HIT! Extreme
HIT! Extreme Rulebook
Table of Contents
Table of Contents
Goal of the Game
Hit! Extreme is a Stop-or-Go game in which you draw cards to earn victory points. Know when to stop at the right moment and take advantage of the special cards' effects... or you risk losing all your winnings!
Components
- The present rulebook
- 102 cards:
- Number cards 1, 2, 3, 4: 8 of each (32 cards)
- Number cards 6, 8, 9, 10 and the LUCKY (7) special card: 7 of each (35 cards)
- ELIXIR (4) and LOSER (-7) special cards: 6 of each (12 cards)
- DUEL (5) special card: 12 cards
- Number card 20: 2 cards
- HOLD-UP, BANK, and ALL-IN action cards: 3 of each (9 cards)
Setup
Shuffle all of the cards together and place them in a pile in the middle of the table.
At the end of a game, cards of the same value can end up together, so be sure to shuffle the deck thoroughly before playing.
Turn Order
The player with the biggest hat goes first. Players then take turns clockwise.
A player's turn proceeds as follows:
1 – Collect Your Winnings
If you have any face-up cards in front of you at the start of your turn, collect them and stack them face-down to form your winnings. These cards represent your final score.
This step is of course skipped on the very first turn of the game.
2 – Draw Cards
Continue your turn by revealing new cards from the deck one at a time. Place these cards in front of you, sorting them by value. Each matching card is added to the ones already in front of you to form a column (see example below).
Be careful not to completely cover your cards so that all players can see the number of cards of each type you have.
If you draw a special card, immediately apply its effect (see the Action Cards and Special Cards sections below).
After each card, you decide whether you want to keep drawing or whether you'd rather end your turn.
3 – Steal Cards
Every time you draw a card, you may additionally, if you wish, steal from all the other players their matching cards. Add them to the face-up cards in front of you.
Example
It's your turn.
- The first card you draw is a 6. No other player has one. You place the card face-up in front of you.
- The second card you draw is a 1. You could steal two 1 cards from the other players around the table, but you'd rather not, so as to stay safely under your limit of three cards.
- The third card you draw is another 6. Luckily, you only have two cards in front of you. So you can add the 6 to them.
- You now have more than three cards in front of you, and you risk losing everything if you draw a 1 or a 6. You try your luck and draw a 4. Two 4 cards are available among your opponents. Naturally, you steal them!
- Your winnings are becoming attractive... You could stop and hope your cards are still in front of you when your turn comes back around. Or you could draw a new card to try to steal the three 8 cards in front of the player next to you. You decide to draw and reveal... a 6. Unfortunately, you lose your turn and discard all the face-up cards in front of you. Too bad!
Losing Your Turn
If you draw a card identical to a card already in front of you, you lose your turn!
Discard all of the face-up cards in front of you. You may put them back in the box — they are lost for good.
Warning: This rule only applies if you already have 3 or more face-up cards in front of you (of any type or value). If you only have one or two cards, you may add a card of the same value and continue your turn.
End of the Game
The game ends as soon as the last card of the deck has been played. All players add the face-up cards still in front of them to their winnings.
Count Your Points
Each player adds up the values of the cards in their winnings.
The player with the highest score wins the game.
You may play several rounds if you wish. In that case, we recommend playing as many rounds as there are players, changing the starting player each time. Add up the scores across all rounds to determine the overall winner.
Action Cards
These cards can change the course of a turn:
HOLD-UP: When you reveal a HOLD-UP card, you may immediately steal from one player all of their cards of a single value (including SPECIAL cards) and add them to your own cards. You may even steal cards of a value that is not currently in front of you. The HOLD-UP card is then discarded and your turn continues.
BANK: When you reveal a BANK card, you may immediately add to your winnings all of the cards of a single value in front of you. The BANK card is then discarded and your turn continues.
Warning: a DUEL card by itself can never be added to your winnings!
ALL-IN: When you draw an ALL-IN card, you may choose to reveal 3 new cards.
If you have no matching cards among any of your cards, you may immediately add to your winnings all of the cards in front of you as well as the 3 new cards. ACTION cards are ignored. No card is stolen during an ALL-IN. If you attempt the ALL-IN with no cards in front of you, the rule protecting your first 3 cards does not apply.
In all cases, if you have used the ALL-IN card, your turn ends and it becomes the next player's turn.
If you don't want to use it, the ALL-IN card is discarded and your turn continues.
Special Cards
LOSER: LOSER cards are played like all other normal cards in the game. At the end of the game, you must subtract 7 from your total for each LOSER card you have collected during the game. When you reveal a second LOSER card, your turn is lost as usual.
Warning: When you reveal a LOSER card, you must steal all of the LOSER cards displayed in front of all the other players.
LUCKY: When you decide to end your turn (without having lost it), you may immediately add to your winnings the LUCKY cards in front of you. The other cards remain in front of you.
When you reveal a second LUCKY, your turn is lost as usual.
DUEL: When you reveal a DUEL card and another DUEL card is in front of you or in front of another player, both DUEL cards are immediately added to the winnings of the players concerned. If you have a DUEL card at the start of your turn, it is not collected and stays in place in front of you.
Warning: if your turn is lost, you must discard all of your cards, including any DUEL card.
ELIXIR: When you reveal an ELIXIR card, you must immediately give it to another player of your choice. That player places the card face-up in front of them (a player may receive more than one ELIXIR card). When you start your turn with ELIXIR cards in front of you, you may only add those ELIXIR cards to your winnings. Your turn then starts with all the other face-up cards in front of you.
Theme
There, it gets ruthless!
There are two types of cowboys: those who keep drawing and those who stop... Make your choice!