CV Pocket
CV Pocket Rulebook
Table of Contents
Table of Contents
Goal of the Game
In CV Pocket each player creates a fictional life story. Each player gains cards and plays them, forming their personal CV. At the end of the game, various sets of life achievement symbols (money, knowledge, relationships, good luck, and bad luck) will give points. The player with the most points wins.
Box Contents
- 55 cards
- Instructions
- Notepad
- Pencil
Cards
Each card in CV Pocket contains the following information:
- Card name
- Transportation symbol
- Number of movement points
- Life achievement icons
- Number of players
- Card identification number
Game Preparation
Each player receives one player aid card.
If there are only 3 players in the game, then remove all cards with an icon showing 4 people.
If there are only 2 players, then remove all cards with icons showing 3 people and 4 people.
Shuffle the remaining deck and deal 15 cards face up into a tableau of 3 columns of 5 cards each.
Sequence of Play
During play, players gain cards and place each card onto the table before themselves in a growing stack, forming their own personal CV.
The person with the most items in their pocket starts the game. Players take turns in clockwise order. During their turn, a player takes a card from the tableau and adds it to their CV, or else passes.
Card Selection
During each player's first turn, they can take the first (bottom) card from any of the 3 columns.
In each player's later turns, they can take a card from any column, but the card must be on the level (first, second, or third) corresponding to the movement points on the top card of the player's CV (i.e. the last card they added to their CV).
The number of movement points depends on the player's current transportation. A bike = 1 movement point, a car = 2, and a plane = 3.
Some cards have multiple copies in the deck: it is OK for a player to take a copy of a card which is already in the player's CV!
Example: The top card in the player's CV is Studies. This card has an airplane, therefore 3 movement points. So the player can take the third card from any column, i.e. Bookworm, Bon vivant, or Children.
Relocation
The Relocation card has no transport symbol or movement points. It lets the player take any card from any column.
After taking a card, a player puts it onto their CV so that each previous card's name, transportation symbol, and life achievement symbols are visible.
After a player takes and places a card, their turn ends. Slide down any cards which were above the taken card, to fill the hole created by taking the card. Filling this gap makes the card layout easier to see.
Vacation
The Vacation card has no life achievements. It does not directly give points, but it doubles all life achievements, mission values, and transportation symbols (not movement points, which remain unchanged) on the next card acquired (if any) and placed onto it.
Example: After taking Vacation, a player takes Renaissance man as their next card. Therefore this Renaissance man card gives 4 points (instead of 2) for each set of 3 different transportation symbols; 2 bad luck symbols, and 2 bicycle transportation symbols (which may both be used for missions).
Passing
A player can pass their turn. They take no card, and the next player starts their turn. Passing does not drop a player out of the game: on their next turn, they can take a card as usual or pass again.
A player must pass when their current transportation does not let them take any card (i.e. when there are no cards at the level equal to their movement points).
Card Refills
When there are only 4 cards left in the tableau at the start of a player's turn, more cards must be added. Add enough cards to the top of each column so that each column has 5 cards.
Additional special situation: If all players have airplanes and no column has 3 cards, so that everyone would have to pass, then refill the columns to 5 cards each. This refilling will happen once in a 2-player game, twice in a 3-player game, and 3 times in a 4-player game.
In the last refilling of a game, all the cards remaining in the deck must be added to the tableau. This can cause some columns to have 6 cards. In this case, add cards row by row, adding a card left to right within each row, so that the left-most column will be the first to have 6 cards. The right-most column, and perhaps the center column, will not get 6 cards.
End of the Game
The game ends when all players pass in a row. Players then calculate their scores.
First, all players who have a Secret power card must decide how to use it. This card lets its owner change the card's joker symbol to any one symbol on an adjacent card (gained just before or just after Secret power).
Players can add their scores on the supplied notepad.
Scoring
- Money — Each player gains points for their money. The player aid card has a table showing points gained for money.
- Knowledge — Each player gains 7 points for each set of 3 knowledge symbols in their CV (each set represents an academic title). But extra symbols (not in a set of 3) reduce a player's score! One extra symbol = -1 point, and two extra symbols = -3 points.
- Relationships — There are 4 types of relationship symbols in the game: love, family, friendship, and business. Each player gains 5 points for each pair of identical relationship symbols in their CV. Single relationship symbols do not give any points. A player can score more than one pair of the same type (e.g. 4 love symbols gives 10 points).
- Good Luck — The player (or players, in case of a tie) with the most Good Luck symbols receives 2 points for each of their Good Luck symbols. In games with 3 or more players, the player (or players, in case of a tie) with the second most Good Luck symbols receives 1 point for each of their Good Luck symbols. The remaining players do not receive any points for Good Luck.
Example: In a 4-player game, 2 players have 5 Good Luck, and 2 players have 3 Good Luck. Therefore, the 2 players in first place each get 10 points, and the 2 players in second place each get 3 points.
- Bad Luck — The player (or players, in case of a tie) with the fewest Bad Luck symbols receives 2 points for each of their Bad Luck symbols. In games with 3 or more players, the player (or players, in case of a tie) with the second fewest Bad Luck symbols receives 1 point for each of their Bad Luck symbols. The remaining players do not receive any points for Bad Luck.
Missions
Players gain points for completed missions:
- Hipster, Rally driver, Frequent flyer — the player receives 1 point for each symbol of the specified transportation type in their CV.
- Renaissance man — The player receives 2 points for each set of three different transportation symbols in their CV.
- Globetrotter — The player receives 2 points for each Relocation and Vacation card in their CV.
- Fat cat — The player receives 2 points for each set of 5 different-colored life achievement symbols. An easy way to calculate these points is to see which type of life achievement symbols the player has the least of. The player earns 2 points for each of that life achievement symbol.
- Housewife — The player receives 1, 3, 6, or 10 points for having 1, 2, 3, or 4 different types of relationship symbols respectively. Having more than one symbol of a given type does not matter.
The player who scored the most points wins the game. Ties are won by the player with fewer cards in their CV. Further ties are won by less bad luck. If there is still a tie, it remains a tie.
Example Scoring
A player has 11 cards in his CV. In particular categories he receives:
- Money — 9 points.
- Knowledge — the player has two academic titles (sets of 3 knowledge symbols) and one extra knowledge symbol. So he receives (2×7) - 1 = 13 points.
- Relationships — The player has completed two pairs of matching relationship symbols: friendship and love. He gets 5 + 5 = 10 points.
- Good Luck — The player has only 1 Good Luck symbol, and both opponents have more. So he does not get any points.
- Bad Luck — the player has 6 bad luck symbols. One opponent has 5, and the other has 6. Therefore the player is in second place and receives 6 points.
- Missions — the player managed to complete two missions. He has 6 plane symbols (one was doubled due to Vacation), so he gains 6 points for Frequent flyer. He has 3 different relationship symbols, so he gains 6 points for Housewife.
The player's score is 9 + 13 + 10 + 0 + 6 + 6 + 6, which is 50 points!