Get Lucky - Cheapass Games

Welcome back to Lucky Mansion. You and a collection of
evil-minded people have gathered for a seemingly innocuous
dinner party. It will be an evening of stimulating conversation,
quiet music, and desperate murder attempts. Because each of
you, unbeknownst to the others, wants to kill Doctor Lucky.
Get Lucky is a card game adaptation of the classic board
game Kill Doctor Lucky. Players control multiple murderous
houseguests, each with a secret desire to take out the old man.
But he’s not called “Doctor Lucky” for nothing. He’s more
trouble than a bad habit and twice as hard to break. So gather
around the card table and see who can Get Lucky!
Components: Included in this package are 15
character cards, 57 game cards, this rules sheet,
and one pawn to represent Doctor Lucky.
The main rules are for 3 to 6 players. At the
end, there are alternate rules for 2.
The Object: Kill Doctor Lucky. That may sound
easy, but he’s a singularly lucky fellow. Many attempts will fail before one succeeds.
A Game in
Synopsis: Each player has two characters.
There are three characters in the Drawing
Room, the middle of the table. A deck and discard pile are beside the Drawing Room.
With fewer than six players, there is an
absent pile, showing the unused characters.
Doctor Lucky moves from one character
to the next, by the numbers. When Doctor
Lucky moves to you, it is your turn.
On your turn, you can do things that
improve your characters, or you can try to
kill Doctor Lucky. If you kill him, you win!
Shuffle the character cards and deal two characters face up in front of each player. Put three more
characters in the “Drawing Room,” the center of the table. (See the diagram above.)
Set aside the remaining characters, if there are any, in an “absent” pile, which is also face up.
With six players, there will be no absent characters.
Shuffle the game cards and deal a hand of six cards, face down, to each player. The rest of the
deck becomes the draw pile, with space for a discard pile beside it.
Place Doctor Lucky on the lowest numbered character that is controlled by a player (i.e.,
not in the Drawing Room or absent pile). That player will take the first turn.
On your turn, you may do exactly one of the following things: draw a card, play a card, swap a character, or try to kill Doctor Lucky.
Draw: Draw one card from the deck and add it to your hand. There is no upper limit to the number
of cards you can hold. After you draw, your turn is over.
The deck is never reshuffled or replaced, so after it is empty, you can’t draw anymore.
Play: Play one upgrade card from your hand, attaching it to one of
the characters in front of you. There are three types of upgrade cards:
Weapons, Motives, and Opportunities. (The only other cards are
Spite, which we’ll talk about later.)
Upgrades are played as shown on the right. Any character may use
any upgrade. However, each upgrade is perfect for a specific character,
indicated by that character’s name and number on the upgrade.
Usually, an upgrade is worth 1 point toward that character’s murder attempts. However, when paired with its perfect character, the
upgrade is worth 2 points. To show everyone that you have a perfect
upgrade, place the card sideways, as shown in the bottom example on
the right. This makes it clear which cards are worth 2 points.
A character can have no more than one of each upgrade type: one
Weapon, one Motive, and one Opportunity.
You may discard an imperfect upgrade to replace it with a perfect
one. Aside from this, the upgrades are permanently attached.
After you play a card, your turn is over.
Swap: You may exchange one of your characters with a character in
the Drawing Room. If there are any cards attached to a character, they
move with it. (Doctor Lucky tags along too.)
After you make the exchange, your turn is over.
Kill: You can try to kill Doctor Lucky, but only with the character that he is visiting. Just declare
that you are trying to kill Doctor Lucky, and your part is done. Then, each player gets a chance to
play cards to stop you. If you fail, your turn is over. If you succeed, you win!
Every murder attempt has a point value, based on the cards
involved. You get one point for the character itself, plus one point for
every imperfect upgrade. Perfect upgrades are worth 2 points, and
Spite cards (described below) are worth -1. Even with no upgrades, a
character can still make a 1-point murder attempt.
In the example on the left, Johnny Archer has his perfect
Motive plus an imperfect Weapon and Opportunity. His murder
attempt is worth 5 points.
Starting with the player on your left, and going
around the table once, each player may discard one or
more cards, or pass. Cards are discarded for their luck
value, which is represented by 0, 1, or 2 shamrocks on
the left side of the card. Each point of luck cancels out one point
in the murder attempt, and if the attempt is reduced to zero
points, it fails.
Perfect Stops: Perfect cards are also perfect stops. An upgrade that matches the murderer is
sufficient to stop any murder attempt by that character. So, for example, if the murderer is character
5, and you discard the Opportunity for character 5, you stop the murder attempt. (This is true even
when that card has no luck on it.)
Spite: Spite cards are only played to stop a murder. They are
always worth one point of luck. After the attempt is resolved, they
attach to the murderer with a permanent value of -1. With Spite,
murderers can be weakened to a value of zero.
Spite cards are tucked beneath the character, as shown on the
right. In this example, with two Spite and a perfect Opportunity,
Stacks McCracken can make a murder attempt worth 1 point.
Strategy: You can play more than one card to foil a murder
attempt, but the chance passes only once around the table. Of
course, you usually do not want to discard any cards, so if you are
early in the sequence, you may want to pass, and force others to
discard. However, if you are the last player in sequence, you must
stop the murder if you can!
If enough luck is played to cancel the murder attempt, Doctor Lucky survives and your turn is
over. If the attempt succeeds, you win!
After each turn, Doctor Lucky moves to the next character in sequence. For example,
if he is visiting 4, he moves to 5. If character 5 is absent, he moves to 6, and so on.
From the highest number in play, he moves back to the lowest.
If the next character is in front of another player, it becomes that player’s turn.
If that character is in the Drawing Room, then it is no one’s turn, and players draw
cards, as follows: Starting with the player who had the previous turn, each player
draws a card, but only if they hold fewer cards than the number on the character that
Doctor Lucky is visiting. For example, if Doctor Lucky is visiting character 7, players
draw one card if they hold fewer than 7 cards.
When the deck is empty, it is not reshuffled, and players can no longer draw. Be
careful with the order when drawing (always start with the player who took the last
turn), especially when the deck is nearly out.
You win when you kill Doctor Lucky. Pretty simple.
Strategy: To succeed, you want to coax cards out of other players’ hands, without discarding
too many cards yourself. You will do this by making murder attempts, and by judiciously passing
when other people make attempts. However, it is not always correct to jealously guard your cards,
as you will discover with experience.
To play the game with 2 players, you will make the following adjustments:
Setup Changes: Each player starts with 3 characters and a hand of 8 cards. (The Drawing
Room still has 3 characters, and the absent pile will have 6.)
Murder Changes: After a murder attempt, the opposing player may pass some or all of the
responsibility to an imaginary player named Howard. The live player always plays first, and then
Howard tries to stop the murder by playing from the top of the deck. Howard will play up to X cards,
where X is the amount of luck that was passed to him. For example, if Howard is responsible for 3
points of luck, he will draw up to 3 cards, stopping when the murder attempt is foiled. These cards
go to the discard pile, except for Spite, which attaches to the murderer as usual.
Get Lucky would not have been possible without the generous support and
contributions of our character models, artist, playtesters, and backers.
Game Design: James Ernest and Rick Fish
Graphics: Israel Evans and James Ernest
Puzzles: Mike Selinker
Character Models: Gordon Frye, Kaja Foglio, Nancy Frye, Anthony Gallela, Robert Gifford, Jen
Page, Nathan Barnett, Carol Monahan, Patrick Rothfuss, Payne Fifield, Phil Foglio, Marie Cooley,
Angela and Aubrey Webber, Diana Vick, Stephen Beeman, and BJ Becker as Doctor Lucky.
Playtesting: Toivo Rovainen, Tom Saxton, Cathy Saxton, Carol Monahan, Nora Miller, Jason Mai,
Joe Kisenwether, Zoe Miller, Robert Gifford, Don Flinspach, Ahna Blake, Jeremy Holcomb, Paul
Peterson, Boyan Radakovich, Angela Webber, Ron McComb, Keith Nemitz, and many other beloved
Cheapass Games Guinea Pigs
Editing: Elizabeth Marshall, Cathy Saxton, and Mike Selinker
Kickstarter Backers: This project had 2560 Kickstarter backers. Please check out the complete list
at Special thanks to our Ripper and Assassin levels: Aubrey
Youngs, Chandra Kovach, Chris Romer, Christopher Bobridge, D.J. Cole, Ed Kiernan, Graeme Rigg,
Harold John Vogel, John Kammer, John M Pasquesi, Jonathan Tomek, Kazuhiro Yamamoto,
Lejon Johnson, Michael Burrage, midnightstar, Mi-T, Omar Germino, Paul Pollard, Philip Doyle,
Ray Wehrs, Rothfaust, Striker2054, Tyler, warthog9, and William Ciotti.
Special Thanks: The Old Consulate Inn, Port Townsend WA, our model for Lucky Mansion.
About Doctor Lucky
Kill Doctor Lucky was the very
first Cheapass Game, released in
a small white envelope in 1996.
It won the Origins Award for best
board game, and is now available
in a deluxe 19.5th Anniversary
Edition. Expansions have included
Save Doctor Lucky and many new
variations of boards and rules.
About the Puzzles
The brain teasers on the Spite Cards are a
simple and fun way to tease your brain. They
are not necessary to gameplay. If you are
stumped on the answers, find the solutions at
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highest quality standards. Our “classic” games
come in cheap packages, and rarely have all
the spare parts. Our free games are 100% free,
though we do accept donations. Check out our
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