All My Children
All My Children Rulebook
Table of Contents
Table of Contents
Components
- Game board
- 2 decks of cards: Action cards and Goal cards
- 2 dice (only one die is used during play)
- 12 playing pieces with stands
- Character profile cards
How to Win
Players must capture goals to collect points. The first player to collect 100 points and then move to the ALL MY CHILDREN space wins the game.
How to Start
Select a character: Each player selects a "star" character to play and places the profile card for that "star" face up in front of him. The player should also take the playing piece for that character and slide it into a base as shown.
Only six characters may be played in a game. However, a complete set of the "stars" has been provided so players may choose their favorite characters.
If you have never played the ALL MY CHILDREN game, each player should take turns reading their character's background to the other players to understand the character's motives.
"If I were Erica, I wouldn't let him get away with that! He'd pay, oh, how he'd pay!"
Determine who goes first: Roll the dice to determine who goes first. High number wins. Roll again if there is a tie. The person to the right of the first player is the dealer.
Examine the decks of cards: Both decks of cards are divided into five different suits:
| Suit (Colour) | Cards in deck |
|---|---|
| Affairs of the Heart (Red) | 16 |
| Crimes of Passion (Blue) | 4 |
| Corporate Politics (Green) | 8 |
| Talk of the Town (Pink) | 8 |
| Dirty Deeds (Purple) | 12 |
The number in parentheses is the number of cards in that suit.
There are two types of cards: Goal Cards and Action Cards.
Goal Cards give the goal the player must achieve to score points. To complete a Goal, a player must move his piece to the destination on the card, or land on the same space as the character named on the Goal Card.
"Good heavens! I have to seduce Hillary?"
Action Cards are used to capture Goal Cards. Only Action Cards of the same suit as the Goal Card played may be played to steal a goal. How to play Action Cards is explained below under CAPTURING A GOAL CARD.
"You'll not harm me, Adam, you rogue! I've called the police!"
There are four types of Action Cards: Single Action, Double Action, Wild Action, and Locked Doors.
- Double Action cards may be used as either suit shown on the card.
- Wild Action cards may be used as any suit.
- Locked Doors are explained later under LOCKED DOOR.
Shuffle and deal cards: The dealer shuffles both decks together into one, and deals seven cards to each player. Place the remaining cards face down to form a Draw pile. When Action Cards are played, discard them face up next to the Draw pile to form a Discard pile.
Starting play: Each player reviews their cards and selects a "Start" space close to their desired goal's location and places their playing piece there. More than one player can begin at the same "Start" space.
"I'll start near the Chandler Mansion. I'm going to ruin all of their rotten little lives!"
Players secretly plan their moves on the board to achieve their goals. The Goal Cards indicate where they must go to accomplish schemes and score points.
A player may play his character's own Goal Card only after reaching the specified destination, and the player scores double points for that goal.
How to Play
Order of play: Each player, starting with the first player and moving around the table to the left (clockwise), completes the following steps during his turn:
- Player rolls one die and moves.
- Complete any instructions on the space landed on.
- Player plays a Goal Card, if able.
Any time a Goal Card is played, all players may play Action Cards to attempt to capture it.
At the end of his turn, if a player does not hold seven cards he may draw one more. Players may only draw new cards during their own turn, not during another player's turn.
If a player has not played a card by the end of his turn he may discard one card and draw another.
If a player holds more than seven cards at the end of his turn, he must discard one card.
Moving: The player rolls ONE die and moves the number of spaces indicated on the die, in any direction he chooses. A player may not cross the same space twice on one die roll. He must move the full amount of the die roll, unless he reaches one of the pictured destinations and enters.
For example: If a player rolls a 5 and his piece is only 2 spaces from a desired destination, he may enter.
"Daisy will just love an unexpected guest!"
Landing on another player: If you end your turn on the same space as another player's character, or move another player's character to your character, you may immediately steal one card at random from their hand. If the character is also mentioned on one of your Goal Cards, you may then play the Goal Card.
Follow any instructions on the space: The player must follow any instructions in the space on which he ends his move.
"Move one player to your location. Come here, Hillary, my sweet!"
Playing a Goal Card: Once a player reaches a desired destination, or ends his turn on the same space as the character named on the Goal Card, he may play the Goal Card. He places the card face up on the board to announce his play.
"I've finally reached the 'Pine Cone Motel'! Now I have you where I want you, Tad. You're all mine!"
Capturing a Goal Card: Once a Goal Card is played, all players then have a chance to steal the revealed goal by playing Action Cards. Only Action Cards of the same suit (including Double Action and Wild Action Cards) as the revealed Goal Card may be played.
Starting with the player to the left of the person who revealed the goal, players decide whether to play an Action Card or not. The player who revealed the goal also may play Action Cards to try to keep his goal. Players may continue to play cards until they run out of cards in the correct suit if they so choose. The last Action Card played wins the goal, and that player places the Goal Card face up in front of him and adds the points to his score.
Players may pass (not play a card) in an attempt to be the last to play. However, if play returns unchallenged to the person who played the Goal Card or to the person who played the last Action Card, he captures the goal.
If a player wins a Goal Card with his character's name on it, he scores double the value of the card.
"No! No! That's mine!"
How to score: Once a Goal Card is captured it is out of play; do not discard it. The player should place the Goal Card face up on the table in front of him to keep track of his score. This way each player will know how many points everyone has scored.
If the goal is worth double score for the player, place it sideways to note that it is double.
If you wish, you may keep a running total for all players on a piece of paper, but do not discard the Goal Card.
Locked Door: This special card may be used any time during a player's turn to delay another player. A Locked Door card can be placed on any pictured destination and prevents everyone from entering or leaving that destination until it is the player's turn again. This card may be used to lock someone out of a destination or to lock someone in, causing them to lose their turn.
Discard pile: When the Draw pile becomes empty, shuffle the Discard pile and place it face down as a new Draw pile.
Winning
The first player to gain 100 points and then reach the ALL MY CHILDREN space wins the game.
Spaces on the Board
- Arrows: Entrances and exits to pictured destinations.
- Draw an extra card: Draw one card. If you end your turn with more than seven cards, you must discard one.
- Steal a card from another player: Select one player and draw one card from his hand. If you end your turn with more than seven cards, you must discard one.
- Extra turn (roll again): Before rolling the die again, if you do not hold seven cards you may draw one. After your move, if you still do not hold seven cards, you may draw a second.
- Go to destination: Move your playing piece to the noted destination. You may then play an appropriate Goal Card if you have one.
- Go to destiny of your choice: You may move your character to any destination or space of your choice, except the ALL MY CHILDREN space. If you move to a destination, you may then play an appropriate Goal Card if you have one.
- Roll and move another player: Roll one die and move another player's piece. The turn then ends and the player does not take any action.
- Move a player to your location: Move another player's character to your location. You may then play an appropriate Goal Card if you have one.
- Move any player to any location: Move another player's character to any space or destination on the board.
- Discard and draw a new card: This space appears in the board's key on the printed board. Its effect is not spelled out in the rules text of the booklet.
Strategy Hints
1. What to do if you don't hold any Goal Cards? If a player does not possess any Goal Cards in his hand, don't worry. He may plot to capture goals, steal cards from another player, or move to spaces that will allow new cards to be drawn.
2. Playing the board. Much advantage can be gained by moving to the right space on the board and using its special effect. Plan your move before moving your character.
3. Playing cards. Choose carefully what goals you will try to capture. Since you can only draw new cards on your turn, you may deplete your hand before a really valuable Goal Card is played.
If you are playing a goal you want, it is wise to have at least one or two Action Cards of that suit before you play the card.
Choosing to "pass" when you have only one Action Card in a suit may allow you to still capture a goal.
4. Playing the odds. You may wish to play the odds. The number of cards in each suit is noted earlier. If you plan to capture an Affairs of the Heart goal, which has many cards, you will want to be sure to have a few Action Cards to protect your play. If you are after a Crimes of Passion goal, it is less likely that someone will be able to steal the goal, and you will not need to hold onto Action Cards in that suit.
However, remember there are always four Double Action and six Wild Action Cards.
5. Capture your own goals! Since a player's character's own goals are worth double score, it is wise to plan to capture these goals. The best way to do this is to save special Action Cards for when they are played. In any event, it is always wisest to save special Action Cards till the last.
6. Helping other players (optional). You may help other players during the game, by moving them to a favorable location or by not trying to steal a specific goal. This can be done in return for help at a later time.
Here is an optional rule to help prevent arguments. Deals can be made for anything in the game: cards, movement, not competing. However, scored goals may not be traded. Any deal made must be fulfilled by the other player if it can be done within one turn. After a full turn, a player does not have to honor a deal.
Example of Play
The examples below are from a game with four players: Adam Chandler, Hillary Wilson, Tad Martin, and Erica Kane. The game has been going on for several turns already. At the point where the example starts, Adam and Tad both have 50 points, Hillary has 30 points, and Erica has 60 points.
"The board is a tool to success."
The cards held by each player at the start of the turn are pictured above the description of the turn. A card with a slash across it is being played that turn.
Adam's turn. At the start of his turn, Adam is on the space between the Police Station and the Goal Post. He rolls 4 and moves to the Goal Post; he can stop there because the Goal Post is a pictured destination.
At the Goal Post Adam plays his Goal card "Wine and Dine Dottie"; the Goal Post is the location noted on the card.
Adam is being devious. He reasons that the other players may play their Cold Heart cards now, giving him a better chance to capture the 20-point Goal card he holds on his next turn.
Going around the table, the other players try to capture the Goal card. Only Cold Heart cards can be played. The turn goes like this:
- Hillary plays a Cold Heart.
- Tad passes. If Adam really wants the Goal, he must play again, so Tad can hold his cards until later.
- Erica plays a Cold Heart; she wants the Goal herself.
- Adam passes. He doesn't want the card, and there seems to be plenty of competition for it.
- Hillary passes. She suspects Tad is holding back and wants to force him to play.
- Tad plays a Cold Heart. If no one else plays, he captures the Goal Card.
- Erica passes, thinking she can afford to wait since there are plenty of Cold Heart cards.
- Adam passes.
- Hillary plays her second Cold Heart.
- Tad plays his second Cold Heart.
- Erica passes, deciding to keep her Special Card.
- Adam passes.
- Hillary passes; she doesn't have any Cold Heart cards left.
- Tad played the last card, so he captures the trick and adds 10 to his score.
Adam has fewer than seven cards in his hand, so he finishes his turn by drawing one card. He draws a Dirty Deed.
Hillary's turn. Hillary starts her turn at the Police Station. She rolls 4 and moves to the Pine Valley Hospital. There she plays "Shoot Adam in the Back."
Hillary thinks it's unlikely that anyone will steal the card since there are only four Police cards.
Tad passes. Erica passes. Adam plays his Police card, surprising Hillary.
No one else has any Police cards, so everyone must pass and Adam captures the Goal. The Goal card names Adam, so he scores double the card's value and now has 80 points. Hillary draws another card, a Squelch Rumors, to finish her turn.
Tad's turn. Tad starts his turn on the arrow to the left of the Police Station. He rolls 1 and moves to the Police Station. There he plays "Testify Against Tad as Surprise Witness," hoping to capture it himself for the double score.
Erica and Adam pass. Hillary plays a Squelch Rumors card to prevent Tad from capturing his Goal. Tad passes, hoping to bluff the other players into thinking he has no Squelch Rumors cards. Erica plays a Squelch Rumors card. Adam plays his special Squelch Rumors card to thwart a Dirty Deed card. Hillary plays another Squelch Rumors card. Tad plays his Squelch Rumors card, assuming that his is the last remaining card.
Erica surprises Tad by playing her special Squelch Rumors/Cold Heart card. Everyone else must pass, so Erica captures the Goal card. Tad draws one card, a Dirty Deed, to end his turn.
At this point, Adam leads with 80 points, Erica has 75 points, Tad has 60 points, and Hillary still has 30 points. Both Adam and Erica could go over 100 points very soon, but the other players can extend the game (and improve their own chances of winning) by landing on spaces that allow them to move someone else, or by locking the ALL MY CHILDREN space for a turn. The options are endless. If something sounds good, try it!
Character Profile Cards
The game includes a character profile card for each of the following "stars": Phoebe Tyler-Wallingford, Palmer Cortlandt, Hillary Wilson, Dottie Thornton, Tad Martin, Adam Chandler, Erica Kane, Daisy Cortlandt, Greg Nelson, Angie Hubbard, Brooke English, and Jesse Hubbard. Only six characters may be played in a game (see How to Start).
Goal Card Index
The 48 Goal Cards are listed below by suit, with the destination printed on each card where it could be read. Each card's point value is printed on its face (5, 10, 15 or 20 points) and is not repeated here.
Affairs of the Heart (16 cards)
- Toy with Adam's Affections
- Paint the Town Red with Daisy
- Blind Date for Dottie
- Pop the Question to Erica
- Wine and Dine Dottie
- "Spin the Bottle" with Hillary
- Slow Dance with Jesse
- After Hours Rendezvous with Palmer
- Elope with Angie
- Breakfast in Bed with Brooke
- Climb in Hillary's Window
- Unbridled Passion for Phoebe
- Prescribe Love Potion for Angie
- Buy an Engagement Ring for Daisy
- Make Out with Greg
- Run Away with Tad
Crimes of Passion (4 cards)
- Kidnap Brooke on Special Assignment
- Terrorize Erica with Threatening Phone Calls
- Shoot Adam in the Back
- Seduce Hillary on Her Birthday
Corporate Politics (8 cards)
- Rip Off Jesse's Paycheck
- Acquire Palmer's Secret Contract
- Foil Tad's Easy Money Scheme
- Send Greg on Mysterious Photo Shoot
- Bug Erica's Private Office
- Steal Palmer's Computer Secrets
- Threaten Adam with Corporate Takeover
- Bribe Brooke to Cover Up Story
Talk of the Town (8 cards)
- Repossess Greg's Car for Unpaid Debts
- Ruin Phoebe's Hairdo
- Implicate Angie in Indiscretion with Professor
- Send Phoebe to Psychiatrist
- Accuse Daisy of Adultery
- Testify Against Tad as Surprise Witness
- Reveal Dottie Has an Hysterical Pregnancy
- Set Up Jesse in Drug Bust
Dirty Deeds (12 cards)
- Accuse Hillary of Cheating on Exam
- Embarrass Tad in Public
- Slap Adam with a Palimony Suit
- Pass Brooke a False Story Lead
- Tattle on Daisy's Affairs
- Frame Dottie for Shoplifting
- Smash Greg's Camera Equipment
- Frame Jesse for Murder
- Submit Erica for Ten Worst Dressed List
- Trick Palmer into Investing in an X-Rated Film
- Rip Off Phoebe's Prize Jewels
- Read Angie's Diary
Action Card Index
The Action Cards are printed in the suits of the Goal Cards and in the special types described under How to Start (Double Action, Wild Action, Locked Door). The card faces show suit name and type, and are not enumerated individually here.