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Dany goes to hollywood

Dany goes to hollywood Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Game Overview
    • 1. The active personality is getting ready
    • 2. The active personality focuses
    • 3. The active personality creates
    • 4. The other personalities think and communicate
    • 5. The deciding personality comes into play
    • 6. Active personality reveals the word
  • Next Turn Setup
  • End of Game
  • Final Twist
  • Important! Rules for Dany
    • Rules for the active personality
  • Additional Rules — Dany's Reason
  • Variant
  • Game Summary
  • Credits
    • Acknowledgments

Contents

  • 30 Memory cards
  • 20 Idea cards
  • 9 Personality cards
  • 5 Choice cards

Find the additional rules to play Dany's Reason on page 11.

Setup

  • Separate the cards by their types: Memory, Idea, Personality, Choice.
  • Shuffle the 30 Memory cards into a face-down deck of cards.
  • In the Personality deck, take as many secondary personality cards as the number of players minus one, and add the Dany card.
  • Shuffle these Personality cards face down and deal one to each player around the table.
  • Players secretly look at their Personality card, without revealing it to the others, then place it face down in front of them.

The person who talks to him/herself most often starts: this person will be the active personality of the first turn. The person on its right will be the deciding personality of this turn.

Example: in a 5-player game, in the Personality deck, take 4 secondary personality cards plus the Dany card. Shuffle these 5 cards together and deal one to each player, face down.

Game Overview

1. The active personality is getting ready

  • Flip the first Idea card, read it out loud and place it face up on top of the Idea pile.
  • Shuffle the Choice cards, and secretly look at the first one. Leave it on top, face down. The number on this card is the word you have to make the other guess on the Idea card.
  • Draw the first 7 cards from the Memory draw pile, face down, without showing them to the others.

Example: the active personality draws one Idea card and reveals it, draws one Choice card and secretly looks at it, then puts it back face down, and draws 7 Memory cards without showing them to the others.

2. The active personality focuses

  • You're going to have to synthesize the word on the Idea card, using the Memory cards you drew. In order to do so, you can use as many of the 7 you have in hand (you can use any number from 0 to 7 of the cards you have in hand).
  • Once you have chosen the cards you are going to use, discard the unused cards back on top of the Memory pile, face down.

Example: the active personality puts back any unchosen Memory cards on top of the Memory deck (but can choose to keep all 7 cards).

3. The active personality creates

  • You can place the cards you chose to keep on the table as you see fit: apart, stacked, one over the other in order to hide some parts… Be creative.
  • Once you're done, pull your hands away and stand back. This symbolizes you sending your idea to the other personalities.

Example: the active personality places its chosen cards freely in order to allow the others to guess the correct idea.

4. The other personalities think and communicate

  • The other personalities then try to guess the synthetized word by looking at the Memory cards. They can speak aloud, trade ideas, argue…
  • But they cannot communicate with the active personality. Any communication or help from the active personality invalidates the turn (no point is gained and the turn is over). Memory cards placed on the table cannot be touched by any personality until the end of the turn.

5. The deciding personality comes into play

  • The player seated at the right side of the active personality is called deciding personality. He/She participates in phase 4 like every other player but has the final word, even if the decision taken is not done accordingly to the other personalities. When everyone has chosen a word on the card, the deciding personality announces which word (idea) he/she thinks is the right one.
  • The deciding personality's choice is final.

6. Active personality reveals the word

  • Once the deciding personality has announced the word he/she chose, the active personality reveals the correct word from the Idea card and flips the Choice card to prove it.

If the answer is right: a success is added for the personalities and the Idea card is placed face up on the right side of the draw pile, facing up.

If the answer is wrong: a failure is added for the personalities and the Idea card is placed face up on the left side of the draw pile, facing up.

Next Turn Setup

  • Put back all used Memory cards in the box: they won't be used anymore.
  • Shuffle the actual Memory cards draw pile.
  • Whoever was the active personality on this turn becomes the new deciding personality, and the player on his/her left becomes the new active personality.

End of Game

Game ends:

  • As soon as the personalities get 6 correct answers (6 success Idea cards – right of the draw pile). Secondary personalities win the game and can now live in peace inside Dany's head.
  • As soon as the personalities get 3 wrong answers (3 failure Idea cards – left of the draw pile) — or 4 if you play with Dany's Reason. Dany finally finds lucidity. You have to play the Final Twist.
  • If there is ever less than 7 Memory cards left in the Memory cards draw pile. Dany finally finds lucidity. You have to play the Final Twist.

Final Twist

If there are either 3 wrong answers or less than seven Memory cards left in play, you get to play the Final Twist.

  • In this case, all personalities discuss for a while then count to three and point a finger to the person they think is Dany. Majority gets the final word and the designated personality has to reveal its Personality card.
  • In the event of a tie, the tied personalities keep their Personality cards face down, while everyone else reveals theirs. If Dany is one of the personalities who revealed their card, Dany wins the game. If Dany has not been revealed yet, a new vote takes place between the tied personalities. If a new tie occurs, Dany wins the game!

If it is the Dany card: Secondary personalities win the game and can now live in peace inside Dany's head.

If it is a secondary personality card: Dany wins and the secondary personalities vanish from Dany's head.

Important! Rules for Dany

If you are Dany, you're gonna have to make the other personalities doubt, try to make them choose wrong words and do everything you can so they don't get the victory. But of course, you're gonna have to do all that without exposing yourself, or the secondary personalities will not listen to you anymore. Plus, it's gonna be impossible for you to win the Final Twist if you're busted early.

Rules for the active personality

  • You cannot speak or make gestures to show all or part of a card (like pointing to a specific part of a card).
  • You cannot interact with other elements from the table (objects, body parts, etc.). Memories being only inside Dany's head, nothing else can be part of the creation of your idea, except the surface (table) on which you place the cards.
  • You have to be able to explain your creation if anyone asks you to. If you can't, no point is given, even if the word is correctly found.

We advise you to play with Dany's Reason in games of 4 players or more.

Additional Rules — Dany's Reason

You can, if you wish, play with a unique personality, Dany's Reason. Dany's Reason has a different purpose from other secondary personalities. She wins if Dany wins the game. In other words, Dany has an ally in the game.

All classic rules of the game normally apply except for the following changes:

  • During set-up, take as many secondary personality cards as players minus 2, and add Dany and Dany's Reason. Then mix them and distribute one to each person around the table.
  • It now takes 4 failures instead of 3 to trigger the Final Twist.
  • During the Final Twist, in case of a tie, proceed as follows:
    • All personalities keep their Personality card face down.
    • A personality then asks aloud: "Is Dany not in the tied personalities?"
    • If Dany is not in the tied personalities, he or she is revealed and wins the game instantly.
    • If nobody answers, this means Dany is among the tied. A new vote is then held to separate the tied players, and only them. In case of a new tie, Dany wins the game immediately!
  • During the Final Twist, if a Secondary Personality or Dany's Reason is designated by a majority of the votes, Dany and Dany's Reason both win.

To sum it up, if Dany wins, no matter the way, Dany's Reason wins too!

Example: in a 5-player game, in the Personality deck, take 3 secondary personality cards plus the Dany card and the Dany's Reason card. Shuffle these 5 cards together and deal one to each player, face down.

Variant

You can mix the Idea and Memory cards of DANY and goes to hollywood to bring more renewal in your games! In this case, if you find that the Memory package is running out too fast, you can play with 35 or 40 or more Memory cards instead of the 30 cards mentioned in the set-up.

Get the original edition of Dany, with 37 Idea cards and 60 new Memory cards illustrated by the artist Antoine Baillargeau.

Game Summary

  1. The active personality is getting ready: flip the first Idea card, draw a Choice card, and 7 Memory cards.
  2. The active personality focuses: discard the unused Memory cards.
  3. The active personality creates: place the cards you chose to keep on the table as you see fit.
  4. The other personalities think and communicate.
  5. The deciding personality comes into play: He/She announces which word (idea) he/she thinks is the right one.
  6. Active personality reveals the word: if correct, the secondary personality icon is placed face up; if wrong, the Dany icon is placed face up.
  7. Setting up the next round: put the used Memory cards back in the box, shuffle the Memory cards deck. Active and Deciding personalities change.
  8. Game ends:
    • If 6 correct answers.
    • If 3 wrong answers (or 4 if you play with Dany's Reason) → Final Twist.
    • If less than 7 Memory cards → Final Twist.

Credits

Game designer: Phil Vizcarro Artist: Antoine Baillargeau Development: Phil Vizcarro et GRRRE Games Graphic design: Valeriane Holley

Fonts: Changa – Copyright (c) 2011 by Eduardo Tunni (www.tipo.net.ar); Amatic – Copyright (c) 2011 by Vernon Adams ([email protected])

Acknowledgments

Phil Vizcarro: First of all, thank you to all the people fighting daily to make this world a bearable one. Thank you to Christine & Johnny for their support during Dany's first playtests. Thank you to my game buddies for the laughs and the good fun each and every time we get together to play one of my prototypes. A special thank you to whoever invented pizza. And of course, thank you to Chris, for being my link to reality.

Antoine Baillargeau "Bengal": An unconditional and natural thank you to my family, friends and lovers, present, past and future. A really deep thank you to everyone who constantly battle to create a better and happier world. Thank you to anyone who believes in the beauty of the body as it is. A big thank you to André Breton, Gustav Klimt and Pablo Picasso for their kind words. Finally, a thousand apologies to you, mother Earth, for everything I put you through when scratching my messages onto your skin. Hopefully they will serve some purpose. Glory to unconditional love.

Instagram: Bengal_Studio