RulesPal
Chat
Rulebook
Jack Labrador thumbnail

Jack Labrador

Jack Labrador Rulebook

Table of Contents

Table of Contents

  • Pink Slip
    • Object of Game
    • The Set Up
    • Important Stuff
    • How to Play
    • A Word to the Wise
  • Spell My Name
    • Object of Spell My Name
    • The Deck
    • Required Knowledge
    • Playing the Game
      • The Deal
      • Starting the Game
      • Tracking the Challenger
      • Winning Cards
      • Winning a Hand
      • Hand of Oneness
      • Collecting a Fifth Card
    • Nifty Bison Card
  • Motor City Showdown
    • Object of Motor City Showdown
    • Required Knowledge
    • Motor City Showdown Deck
    • Starting Motor City Showdown
    • The Flip Round
      • 1. Special Powers
      • 2. Card-Action Play
    • The Combat Round
    • Continuing Play
    • The Final Deal
    • The Hammer Card
    • Keeping Score During the Game

Pink Slip

Object of Game

To summon courage and win your opponent's Pink Slip for life!

The Set Up

One deck, one Pink Slip. Your soul's connection to JACK LABRADOR.

Important Stuff

You must enthusiastically sign and date your Certificate of Title.

If you have the Champions Deck:

  • Register your LabraCoin at JACKLABRADOR.COM.
  • Write your JACK LABRADOR ID# from your LabraCoin onto your Pink Slip.

How to Play

Find an opponent and challenge them to JACK LABRADOR.

Play either "One Time" or "Run it to Ten."

The winner collects and keeps the loser's Pink Slip for ETERNITY.

Winners have bragging rights for life!

A Word to the Wise

If you have lost your Pink Slip and have a LabraCoin, do not use it as collateral to try and win back your Pink Slip.

You will soon be using your deck of cards to try and win back your LabraCoin.

It will not end well. You are on tilt. Get help at LabraDojo.com. Don't be a loser.

Spell My Name

Object of Spell My Name

The Object of the game is to beat opponents in bouts of "One Time" JACK LABRADOR to win cards and collect a set of five that spell J-A-C-K LABRADOR.

The Deck

There are 32 playing cards plus the JACK LABRADOR infographic card.

  • 25 regular playing cards with letters, symbols, and numbers.
  • 5 Cards of Purity. Collecting all five creates the "Hand of Oneness."
  • 2 Pretty Cards with Special Powers: the Nifty Bison (Steal or Extra turn) and the Bolt Card (Wild card).
  • 1 Infographic Card, which tracks the Challenger.

Required Knowledge

JACK LABRADOR is a variation of Rock, Paper, Scissors, that adds two new symbols:

  • JACK beats Rock, Paper, Scissors.
  • LABRADOR loses to Rock, Paper, Scissors.
  • LABRADOR beats JACK.

Complete tutorial on playing JACK LABRADOR is in the appendix on the last page of rules.

Playing the Game

The Deal

Players pick a dealer and the turn to deal alternates if there are two players, and rotates clockwise if there are more than two.

The dealer shuffles the cards and places the deck in the middle of the table face down. This is the draw pile.

The dealer then turns over the top card and places it face up next to the draw pile to create the discard pile.

It is important to note that there must be at least one card face up in the discard pile at all times.

Turn over the top card of the draw pile during play when needed to create a new discard pile.

If the draw pile runs out of cards, the dealer shuffles all the cards in the discard pile, and creates new draw and discard piles.

Starting the Game

The dealer takes the One Time Infographic card, places it in front of them, and is now the first Challenger.

Tracking the Challenger

In this fast paced game, it is critical to use the Infographic Card in order to keep track of who the Challenger is.

Make sure to pass it to the player on the left before each new turn.

Winning Cards

Each turn a Challenger will select any opponent of choice and play "One Time" JACK LABRADOR.

The winner of each challenge wins a card from the draw or discard pile.

There are two possible outcomes:

  1. If the Challenger beats their opponent. The Challenger takes the top card from either the draw or discard pile and puts it in their hand. The Challenger continues their turn by again selecting and playing any opponent of choice. Every time the Challenger wins a challenge, they draw a card and their turn continues.

  2. If the Challenger loses to their opponent. The Opponent takes the top card from either the draw or discard pile and puts it in their hand. The Challenger's turn is over. Pass the Infographic card to the player on the left, who now becomes the new Challenger and play continues.

Do not reveal your cards to opponents.

Winning a Hand

A player wins a hand when their cards spell J-A-C-K LABRADOR.

They may use any combination of Regular Cards, Cards of Purity, or the Bolt Card to do so.

The hand is then over and the deal rotates to a new player.

Hand of Oneness

If a player spells J-A-C-K LABRADOR using only the Cards of Purity, they have created the Hand of Oneness.

This hand automatically wins the game. Congratulations on this rare feat of greatness!

Collecting a Fifth Card

The maximum number of cards a player may hold in their hand is four.

Once a player has four cards in their hand and they draw or steal a fifth card, there are two possible outcomes:

  1. They spell J-A-C-K LABRADOR to complete the set and win the hand. They then declare out loud: "I am JACK LABRADOR."
  2. They don't spell J-A-C-K LABRADOR to complete the set and win the hand. They must now discard one of their five cards and play continues.

Players may not discard until they have a fifth card in their hand.

Nifty Bison Card

The Nifty Bison Card has two Special Powers:

  1. Steal card
  2. Extra turn card

A Challenger may choose only one of them during play.

The Nifty Bison card can only be played one time per hand. Once it is played, it is removed from the deck until the next hand is dealt.

Steal

With the Nifty Bison card, a Challenger can choose to steal one card from an opponent:

  1. At the beginning of their turn
  2. During their turn
  3. After losing a challenge but before the next player starts their turn as the Challenger

To play it, the Challenger says out loud "The Nifty Bison Rides" and throws the card face up onto the center of the table.

The Challenger then selects a card from any opponent's hand and puts it into their own hand.

Extra Turn

With the Nifty Bison card, a Challenger can extend their turn AFTER they have lost a challenge.

To play it, the Challenger says out loud "The Nifty Bison Rides" and throws the card face up onto the center of the table.

The Challenger again selects an opponent of choice and their turn continues until they lose a challenge.

The Bolt Card

The Bolt Card has one Special Power. It is a wild card.

  • It can be used as a J, A, C, K, or LABRADOR to win the hand.
  • If you combine a Bolt Card with four Cards of Purity to spell J-A-C-K LABRADOR, you win the hand but it is not a Hand of Oneness.
  • The Bolt card cannot be used as a Nifty Bison.

Infographic Card Reminder

Please use the Infographic Card.

Pass it to the player on the left after each turn to keep track of who the Challenger is.

Failure to do so will result in a mess.

Winning the Game

Player Agreement

Before the game begins, players must agree on one of the following two ways to win the game.

Option 1

  • The first player to spell J-A-C-K LABRADOR three times, OR
  • Complete the Hand of Oneness.

Option 2

  • The first player to score 100 points or more, OR
  • Complete the Hand of Oneness.

How to Score 100 Point Games

When a player wins the hand by successfully spelling J-A-C-K LABRADOR they score:

  • 10 bonus points for winning the hand
  • All the points shown on their cards
  • All the points shown on their opponents' cards

The winner of the hand adds that total to their cumulative score.

Appendix: "One Time" JACK LABRADOR

Two opponents play until there is a single winner.

  1. Symbols are thrown on the third downward motion of the arm: 1, 2, then throw.
  2. As you already know: Rock beats Scissors. Scissors beats Paper. Paper beats Rock.
  3. Here's what's new: JACK beats Rock. JACK beats Paper. JACK beats Scissors. LABRADOR loses to Rock. LABRADOR loses to Paper. LABRADOR loses to Scissors.
  4. And finally: LABRADOR beats JACK!
  5. If a player miss throws a symbol that is incomplete, unrecognizable, OR changes after thrown, that player automatically loses that throw.

It is highly recommended they get training at LabraDojo.com.

Motor City Showdown

Object of Motor City Showdown

The object of the game is to beat your opponents in bouts of JACK LABRADOR. Each turn, players will build a tableau of cards. Players then compete in Flip and Combat rounds to win cards and earn points. Each card is worth one point. The first player to reach 100 points or more wins.

Required Knowledge

JACK LABRADOR is a variation of Rock, Paper, Scissors, that adds two new symbols and a three-point play.

Players must know how to play JACK LABRADOR with two, three, and four opponents all throwing symbols at the same time.

Complete tutorial on how to play is in the appendix.

"One Time" JACK LABRADOR: Two to four opponents playing JACK LABRADOR until there is a single winner through the process of elimination.

"Run it to Ten" JACK LABRADOR: Two opponents playing JACK LABRADOR up to 10 points. LABRADOR beats JACK for three points in "Run it to Ten."

Live-Action play: When players make symbols with their hands to play JACK LABRADOR to determine the winner.

Card-Action play: When players use the symbols shown on the cards to play JACK LABRADOR to determine the winner.

If there is a tie among winning symbols shown on the cards in Card-Action play, determine the winner in one of the following two ways.

  1. If there are one or more Rainy Scarecrow cards played, the highest numbered Scarecrow wins.
  2. If there are no Rainy Scarecrow cards played, the winning players, whose card symbols are tied, play "One Time" Live-Action JACK LABRADOR to determine the winner.

Motor City Showdown Deck

Symbol Cards. There are 55 total symbol cards: 11 each of Rock, Paper, Scissors, JACK, and LABRADOR.

Cards of Devastation. There are 17 total Cards of Devastation. They each have Special Powers. They each have symbols on them (except for the Black Hole).

  • 1 Black Hole
  • 1 MOTOR CITY SHOWDOWN
  • 1 JACK LABRADOR
  • 1 Hungry Bison
  • 3 Ravenous Like Javenous
  • 1 The Woodpecker
  • 9 Rainy Scarecrow

Barn Cards. There are 4 Barn Cards, one for each player. The back side of the Barn Card shows the Order of Resolution for resolving Cards of Devastation.

Keep cards you have won stacked underneath your Barn Card to keep them separate from the other cards during play.

Order of Resolution (back of the Barn Card):

  1. Black Hole: Flip & Combat cards winner
  2. MOTOR CITY SHOWDOWN: One player wins 72 points
  3. JACK LABRADOR: Chance for 72 points
  4. Hungry Bison: Steal & elimination card
  5. Ravenous Like Javenous: Steal card
  6. The Woodpecker: Hole card swap
  7. Rainy Scarecrow: Tie-breaker card

Starting Motor City Showdown

Take a Barn Card, choose a dealer, shuffle the deck, and deal four cards to each player.

Players now look at their four cards and place them face down to create a Tableau as follows:

  • One Flip card
  • Two Combat cards
  • One Hole card, which is usually carried over to the following turn

The Flip Round

After all tableaus are set, players simultaneously turn over their Flip cards and place them face-up in the center of the table.

Perform the following two steps in this order:

  • Step # 1: Apply the special powers of the Cards of Devastation, if any.
  • Step # 2: Determine the winner of the Flip cards by using Card-Action play.

1. Special Powers

  • If no Cards of Devastation have been played, go to Card-Action play to determine the winner of all the Flip cards.
  • If a single Card of Devastation has been played, it must be resolved by applying its Special Powers.
  • If multiple Cards of Devastation have been played, they must be resolved by applying their Special Powers. Apply them in the Order of Resolution shown on the back of the Barn cards.
  • If the Black Hole card is played as a Flip Card, it automatically wins all the Flip cards and Combat cards thus ending that Flip and Combat round. Play continues.
  • If a player wins all 72 cards in a Flip round with the MOTOR CITY SHOWDOWN or JACK LABRADOR cards, the current hand is over and a new hand is dealt.

The full description and rules for the Cards of Devastation are further below.

2. Card-Action Play

Once the Special Powers have been applied, compare the symbols shown on the Flip cards (including Cards of Devastation).

Apply the "One Time" JACK LABRADOR rules to determine the winner.

In Card-Action play, there will either be a single winner or a tie among players.

Single Winner. If there is a single winner, that player wins all the Flip cards.

Tie among players. If there is a tie among winning symbols shown on the Flip cards, determine the winner of all the Flip cards in one of the following two ways.

  • 1. With Rainy Scarecrow. If there are one or more Rainy Scarecrow cards played, the highest numbered Scarecrow breaks the tie and wins.
  • 2. Without Rainy Scarecrow. If there are no Rainy Scarecrow cards played, the winning players, whose card symbols are tied, use "One Time" Live-Action JACK LABRADOR to determine the winner.

The Combat Round

After the Flip round has been played, all players simultaneously push both of their Combat cards into the card pot face down.

All players then play "One Time" Live-Action JACK LABRADOR to determine the winner of all the Combat cards.

Continuing Play

After playing the Combat round, players should now have only their Hole card remaining.

Three additional cards are dealt to each player. Each player then builds a new tableau. Players may use the same or different card as their new hole card.

Continue with further Flip and Combat rounds until the final deal.

The Final Deal

There is no Final deal if a player has already ended the hand by winning all 72 cards and 72 points with either the JACK LABRADOR or MOTOR CITY SHOWDOWN card during a Flip round.

In the Final deal of a hand each player is dealt an equal number of cards.

Any remaining cards are put into the card pot face down to be won in the first Flip round of the Final Tableau.

All players will now be in possession of one to four cards. Tableaus will be arranged as follows:

  • One card Final Tableau format
  • Two card Final Tableau format
  • Three card Final Tableau format
  • Four card Final Tableau format

The printed "Final Tableaus" diagram shows the four layouts as card graphics with arrows labelled Flip, Combat and HAMMER. The graphic does not reduce to text; only its printed labels are reproduced here.

The Hammer Card

In the Final Tableau, the Hole Card is called the HAMMER.

It is played as a Flip card.

The final play of every hand is always a Flip round using the HAMMER cards.

  • The HAMMER can not be taken by a Black Hole that gets played as the first Flip card in the Final Tableau.
  • The HAMMER can be taken by a Hungry Bison that gets played as the first Flip card in the Final Tableau.
  • The HAMMER can be swapped by The Woodpecker that gets played as the first Flip card in the Final Tableau.

Keeping Score During the Game

After all cards in the deck have been won, the hand ends.

Each player counts all of the cards in their Barn and reports them to the scorekeeper, to keep a running score of the game.

Each card is worth 1 point; thus, a full hand will have a total of 72 points.

Make sure the total number of points reported by all players adds up to 72 points each hand.

If no player has a cumulative score of 100 points or more, the deal passes to the left and another hand is played.

The game continues with further hands until one player's cumulative score reaches 100 points or more.

Winning the Game

At the end of a hand, if one or more players has scored 100 points or more, the game is over and the highest score wins.

If there is a tie among players at or over 100 points, the tied players play "One Time" Live-Action JACK LABRADOR to determine the winner.

Cards of Devastation

These cards have Special Powers. They also have symbols on them so they can compete in Card-Action play.

If multiple Cards of Devastation are played at the same time in a Flip round, apply their Special Powers in the Order of Resolution, as seen on the back of your Barn card.

Their Special Powers must be applied in a Flip round before Card-Action play can take place.

The Rainy Scarecrow tie-breaking Special Power is only applied if there is a tie among winning symbols shown on the cards during Card-Action play.

Black Hole

Nothing escapes the gravitational pull of a Black Hole—the same theory applies to the Black Hole card.

If you play the Black Hole card in a Flip round, you automatically win all the Flip cards and Combat cards from the other players.

You do not win their Hole or HAMMER cards.

MOTOR CITY SHOWDOWN

A MOTOR CITY SHOWDOWN only happens when the following two cards are played at the same time in a Flip round: the MOTOR CITY SHOWDOWN card and the JACK LABRADOR card.

When this happens, all eligible players simultaneously play "One Time" Live-Action JACK LABRADOR.

The winner collects all 72 cards and 72 points.

The hand is now over and a new hand is dealt (if no player has reached a winning score).

Any player sitting out a hand due to a Hungry Bison loss is NOT eligible to compete in a MOTOR CITY SHOWDOWN.

If the MOTOR CITY SHOWDOWN card is played WITHOUT a JACK LABRADOR card in the same Flip round, nothing happens. The hand continues.

JACK LABRADOR

If you play the JACK LABRADOR card in a Flip round, there are two possible outcomes.

  1. If played in the same Flip round with a MOTOR CITY SHOWDOWN card, see the rules for MOTOR CITY SHOWDOWN above.
  2. If played in a Flip round with NO MOTOR CITY SHOWDOWN card, you have an opportunity to win all 72 cards and 72 points.

You do this by challenging and beating each of your opponents at "One Time" Live-Action JACK LABRADOR. This includes any player sitting out a hand due to a Hungry Bison loss.

You can play them in any order, but you must beat each opponent individually. There are two possible outcomes.

  • If you beat each of your opponents, you win all 72 cards and 72 points. The hand is now over and a new hand is dealt (if no player has reached a winning score).
  • If you lose to any of your opponents, the JACK LABRADOR opportunity is lost, and NO player wins all 72 cards and 72 points. The hand continues.

Hungry Bison

If you play the Hungry Bison card in a Flip round, you have a chance to knock out an opponent of your choice and win all of their cards.

You do this by challenging that opponent to "Run it to Ten" JACK LABRADOR.

There are two possible outcomes.

  1. If you beat your opponent in "Run it to Ten" JACK LABRADOR, you take their: a. Flip card b. Combat cards c. Hole or HAMMER card d. Cards in their Barn (if any)

    Your losing opponent must also sit out the remainder of the hand and cannot win any points. They return to play when the entire deck has been won and a new hand starts.

  2. If you don't beat your opponent in "Run it to Ten" JACK LABRADOR, the Hungry Bison opportunity is lost and there are no consequences for either player.

Important Note. When a Hungry Bison loser is sitting out the remainder of a hand:

  • They MUST participate in defending against a JACK LABRADOR card.
  • They cannot participate in a MOTOR CITY SHOWDOWN.

The Woodpecker

If you play The Woodpecker card in a Flip round, choose one of these two options:

  1. Swap your Hole or HAMMER card with the Hole or HAMMER card of any opponent.
  2. Don't swap your Hole or HAMMER card.

NOTE: You cannot swap with a HAMMER card that has already been flipped over.

Ravenous Like Javenous

If you play a Ravenous Like Javenous card in a Flip round, you have a chance to steal cards from an opponent's Barn.

When you play this card, you challenge one opponent of your choice to "One Time" Live-Action JACK LABRADOR.

  1. If you win, you steal 7, 8, or 9 cards from their Barn, as indicated by the number on your Ravenous Like Javenous card. If a player has less cards than indicated, you steal whatever cards they do have in their Barn.
  2. If you lose, no cards are exchanged.

If more than one Ravenous Like Javenous card is played in the same Flip round, only the player with the highest numbered Ravenous Like Javenous card may challenge an opponent.

Rainy Scarecrow

The Rainy Scarecrow card in a Flip round has two functions.

  1. Card-Action: Its symbol is used to compete in Card-Action play.
  2. Tie Breaker: If there is a tie among winning symbols shown on the cards during Card-Action play, it breaks the tie and wins all the Flip round cards.

1. Card-Action Play. Examples A and B below show the Rainy Scarecrow competing in Card-Action play.

In both examples, there is no tie to break among winning symbols shown on the cards. The Rainy Scarecrow Special Power of breaking a tie is therefore not applicable.

  • Example A. Rock beats Scissors and LABRADOR. There is no tie to break. The Rock of the Rainy Scarecrow wins the Flip cards.
  • Example B. Paper beats all Rocks. All Rocks are tied but lose. There is no tie to break. Paper wins the Flip cards.

2. Tie Breaker. If there is a tie between at least two winning symbols shown on the cards:

  • If one Rainy Scarecrow card is played, it wins all the Flip cards.

  • If multiple Rainy Scarecrow cards are played, the highest numbered Scarecrow wins all the Flip cards.

  • Example C. JACKS beat Rock and Paper but tie. The Rainy Scarecrow breaks the tie. The Rainy Scarecrow wins the Flip cards.

  • Example D. JACKS beat Rock and Paper but tie. The Rainy Scarecrows break the tie. Highest numbered Scarecrow wins the Flip cards. In this case, Rainy Scarecrow #9 wins!

Important Note. Examples C and D above show that a Rainy Scarecrow card can break a tie and win the Flip cards even if its card symbol was not involved in the tie among winning symbols.

Appendix: How to Play 3 and 4 Player JACK LABRADOR

Resolving Three player and Four player JACK LABRADOR is a process of eliminating players until there is a single winner.

There are three potential outcomes when playing JACK LABRADOR with three or four players:

  • SINGLE WINNER
  • SPLIT DECISION
  • ALL WAY TIE

Single Winner

One player throws a symbol that beats all other thrown symbols.

  • 3 Player Single Winner. Rock beats Scissors and LABRADOR. Rock wins!
  • 4 Player Single Winner. JACK beats Rock, Paper, Scissors. JACK wins!

Split Decision

A Split Decision happens when at least one player loses to two or more players who are tied.

Losing players are eliminated and the winners play on.

  • 3 Player Split Decision. LABRADOR beats JACK. Both LABRADORS play on.
  • 3 Player Split Decision. Scissors beats Paper. All Scissors play on.
  • 4 Player Split Decision. Paper beats Rock and LABRADOR. All Papers play on.
  • 4 Player Split Decision. JACK beats Rock and Scissors. All JACKS play on.
  • 4 Player Split Decision. Rock, Paper, Scissors tie and beat LABRADOR. Rock, Paper, Scissors play on.
  • 4 Player Split Decision. LABRADOR beats JACK. All LABRADORS play on.

All Way Tie

There are three scenarios that can generate an All Way Tie.

1. Same Symbol. When all players throw the same symbol.

  • 3 Player All Way Tie. The JACKS all tie. All players play on.
  • 4 Player All Way Tie. The Papers all tie. All players play on.

2. JACK + LABRADOR + R or P or S. When a JACK, a LABRADOR, and at least one of a Rock or Paper or Scissors is thrown. Recognize this very common outcome to speed the game up.

  • 3 Player All Way Tie. Every symbol wins and loses. All players play on.
  • 4 Player All Way Tie. Every symbol wins and loses. All players play on.

3. Rock + Paper + Scissors with no JACKS or LABRADORS. When at least one Rock, one Paper, and one Scissors are thrown at the same time without any JACKS or LABRADORS. Every symbol wins and loses.

  • 3 Player All Way Tie. Every symbol wins and loses. All players play on.
  • 4 Player All Way Tie. All players play on.
  • Steal
  • Extra Turn
  • The Bolt Card
  • Infographic Card Reminder
  • Winning the Game
    • Player Agreement
    • How to Score 100 Point Games
  • Appendix: "One Time" JACK LABRADOR
  • Winning the Game
  • Cards of Devastation
    • Black Hole
    • MOTOR CITY SHOWDOWN
    • JACK LABRADOR
    • Hungry Bison
    • The Woodpecker
    • Ravenous Like Javenous
    • Rainy Scarecrow
  • Appendix: How to Play 3 and 4 Player JACK LABRADOR
    • Single Winner
    • Split Decision
    • All Way Tie