Loot N' Loaded
Loot N' Loaded Rulebook
Table of Contents
Table of Contents
Contents
- 6 location markers
- 6 location trackers
- 1 turn tracker
- 1 gun hierarchy (chipboard, double sided)
- 30 gun cards
- 20 white flag cards
- 104 item cards
- 2 toy guns
- 6 toy gun bullets
- 1 bottle (2 pieces)
Players: 2-6. Playing time: 20-40 minutes.
Quick Start
- Choose characters (gun cards) and set up locations based on the number of players participating.
- Choose which items you will play with. (See # of Item Cards.) Shuffle cards together and flip over 1 card for each location marker.
- Everyone will pick the card they want by secretly selecting the location number with their Player Tracker; all players reveal their choices at the same time.
- Once revealed, players that select a location that no other players selected will immediately pick up that card and place it in front of them face up.
- Players that land on the same location as one other player will duel by placing a gun card face down.
- If players tie (playing the same gun card), then players will draw the toy guns quickly and shoot the bottle in the center of the table. The fastest shot wins the item!
- If 3 or more players select the same location, then those players redo their selections after others resolve their locations.
- Players that lose duels, lose a card, or miss an opportunity to gain a card, will pick up a white flag card.
- After 10 rounds count up points to see who wins!
Set Up
- Place a location tracker for each player participating in the game on the table in numerical order. (For example, use numbers 1-3 in a 3 player game.)
- Choose which items to play (choose some items from each section): Basic (orange), Unique (green), Action (red). Shuffle them, and place them face down next to the location markers. See # of Item Cards.
- Flip over one card from the top of the deck for each location marker and place each one directly beneath a location marker.
- Set the white flag cards face up near the location markers.
- Place the guns and bullets near the play area.
- Each player will pick a character and take their respective 5 gun cards and 1 location tracker.
- Place the turn tracker in the middle of the table and set it to 1.
- Put together the chipboard bottle and place it in the middle of the table equidistant from each player.
# of Item Cards
When choosing which cards to use, refer to the chart below for the number of item types to use depending on how many players are playing. Refer to Item Cards for card type info.
| # of Players | # of Basic Items | # of Unique Items | # of Action Items |
|---|---|---|---|
| 2* | 3 | 1 | 2 |
| 3 | 3 | 2 | 2 |
| 4 | 4 | 2 | 3 |
| 5 | 5 | 2 | 3 |
| 6 | 6 | 3 | 3 |
*Refer to 2 Player Rules.
When selecting a card to use, add in all of the cards of that item.
NOTE: While we recommend the above quantities for Gameplay, you may try different combinations of Item Cards, as long as the total is at least 10 cards per player, but not more than 15 per player.
Example: In a three player game, you would need at least 30 cards, and could choose 5 Action Cards (10 Cards), 4 Unique Cards (16 Cards), and 1 Basic Card (8 Cards), which is 34 Cards total.
Rounds
Each game plays over 10 rounds, and each round consists of 4 phases:
- Pick Items
- Resolve Duels
- 3-Way Tie
- Replenish Items
Gameplay
Pick Items
During this phase, all players will decide which of the face up cards they want and secretly select it using their location tracker. After doing so, cover your tracker with your hand or place it face down.
Once all players have selected their location, they will reveal their trackers together. Three outcomes can happen, resolve them in this order:
- If nobody else also selected the same location as you, take the card from that location and put it in front of you face up, adding it to your collection. Resolve any actions immediately.
- If exactly one other player selected the same location as you, a Duel happens (see Resolve Duels Section).
- If 3 or more players select the same location, it's too crowded! You and those players will redo the Pick Items phase with only those players after others resolve their locations (see 3-Way Ties section).
When playing out this phase, always start resolving pick ups, duels, actions, etc. on the location with the lowest number, then continue to the next location.
NOTE: By selecting certain cards, actions may happen immediately. When an action happens, it also may affect other aspects of the game before another player resolves any actions associated with a card that they selected.
Resolve Duels
If you select a location that exactly one other player selected, then you will duel. Duels are resolved in order from the lowest location to the highest, in numerical order.
Types of Guns: Duel Gun, Acolyte Gun, Deadly Gun, Valiant Gun, Sneaky Gun.
TO BEGIN A DUEL each player chooses one of their 5 gun cards and places it face down in front of themselves. (Refer to the Duel Hierarchy to know which gun beats the others.) When both players are ready, they flip over their cards at the same time. If you win the duel, gain the item card. If you lose, gain a white Flag Card.
BEFORE DUELING, decide how to resolve a tie (when two players play the same gun) or a Duel Gun by referring to the Shootout section.
Duel Hierarchy
- A Valiant Gun beats a Deadly Gun, a Deadly Gun beats a Sneaky Gun, and a Sneaky Gun beats a Valiant Gun.
- An Acolyte beats all other Guns.
- An Acolyte does not beat a Duel Gun; if both are played, the players resolve the duel with a Bottle (or Formal) Duel.
- A Duel Gun starts a Bottle Duel (or Formal Duel) with toy guns.
- Two of the same gun is a tie. Refer to the Shootout page.
NOTE: The Acolyte gun and the Duel gun are only used once per game. If you use one of these guns, set them aside in a discarded pile. After using the Valiant, Deadly and Sneaky gun cards, place them back in your hand for future use. These cards will never be discarded.
3-Way Tie
If 3 or more players selected the same location (i.e. went for the same card), redo the Pick Items phase with only those players. Do so after resolving the other locations first. If 3 or more players select the same location a second time then the item card on that location will be discarded and all 3+ players receive a white flag card.
If, during the redo, 3 or more players select another location that was not previously picked this round, then go again until a location has been chosen twice or locations are resolved.
NOTE: In a 6 player game it's possible that two different locations could have this happen in which case all 6 players will redo the round.
Shootout
For ties (playing same card) and duels. CHOOSE HOW TO RESOLVE TIES BEFORE GAME STARTS. Choose 1 of 2 options.
WARNING: Never shoot toy gun at face or eyes of another player.
Standard Bottle Shootout
Seated, less moving, not shooting at each other.
Ties (same gun card played) are resolved by grabbing the guns and shooting at the bottle as quickly as you can. The first player to hit the bottle gains the card from the location that both players selected. If you miss the first shot, continue loading and shooting until someone hits the bottle in the middle of the table. Stay seated for this version!
Set Up: Identify which gun you will be grabbing before revealing cards. Make sure both guns are either cocked or uncocked (you decide) so that one player does not have an advantage. A bullet may be loaded into the gun already.
Rules: When shooting the bottle, the guns must be behind the plane of the table when shot. If your hand or gun passes the plane of the table while shooting, then the shot does not count and you continue shooting until the bottle is hit.
Duel Gun: When the duel gun is played, both players prepare for a Bottle Duel: A player who is not involved is designated as the "Yeller". That player chooses when to yell "Draw!" and both players grab the guns off of the table to shoot the bottle as fast as possible.
Bottle Duel Rules: Players cannot touch the guns before the Duel begins, and their hands will stay at their sides until the Yeller says "Draw!" All other rules are the same as the Bottle Shootout above.
Wild Wild Shootout
Place guns 10 feet apart with 1 bullet each. Ties in this way are resolved by shooting each other!
Set Up: Before you play your gun card down, place guns 10 feet apart on the ground. Also decide which gun each player will run to in case of a tie.
As soon as you see a tie (same gun card played) you grab 1 bullet from the center of the table (for ammo) and quickly run to your gun! Then the game is on! Dodge, run, hide! If you miss, reload, shoot, grab one of the extra bullets, or try to find another bullet to shoot. The first player to hit the other player with a bullet wins the card!
Duel Gun: If a duel gun is played, even if two duel guns are played, players will initiate a Formal Duel.
Formal Duel: Each player will grab a gun, cock it, and stand back to back. They will then take 3 steps forward (announcing each step) and then turn around to the shoot off! Dodge, run, hide! If both of you miss, you can grab one of the extra bullets to reload, or try to find another bullet to shoot. The first player to successfully shoot the other player wins and gets the card from the location that the players had both selected.
The loser of each duel, whether it is a formal duel or a card duel, will pick up a white flag.
NOTE: If at any time the winner is too close to call, or you are unsure who shot each other first or the bottle first, resolve the dispute by performing a Bottle Duel.
Replenish Item Cards
Each round ends by replenishing the locations with face up item cards. Flip over a card from the deck on to each of the empty locations starting at the lowest numerical location, and then move the round marker to the next number on the round tracker. Start a new round! Do not replenish locations until the end of the round!
Game End
After round 10 has ended, the game ends and players will count up their points (see Item Cards for points).
THE PLAYER WITH THE MOST POINTS WINS! In the case of a tie, players will perform a bottle or formal duel to determine the winner!
Other Ways to Play
Sometimes players may not have enough room or even not want to shoot the guns. The game is still fun without them! For a more relaxed alternative to resolve ties in duels, simply continue placing gun cards down until a winner is decided. If there is a tie on a duel gun or acolyte, continue playing. In this method, a Duel Gun acts as an acolyte. You can still only use those guns one time.
You may also toss a coin to resolve disputes.
2 Player Rules
- Card Balance: Before playing, on all basic items remove 2 cards from each item set you select.
- 3 Locations: When playing the game, you have the option of playing with a 3rd location marker for more choices.
- Duel Card: When played, instead of a designated third player yelling "draw!" players get ready and together they say "3, 2, 1 Draw!" and on draw, they both draw a toy gun and shoot at the bottle/each other, resolving the conflict the same way as normal duels.
For less conflict when picking item cards, use an extra location marker. For example, if 3 players are participating in the game, place 4 location markers on the table.
Item Cards
Basic Rules
- With all items, once a set is complete, players may start another set, beginning at the 1st card value.
- Fulfill actions on items in order, starting with the lowest location #. For example, if more than one player needs to draw from the deck, start with the item from the lowest numbered location and then ascend in numerical order. *Note: When you draw a card that has an action on it, you perform the action immediately.
Permanent Cards
Permanent cards are used in every game.
White Flag Cards (20) - Complete Set: 5 Cards. 1 Card = 1 Point | 2 Cards = 3 points | 3 cards = 5 points | 4 Cards = 8 Points | 5 Cards = 12 Points. Do not shuffle these in with the other cards, just set them aside at the start of the game. If you run out of White Flag Cards, use the extra unused cards from the box to represent White Flags.
Hogwash (8) - Hogwash cards consist of 2 head symbols and 3 head symbols (shown on the top of the cards). The player that has the most heads, not cards, at the end of the game gets 9 points. The player with the next most heads gets 6 points. The next player gets 4, then all other players with a Hogwash Card get 2 Points. Note: To receive points you must have at least one Hogwash card. (Card text: Most symbols: 9 pts; 2nd 6 pts, 3rd 4 pts; 4th+ 2 pts. Example: a 2-head card plus a 3-head card = 5 head symbols.)
In the case of a tie, players share points and the next place points are skipped. For example, if Trent and Mary both get 4 Hogwash heads and have more than everyone else, they both get 9 points. Zac, who has 3 heads and the next most, only gets 4 points.
Basic Cards
Basic cards are the main source of gaining points. Basic Cards have 8-10 Cards per Item. Complete Set: Varies from 2-5 Cards per set.
- Snake Oil (8): 1 Snake Oil = -2 Points; 2 Snake Oils = 7 Points.
- Totems of Knowledge (10): 1 Totem = 2 Points; 2 Totems = 4 Points; 3 Totems = 8 Points; 4 Totems = 12 Points; 5 Totems = 18 Points.
- Golden Compass (9): 1 Golden Compass = 2 Points; 2 Golden Compasses = 3 Points; 3 Golden Compasses = 10 Points.
- Queen's Jewels (8): There are 4 different colored jewels on the top of the Queen's Jewels cards. 1 Jewel = 2 Points; 2 Unique Jewels = 5 Points; 3 Unique Jewels = 9 Points; 4 Unique Jewels = 16 Points. *If you ever have duplicate jewels, the duplicate starts a new set.
- Crystal Flower (8): 1 Flower = 0 Points; 2 Flowers = 6 Points; 3 Flowers = 0 Points; 4 Flowers = 16 Points.
- Boots of Speed (8): 1 Boot = 0 Points; 2 Boots = 6 Points.
Unique Cards
Unique cards can act like basic sets, but sometimes have unique actions/rules as well. Each Unique Item Set has less total cards (4-6).
- Collection of Bullets (4): This card gives you 4 points for having at least 6 different types of cards. The White Flag counts towards this, as well as the Collection of Bullets card itself. The names of the item cards are what distinguishes a type of item. For example, with the Queen's Jewels, even though some of the cards have different jewels on them, they are all still the same type of card.
- Sheriff's Badge (4): The most recently obtained Sheriff's Badge is worth 5 points. All other previously obtained Sheriff's Badges are each only worth 2 points. If multiple are chosen the same round, the highest # location becomes the most recent.
- Tall Glass of Water (4): Immediately look at the top three cards of the deck. You may reposition the cards to any position in the deck. This card is worth 3 points.
- Lucky 4 Leaf Clover (6): 1 Clover = 2 Points; 2 Clovers = 5 Points; 3 Clovers = 7 Points. On obtaining a 3rd Lucky 4 Leaf Clover, a player will immediately draw a card from the top of the draw pile.
- Badge of Humility (6): Each badge of humility is worth 2 points, and the player with the most at the end of the game scores an additional 4 points. If there is a tie for the most, all tied players get the extra 4 points.
- Gold (5): Gold is worth 3 points each.
Action Cards
- Keys of Power (2): Draw 3 cards from the top of the deck, pick one to keep, and reposition the extras to any position in the deck. If the card you pick has an action associated with it, you perform the action.
- Dynamite (2): Choose 2 cards that are in front of you and discard them. This card is worth 5 points. If you obtain this card in the first round then you lucked out and don't have to discard any cards (since you don't have any cards). In the 2nd round if you obtain this, you do have to discard the one card you have.
- Copy Cat (2): The Copy Cat copies the exact points and ability of any one of the cards in front of you. Once you choose a card to copy, it represents that card until the end of the game. If someone steals it, the card will copy a card of the new owner. If it copies a Queen's Jewels then it copies that exact jewel, not counting as a new unique jewel. For Hogwash, it copies the same number of heads on the card. If the copy cat is chosen the first round, it becomes the second card you receive (including a White Flag).
- Sleight of Hand (2): Pick two cards from the deck and you may exchange one of the drawn cards for one of the cards in front of you. The exchange is optional. Reposition the extra 2 cards to anywhere in the deck. This card is worth 2 points.
- Love Letter (2): When used, the player may select an available card before the other players do the Pick Items phase. It may only be used once on one future round. This card is worth 2 points. If two people wish to use a Love Letter on the same round, the person who received the first Love Letter picks first. If, in the rare case that both were received on the same round, the player who picked up from the lower numbered location goes first.
- Sleeping Dart (2): Take one card from any other player immediately. This includes cards that have been picked up until this point this round. Sleeping Dart is worth -2 points at the end of the game. The victim takes a white flag card.
- Handkerchief (2): Choose immediately: 1. Keep this card and it is worth 4 points at the end of the game, or 2. Draw two cards from the top of the deck, and discard handkerchief.