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Ciak! Il gioco di carte

Ciak! Il gioco di carte Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal of the Game
  • Lollywood Map
  • Card Types and Components
    • Companies
    • Characters
    • Myths
    • Staff Members
    • Ciak Cards
    • Event Cards
    • Item Cards
  • Fundamental Mechanics
    • Sacking
    • Clearing Damage
    • Lynching
    • Priority in Turns
    • Effects of Cards and Abilities
  • Game Modes and Victory
    • Massacre (Massacro)
    • Alliance (Alleanza)
    • Dominion (Dominio)
    • What If the Deck Runs Out?
  • Start of the Game
  • Turn Phases
    • Phase 1
    • Phase 2
    • Phase 3
    • Phase 4

Contents

  • 140 playing cards
  • 11 company cards
  • 30 million (tokens)
  • 6 six-sided dice
  • 1 twenty-sided die
  • Rulebook

Goal of the Game

The goal of each player is to eliminate the rival companies by reducing their dominion points to zero, in order to conquer Lollywood and obtain a monopoly over the film world.

You can reduce the dominion points of rival companies by attacking them with your characters, with the abilities of characters and staff, or with the help of Ciak, Event and Item cards.

During the game you will carry out the activities of a company: in particular you will recruit characters and crew members, represent film scenes with Ciak cards, and experience the real situations of a film company with Event cards.

Lollywood Map

The map shows the eleven film studios of Lollywood. The key is printed as follows:

  1. 14th Century Fox
  2. Colombia Pictures
  3. Dreamwar
  4. Duckas Film
  5. Malvagie Compagnie Straniere
  6. New Lines
  7. Paramountain Pictures
  8. Pixel
  9. Universe Studios
  10. Wagner Bros
  11. Wall Disny

Note: the studio names are transcribed as printed on the map key, including the spellings "Colombia Pictures", "Duckas Film" and "Wall Disny" (the source gives no further explanation of these names).

Card Types and Components

Companies

Each player does not receive at the start of the game. (As printed; the sentence names no object, so the text is reproduced as it stands.)

At the start of your turn, add one million to your company. You can use the millions in your company to play characters from your hand. You may have a maximum of 10 million in your company. If you already have 10 million at the start of your turn, you do not add any million.

Each company has a number of dominion points and an ability. Use one of your millions to mark your remaining dominion points during the game.

Characters

To play a character, you must pay its cost with the millions available in your company.

You may add up to a maximum of 6 tokens to your characters that have the dice icon, by means of your staff members, and remove the number of tokens needed to use a character's ability.

There are characters with 1, 2 or 3 stars, which occupy respectively 1, 2 or 3 cast spaces. Each player has a cast space limit of 6; this value can be changed by cards and abilities. When the limit of cast spaces is exceeded, the player decides which characters to sacrifice in order to return within the maximum limit allowed.

Characters have an ATT value (attack) and a DIF value (defence), which are used to attack and to defend against the opposing companies.

Myths

Treat myths as characters, with one difference: they do not occupy cast spaces. You do not pay any cost to play them, and you may have only one myth in play. If you already have a myth in play and play a new one from your hand, you sacrifice the previous myth.

Staff Members

Staff members are played at no cost. You may have only one staff member in play for each star level (so at most one staff member with 1 star, one with 2 stars and one with 3 stars).

When you play a staff member, you sacrifice the staff member with the same star level if you already have one in play. You may then use the staff member you played last.

Staff members serve to add tokens to your characters that have the same star level (a 1-star staff member may place tokens only on a 1-star character).

You add a token to one of your characters by turning your staff member 90 degrees during your turn. At the start of your next turn, you reset your staff member to its upright position, and you can use it again to add tokens to your characters. Staff members also have their own abilities, which you may use during the game.

Ciak Cards

Single-use cards with no cost. You may play them both on your turn and on your opponents' turn.

Event Cards

Single-use cards with no cost. You may play them only on your turn.

Item Cards

Item cards are equipped to one of your characters by paying the item's cost, to give that character bonuses of various kinds. When the character dies, the equipped item also goes to the discard pile. A character may have a maximum of one equipped item.

Fundamental Mechanics

Sacking

You make a sacking (saccheggio) of 1 for every 1000 damage inflicted. For each sacking you draw 1 card, add 1 million to your company and reduce the rival company's dominion points by 1.

Dealing more than 1000 damage lets you make a larger sacking. For example, if you inflict 2000 damage, you make a sacking of 2: you draw 2 cards, add 2 million to your company and remove 2 dominion points from the rival company.

Diagram on the source page: an attack of 2600 against a defence of 1200 leaves 1400 damage, which is a sacking of 1.

Clearing Damage

At the end of the turn, residual damage below 1000 on companies is reset to zero.

For example, if a player suffers 2400 damage, they make a sacking of 2; at the end of the turn the 400 residual damage is reset to zero. If instead, during that same turn, another 1500 damage is inflicted through cards or abilities, that player suffers 1500 + 400 residual = 1900 damage before the end of the turn. They then make a further sacking of 1, and at the end of the turn the 900 residual damage is reset to zero.

Lynching

You can carry out a lynching (linciaggio) in two ways: through the use of cards or abilities, or through a successful defence during an opponent's attack.

When you carry out a lynching, add your total attack value (you may also increase your ATT value with cards or abilities, if you wish), and inflict damage equal to the defence value of a character of the player who suffers the lynching. That character dies if the damage inflicted is equal to or greater than its total defence value. Cards or abilities may also be played to boost the character suffering the lynching.

Priority in Turns

Priority to play cards during a turn belongs to the active player. When the active player plays a card or uses an ability, the other players may play cards and abilities in response. In this case the card or ability played last resolves first; the other cards and abilities played are then resolved following the same criterion.

If the active player does not play a card or ability during a phase, then at the end of that phase priority passes to the other players, who may play cards or abilities during the active player's turn. If the target of a card or ability is no longer valid, the card or ability has no effect and is discarded.

Effects of Cards and Abilities

Unless otherwise described on the card or ability, effects are considered valid for the player who is playing them. For example, an ability that says "draw a card" makes the player who holds the ability draw a card only; a card that says "+1000 ATT to a character of your choice" may be played on a character of yours or on a character of another player.

Boost effects (except those given by items) are valid until the end of the turn. After that, the ATT and DIF values return to their original values.

N.B. The draw deck is common to all players, as is the discard pile.

Game Modes and Victory

Massacre (Massacro)

1 vs 1 or all against all. Each player has their own company and can attack, or be attacked by, any player.

When a company is defeated, the player who removed its last dominion point gains control of the defeated company. They may use its ability, but not the addition of the million at the start of the turn.

The last player left alive wins, and will deride all their opponents. (The source word is "deriderà", "will deride"; reproduced as printed.)

Alliance (Alleanza)

Team challenge, 2 vs 2. The seating is crossed, so that turns alternate between the two alliances. Each player may attack only one of the opponents per turn.

Players may communicate in order to make the most suitable decisions during the challenge, but without showing their cards in hand.

When a player is defeated, their ally takes control of their company card. The ally gains its ability, but not the addition of the million at the start of the turn.

When all the players of one alliance are defeated, the remaining alliance conquers Lollywood and wins the game.

Dominion (Dominio)

All against one. One player plays the company "Malvagie Compagnie Straniere" (Wicked Foreign Companies), the nightmare of all the companies of Lollywood. That player starts the game and may attack only one opponent per turn, while the other players have the task of countering their dominion.

If the player who controls "Malvagie Compagnie Straniere" defeats an opponent, they gain control of the defeated company and may use its ability, but not the addition of the million at the start of the turn.

The last player (or alliance) left alive wins. No mercy for the losers.

What If the Deck Runs Out?

When the deck runs out, the player with the most remaining dominion points wins the game. In a team game, the remaining dominion points of the two alliances are added together, and the alliance with the higher total wins.

If the remaining dominion points are still equal, the outcome is a sad tie, and you are not worthy of conquering the monopoly of Lollywood. Try again with a new game.

Start of the Game

Each player at the start of the game randomly chooses one of the various companies. Then all players roll the 20-sided die; the player who rolls the highest number takes the first turn.

Each player draws 6 cards from the deck at the start of the game.

At this point the active player may begin their turn, following the phases below.

Turn Phases

Phase 1

At the start of this phase, the active player draws one card and adds one million to their company.

No cards or abilities may be played in this phase. Only effects that add millions or draw extra cards, without paying an activation cost or sacrificing characters or staff members, are valid.

Phase 2

In this phase the active player may play the various character, staff member, myth, Ciak, event and item cards. The other players may play only Ciak cards, and abilities of staff members and characters, in response to some action taken by the active player.

If the active player does nothing in this phase, then before moving on to Phase 3, priority passes to the opponents, who may play cards or abilities.

Phase 3

At the start of this phase, the active player may decide whether or not to attack a given player.

To attack, the attacking player must pass a roll test: rolling the 20-sided die, they must obtain a result equal to or greater than the remaining dominion points of the opposing company. If they pass, the attack proceeds. If they fail, Phase 3 ends and the turn moves to Phase 4.

If the attacker passes the roll, the total attack value of all their characters is summed and compared with the total defence value of the characters of the defending player.

The players may intervene by playing cards and abilities. Once all the players have made their moves, the total ATT value of the attacking player and the total DIF value of the player being attacked are recalculated where necessary:

  • If the ATT exceeds the DIF, the difference equals the damage the company suffers (remembering that for every 1000 damage a sacking is made).
  • If the DIF is greater than the ATT, the defending player carries out a lynching on a character of the attacking player.
  • If the ATT and DIF are equal, nothing happens.

After one of these three outcomes, the turn moves to Phase 4.

Phase 4

This phase is analogous to Phase 2. At the end of this phase, the turn ends. Damage of less than 1000 suffered by companies is reset to zero, and so are the boost effects on ATT and DIF.

The active player must end the turn with 6 cards in hand. The next player then begins their turn.