each of the
Food, Clothing,
and
Shelter
categories in your Stuff. (Crashing on the
board counts as having Shelter.) Among those who
qualify, the player with the highest point total wins.
If no one qualifies, nobody wins.
On Each Turn:
You have several choices on
your turn. You may do exactly one of the following:
Move, Draw, Place Favors,
or
Play Cards.
Some
cards have special effects which you use “as your
turn.” Using one of these cards counts as your
whole turn, and you can’t do anything else.
Turn Option 1: Move.
If you choose to move,
you will do the following.
First, choose whether to roll 1 or 2 dice. Some
cards give you more choices; for example, if you
have a Car, you can choose to roll 3 dice.
Move your pawn the amount you roll, clockwise
around the board, and then do whatever it says on
the space where you stop. (Note: You can’t spend
a turn to “sit still” and re-use the space you’re on.
To follow a space you have to move into it.) For
the definitions of the different spaces, read the
section below called “Definitions of Spaces.”
Turn Option 2: Draw.
When you Draw, you
may take either the
top card of the deck
or the
faceup card beside the house you are in.
If you
draw the faceup card, you replace it immediately
with the next card on the deck, faceup. This is the
extent of a Draw turn.
Turn Option 3: Place a Favor.
You may place
a new favor in any house (not just the one you are
standing in). Placing a favor means spending
some time doing something nice for someone, like
taking out their trash or telling them they don’t
look as fat as usual.
When you place a favor in a house, you can try
to become that character’s “Best Friend.” You can
be the Best Friend of as many characters as you
want, but you can only try to become someone’s
Best Friend when you put a favor into their house.
Being a Best Friend is very useful, mostly because
it makes it cheaper to get cards into your Stuff.
If the “Best Friend” space is open, you can sim-
ply mark the space with your favor when you put
it in the house. This favor can be spent like any
other favor in the house, but if you spend it you
will lose your Best Friend status.
If someone already occupies the Best Friend
space, you may
challenge
that player when you put
a favor in the house. The current Best Friend has
two options: to give up, or to fight.
If the Best Friend gives up, move his counter off
the Best Friend space (it stays in the house) and
replace it with the challenger’s counter.
If the Best Friend decides to fight, both players
roll one die, and multiply by the number of favors
they have in the house. The higher total wins, and
ties go to the defender. The loser must take one
favor out of the house, as a penalty for fighting.
Example:
Bethany wants to be the Artist’s Best
Friend. She places a favor in the Artist’s house,
bringing her total to three favors. Andrew is cur-
rently the Best Friend in that house and has only
two favors. He could give up, losing nothing but
his Best Friend status, but he decides to fight.
Bethany rolls a 2, for a total of 2 x 3 = 6. Andrew
rolls a 4, for a total of 4 x 2 = 8. Andrew wins!
Bethany loses a favor from house, and despite the
odds, Andrew remains the Artist’s Best Friend. In
your face, probability!
The Waitress’ Best Friends:
The Waitress
has two Best Friend spots. When you challenge for
Waitress’ Best Friend you can choose either space
to challenge. However, one player cannot occupy
both
of the Waitress’ Best Friend spaces, so if
you’re already one Best Friend you can’t become
the other one.
Turn Option 4: Play a Card.
On this kind of
turn you can spend favors
from the house where
you are standing
to play a card from your hand
into your Stuff.
Card Costs:
Each card has a “cost” listed on
it. This is the number of favors you must remove
from the house where you are standing in order to
play that card. You can spend favors occupying
Best Friend and Crash Spaces, but you will lose
those benefits if you spend those favors.
Discounts:
Most cards have discounts listed
on them. You can subtract these discounts from
the cost of a card if they apply to you. If a card says
“(Someone’s) House: -X” then that card costs X
less favors if you play it while standing at that
house. If a card says “(Someone’s Best Friend: -Y”
then it costs Y less favors if you are that person’s
Best Friend,
regardless of where you are.
We’ll
say this again because it’s hard to remember: you
don’t have to be standing in someone’s house to
take advantage of their Best Friend discount.
Furthermore, you can play any card anywhere. It’s
just that cards are more expensive in some places
than others.
Discounts are cumulative, and can even lead to
negative costs. If you play a card with a negative
cost, you place new favors in that house, and yes,
this does allow you to immediately compete for
Best Friend. (This matters with exactly one card.)
Example:
The Spare Bedroom has a base cost
of 5, and is discounted –1 at the Doctor’s House
and –2 for the Doctor’s Best Friend. If you are
standing at the Doctor’s House but are not his Best
Friend, this card costs 4. If you are the Doctor’s
Best Friend, but standing at the Artist’s house, the
card costs 3. And so on.
Definitions of Spaces:
Now, here is a list of
what each board space means.
Place a Favor:
These spaces tell you to either
place a favor in a particular house or in a house of
your choice. This is exactly like placing a favor as
your turn, except you also got to move. Hooray!
Draw a Card:
If you land on a “Draw a Card”
space, you can draw either the top card of the
deck or the faceup card at the house where you
are standing. This is the same as taking a Draw
turn, except you also had to move to do it. Dang!
Trade:
A “Trade” space lets you do one of
three things. You can trade
hand-to-hand, Stuff-
to-Stuff,
or
hand-to-Board.
If you trade hand to hand, choose a player. That
player chooses a card from his hand and puts it in
yours. You then choose a card from your hand and
put it in his. You can give back the card he gave
you, or something even more horrible.
If you trade Stuff-to-Stuff, use the same process.
You choose a player, who must choose a card
from their Stuff to put into yours. You then choose
a card in your Stuff to put into theirs. You can
return the card they gave you if you wish.
Note: Because of Stuff-to-Stuff trading, it’s risky
to start with only high-point cards in your Stuff.
You’ll learn this pretty quickly if you don’t believe.
If you trade hand-to-Board, you can choose any
faceup card and put it in your hand. You replace
that card with a card from your hand, faceup.
Steal:
If you land on the “Steal a Food” or
“Steal a Clothing” space, you can take a card of
that type from any player’s Stuff and put it into
yours. There’s no defense against having Stuff
stolen, so if you want to win you should protect
yourself by keeping extra Food and Clothing cards.
This is harder, but probably worth it.
Crashing At The (House):
If you land on a
Crash Space, what you can do will depend on
who’s already there.
If the Crash Space is open, you will place a new
favor in that House, covering the Crash Space. This
counts as a favor in the house and can be spent
like any other favor, but if you spend it you will
lose your Crash Space.
Crashing also counts as having “Shelter” in case
you need it to win.
Placing this favor allows you to compete for
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