The Great Persuader
A ga
3 to me for
ages 8 player
12 an s,
d up
Playing the Game
The Customer rolls the special die. Each Persuader then draws 1
card and reads aloud the side that matches the result of the die
roll. Example: The Customer rolls red. Both Persuaders read the
red side of their cards.
• 110 cards (with blue and red sides)
• 8 voting tokens (front: heart; back: megaphone)
• 8 “Changed My Mind!” tiles
• 1 sand-timer
• 1 special die
• scoring pad and pencil
• these rules
Goal of the Game
Each turn of play, two players—the “Persuaders”—will try to
convince another player—the “Customer”—either that their
“bad” offer is good for him (“Working as a scarecrow has been
the dream of your entire life!”), or that their good offer is not
what he is looking for (“Why on earth would you want to win the
lottery!?”). The Customer listens to both Persuaders and must
choose one of them. In the meantime, all the other players bet
on which one will prevail.
Which player can be the most convincing?
Each player takes a voting token and a “Changed My Mind!” tile.
Choose a starting player. That player is the first Customer: he
takes the sand-timer and the special die.
The player to his left and the player on his right will be the first
two Persuaders. Since the Persuaders do not get to vote, they
lay their voting tokens in front of them: the left player with the
megaphone showing and the right with the heart showing (this
identifies them with one symbol). The other players will vote for
one or the other using their voting tokens.
The Audience:
Betting Players
Shuffle the cards and you are ready to begin!
Now, all of the other players (i.e., everyone except the Customer
and Persuaders) must secretly vote for which Persuader they
think will be chosen by the Customer. To bet, use your voting
token: Place it in front of you with your chosen vote up (either
heart or megaphone), and cover it with your hand so the others
can’t see it. You can bet based on the supposed or confirmed
ability of the Persuaders, the cards drawn, etc.
Once all bets have been placed, the Persuader to the right gives
a speech:
• Red Side: to illustrate to the Customer the advantages of his
offer (and the disadvantages of the other Persuader’s offer); or
• Blue Side: to illustrate to the Customer the disadvantages of
his offer (and the advantages of the other Persuader’s offer).
The first Persuader can only speak for the length of the sandtimer: the Customer flips the sand-timer at the start of the
speech and watches it. Once the sand-timer runs out, the second
Persuader gets to do the same with his offer.
The persuaders can interact and interrupt each other: the only
judge for the discussion is the Customer!
Once both speeches are over, the Customer must choose one of
the two Persuaders. He can base his decision on the virtues of
the offers, on the oratorical skills of the Persuaders, or his own
tastes. Once he announces his choice, all bets are revealed.
The winning Persuader scores 2 points. All players who bet on
him each score 1 point.
All scores are written down on the scoring pad.
Note: the Customer always chooses the Persuader who
convinced him more. In the case of the red side, the persuaders
illustrate the advantages of their offerings: when the Customer
chooses a Persuader, it means he wants to take his offer. In the
case of the blue side, the Persuaders illustrate the disadvantages
of their offer and the benefits of the other: when the Customer
chooses a Persuader (who will score 2 points), he accepts the
offer made by the other Persuader!
Example (Red Side): Alfred has drawn “Working as a Scarecrow” and Bobby
drew “Walking Backwards For a Year”. Alfred must explain why it’s good
to work as a scarecrow, rather than walking backwards for a year. Once
the sand-timer runs out, Bobby must explain the opposite. The Customer
eventually decides that he would prefer to walk backwards for a year: he
accepts Bobby’s offer, and Bobby scores 2 points.
Example (Blue Side): Cathy has drawn “Winning a million dollar lottery”
and Daniel drew “Discovering the Fountain of Youth”. Cathy explains why
it’s bad to win a million dollar lottery, and good to discover the Fountain of
Youth. Afterwards, Daniel explains the opposite. The Customer eventually
decides that he would prefer to win a million dollar lottery rather than
discover the Fountain of Youth, and accepts Cathy’s offer. Thus, Daniel is
the chosen Persuader—and he scores the 2 points.
Once a Persuader is chosen, the turn is over. The cards used are
discarded back to the box. The role of Customer moves one player
clockwise (this means that the Persuader to the left is the next
Customer, and his two neighbors will be the new Persuaders).
First Round:
Second Round:
The “Changed My Mind!” Tile
Each player has one special “Changed My
Mind!” tile that can be used once during
the entire game. If a player uses his tile, it is
discarded back to the box.
By playing the special tile, a player may change
his bet once both speeches are over—but before the Customer
declares which offer wins!
End of the Game
The game ends after a certain number of turns have been played,
depending on the number of players:
• 3 or 4 Players: once each player has been Customer twice ;
• 5 to 8 players: once each player has been Customer once.
The player with the most points at the end of the game is the
winner! If there is a tie, all tied players win!
Special Rules for 3 Players
Skip the voting phase. Players only score points by being the
winning Persuader.
Game Idea: Şencan Çağrı Barlok,
Ceren Hacibektasoglu Dilek, Nergis Tekin.
Development: Roberto Corbelli, Sergio Roscini.
Artwork: Benedetto Gemma.
Design: ZUP
English rules editing: R. Corbelli, W. Niebling
Variant for Experienced Players
Once you are familiar with the game, if you want to take the
challenge to the next level, you can use the following variant:
Once the Persuaders have drawn their cards, the Customer takes
a third card and looks at the number in the lower right corner
(this card has no other use and should be discarded). Find the
special rule that matches that number on the table below. The
Persuaders this turn must obey the additional rule! Have fun!
Speak with a foreign accent
(each Persuader chooses his own)
Mimic a famous character
(each Persuader chooses his own)
Mimic another player at the table
(each Persuader chooses his own)
Sing and/or speak in rhyme
(the Customer chooses the style: rap, folk, opera, ...)
Speak without using a particular consonant/vowel
(the Customer decides which one)
Talking like an election rally
Talking with your back to the table
Talking like a television newscast
Talking in a refined or ancient style
Using clichés, idioms, slogans, sayings, true and fake
proverbs, etc.
Copyright © MMXIII
daVinci Editrice S.r.l.
Via C. Bozza, 8
06073 Corciano (PG), Italy
All rights reserved.
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