Jungle Speed is a game for 2 to 10 players (or even more!) GOAL OF THE GAME The goal is to be the first player to get rid of all their cards.

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1 Jungle Speed is a game for 2 to 10 players (or even more!) aged 7 and up. GOAL OF THE GAME The goal is to be the first player to get rid of all their cards. PREPARATION The totem is placed in the middle of the players so that it can be reached by all of them. The 80 cards are dealt out, face-down, as evenly as possible. TERMS Throughout the rules the following words will be used: Deck: to describe the stack of cards face down in front of each player; Discards: to describe the stack of cards face up in front of each player; Pot: to describe the stack of cards placed face up under the Totem Pole Duel: to describe a contest of speed between two or more players.

2 GAMEPLAY In turn, starting with the dealer, players turn over the top card of their Deck and place it face up on their Discard pile. Cards must be turned towards the other players, as shown in the following examples. Play progresses in a clockwise direction. Players may only use one hand to turn over their cards. The other hand should never be used, although it may be placed upon their Deck. Like this! But not like that! Duelling Whenever two players have cards revealed with the same design (regardless of colour) there is a Duel. The first of the two players to grab the Totem wins the Duel. Other players must not intervene. The losing player picks up their Discards along with their opponentʼs, as well as any cards in the Pot. They place these cards face down under their Deck. The game then resumes starting with the player who lost the Duel. Sometimes when a special card has been turned over a Duel can involve several players. As before, the player who grabs the Totem first wins. If there are several losers then each collects their own Discards whilst the winner chooses how to distribute their Discards and the Pot between the losers. Take care! Some cards seem identical but are actually slightly different. Remember - winning a Duel is a test of speed, not a trial of strength! The pot If the Totem falls and it is not obvious who is the guilty player (perhaps because there was a general melee) then the Discards of all players are collected and placed, face-up, underneath the Totem to make the Pot. 2

3 Penalties When a player grabs the Totem in error they collect the Discards of all the other players along with any cards in the Pot and place them in their Deck. Should a player knock over or drop the Totem they pay the same penalty. SPECIAL CARDS Special cards do not cause Duels but they do change play. Arrows outward All players simultaneously turn over the top card of their Deck. If any of the designs are identical, a Duel is triggered immediately. If no Duel is triggered then the player who revealed the Arrows outward card restarts play and turns over another card. To be sure that everyone turns their card over simultaneously someone can count one, two, three Arrows inward All players must try to grab the Totem. The successful player places their Discards into the Pot and then restarts play. Coloured Arrows As soon as this card appears it becomes the colours and not the designs that trigger Duels, so it is quite possible that a Duel will start immediately. The effects of this card end (i.e. Duels are once again caused by the 3

4 designs) when one of these three events occurs: the Totem falls, a Duel has occurred or another special card is turned over. Special Cases If an Arrows outward card causes: another Arrows outwards card to be revealed this card has the usual effect unless a Duel is triggered at the same time; an Arrows inward card to be revealed and another Duel takes place at the same time then the first player to grab the Totem decides which outcome occurs: the Duel (if that player was involved) or the special card; several Duels to occur at the same time then the player who grabs the Totem first wins their Duel and the other Duels are cancelled. ENDGAME When a player turns over their last card the other players carry on as normal. The player cannot win until they get rid of their Discards. As soon as this happens they are declared the winner! Optional Rule: Play may continue in order to determine second place, etc. Special Cases If a playerʼs last card is Arrows inward and that player does not get the Totem then they must collect everybodyʼs Discards and put them into their Deck (instead of the winner of the Duel placing their Discards in the Pot). The game then continues. if the last card played is Arrows outward the player wins. if the last card played is Coloured Arrows then instead of the usual effect the player must collect everybodyʼs Discards and the game continues. 4

5 VARIANT FOR THREE PLAYERS The Coloured Arrows cards are removed from the game. If the cards on the top of the three Discard piles are ever the same colour then the players must act as if an Arrows Inward card had been revealed and grab the Totem. VARIANT FOR TWO PLAYERS Players play two separate hands. The two hands of each of the players are considered to be independent with each hand having its own Deck! The Coloured Arrows cards are removed from the game and the remaining cards are divided into 4 equal Decks. Players play one after another, alternating between their two hands. The sequence is: Right hand of Player 1; Right hand of Player 2; Left hand of Player 1; Left hand of Player 2. and so on If a Duel is triggered, it is only the hands involved that can grab the Totem and it is only the cards from the hands involved that are collected afterwards. If a Duel is triggered between the two hands of a player that player must NOT grab the Totem. If the card Arrows inward appears it is best to use the hand with the largest Discard pile to grab the totem. Of course this is easier said than done. The game ends when both players have got rid of one of their Decks. They then count their remaining cards and whoever has the least left wins. If one player gets rid of both their two Decks they will win immediately. All other rules remain unchanged. 5

6 THE EXPANSION The Expansion packs contain 118 new cards and 2 additional Coloured Arrows cards. Mixing them with the original cards gives you 200 cards to play with and allows even more people to join the fun. Note the symbols in the corners of the cards. These allow you to separate cards from different sets. Symbol on the cards from the base game Symbol on the cards from the expansion If you have less than 6 players we recommend that you remove two of the design families to keep the game length short (a family is all the designs of the same type in both the original game and the expansion, as shown in the illustration below). Between games you can of course change the families removed to make each game a little different. Example of families away from the game: Basic game Stars Circles Expansion RULES FOR THE NEW SPECIAL CARDS Hands inward All players must immediately put their hand flat on top of the Totem without knocking it over. The first player to do so is the winner and the last is the loser. The loser is treated as having lost a Duel with the winner and so gathers both playerʼs Discard piles along with the Pot. If the Totem is knocked over and it is clear who is guilty then that player 6

7 collects everybodyʼs Discards and the Pot. If it is uncertain who is at fault then the special card is declared void and the game continues. Watch your neighbour When this is revealed players stop watching the designs on their own Discard pile but instead they have to keep an eye on the Discards belonging to the player to their left. They will therefore take part in Duels triggered by their neighbourʼs card. However it will still be their Discard pile that is collected at the end of a Duel. The player who revealed the Watch your neighbour card places it next to their Deck, leaving the previous top card of their Discard pile visible and immediately able to trigger a Duel for the player to their right. The effects of this card end when one of these three events occurs: the Totem falls (or is pushed over), a Duel has occurred, or any other special card has been revealed. Simultaneous events When several events are possible at the same time (e.g. two special cards, a special card and a Duel, etc) the player who grabs the Totem first cancels those in which they are not involved. If it is unclear which player was first then all the actions are cancelled and the game is resumed as if nothing had happened. ENDGAME If a playerʼs last card is Hands inwards and they do not win (i.e. be the first to put their hand on the Totem) they must collect all the face-up cards (i.e. all Discard piles and the Pot) and play continues. If a playerʼs last card is Watch your neighbour it does not have itsʼ normal effect. Instead the player collects all the face-up cards (i.e. all Discards and the Pot) and the game continues. 7

8 Credits Created by Tom & Yako (Thomas Vuarchex and Pierric Yakovenko) Published by ASMODEE 18 rue Jacqueline Auriol Quartier Villaroy BP Guyancourt Cedex FRANCE Distributed in the UK & Eire by ESDEVIUM GAMES LTD Unit 6, Waterbrook Road, Alton, GU34 2UD, UK asmodee@asmodee.com (Visit our website: Find out more about Jungle Speed at: ES_JUNGLE_SPEED_DELUXE_EN.indd 8 27/06/11 09

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