Sparkle*Kitty Nights
Sparkle*Kitty Nights Rulebook
Table of Contents
Table of Contents
Quick Start Guide
On your turn you can do ONE of the following:
- PLAY A CARD INTO THE KEYHOLE: match the color or the symbol of either card already in play.
- PLAY AN ENCHANTMENT CARD: next to your character.
- PASS ON YOUR TURN: draw a card.
There are three ways to remove tower cards:
- Empty your hand
- Double plays
- Night & Knight cards
Set-Up
Components: Knight cards, 1 fold-out KEYHOLE, Spell cards.
Players
- 4-5 players: remove the GREEN backed spell cards.
- 6-8 players: use ALL the spell cards.
Teams
Each Knight is marked as Naughty or Nice.
- Even number of players: make equal teams of nice and naughty Knights to deal out.
- Odd number of players: make equal teams and add the DRAGON (see Dragon Rules for details).
Deal each player a Knight card, face down. You may peek at your own Knight, but do not expose your Knight to anyone else.
Building Towers and Hands
SHUFFLE THE SPELL CARDS THOROUGHLY.
- Deal 8 spell cards face down to each player.
- Without looking at the spell cards, each player places any 3 cards in a row with the knight (face down) on top, so the tower is a stack of three face-down spell cards with the Knight on top.
- The remaining 5 cards are your hand; you may now look at them.
Place the Keyhole in the center of the table and the remaining spell cards next to it as the DRAW pile. You may use 2 draw piles for larger groups.
THE PLAYER THAT WENT TO BED THE LATEST LAST NIGHT GOES FIRST... Next game, the last player that escaped goes first.
How to Play
The goal of the game is to get rid of cards, first from your hand, but more importantly, from your TOWER!
Each player takes a turn in a clockwise rotation. On your turn you can do ONE of the following:
A) Play one card into the Keyhole B) Play an Enchantment card next to your Knight C) Pass on your turn and draw one card
Play a Card into the Keyhole
To play a card into the Keyhole you must match the color or the symbol of either card already in play.
The starting Keyhole has no color, so players must match one of the two icons on either side.
You must say the spells you create, out loud... Example: play BOOTY and say "BOOTY SLAP!" or "SLAP BOOTY!"
Or suffer a punishment. PUNISHMENT: add a card from the draw pile to your tower.
Play an Enchantment Card
Dark Magic and Mirror-Mirror cards are powerful enchantments that are played next to your Knight, instead of the Keyhole. Place over any current enchantment cards you already have in play.
Dark Magic cards: When played, say ALL the magic words, first the Dark Magic word and then the Keyhole words. "SLIPPERY BOOTY SLAP!" Then you add a card from your hand to a player's tower.
Mirror-Mirror cards: When played, say the words in the Keyhole forwards and then backwards. "SLAP BOOTY, BOOTY SLAP!" Then you can PEEK at another player's Knight.
Enchantments come with a price! You only get to use the Enchantment ability when you first play the card, but until the game ends you are affected by the last one you have in play (the top of the stack).
- Dark Magic: you must say the word before the spell.
- Mirror-Mirror: you must say the spell forwards & backwards.
If you forget and another player calls you out, you suffer a PUNISHMENT & add a card from the draw pile to your tower!
Pass On Your Turn, Draw a Card
If you can't play any cards, you must draw a card and end your turn... life is hard.
Escape and Win!
To escape your tower you only need to remove the face down spell cards that form your tower. Once you take the LAST one, by whatever means, your Knight is exposed! (even if you still have cards left in your hand)
EXPOSED: flip over your Knight and reveal your team to everyone. A Knight (or Dragon) that has been exposed can no longer have cards added to their tower, unless they get a PUNISHMENT for saying a spell incorrectly!
Whenever you can remove a tower card, it can be from your own tower, or another player's.
There are three ways to remove tower cards:
1. Empty Your Hand
At the end of your turn, if you have no cards in your hand you first draw a card off of any tower into your hand, then draw from the deck back up to a max hand size of five.
2. Double Plays
At any time, if you have a match for either WORD in the Keyhole, yell out "DOUBLE" plus the word, and play it on top. Example: "DOUBLE FIST!!"
Then draw a card from any tower to your hand.
To Double a Doubled word say "DOUBLE-DOUBLE" instead. Then draw TWO cards from any tower(s) to your hand. (the max cards one player can draw in this way is two).
These are FREE actions that occur outside a player's turn (even your own). Play then resumes where it left off.
3. Night & Knight Cards
Play one of these cards into the Keyhole by matching COLOR only (or the word itself as a Double play).
When played on a matching color, Night & Knight cards let you draw a card from any tower into your hand.
Note on Combos
If you empty your hand & also earn a card off of a tower in the same play, first DRAW ALL the cards earned off of any tower(s) (max 2) & then draw from the deck to a max hand size of 5.
The Game Ends When...
- ALL Knights on a team escape their towers: once all tower cards are removed the team wins!
OR
- The entire draw deck(s) run out. The team with the most knights out of their Tower wins. In the case of a tie, the team with the fewest tower cards wins, then the least amount of Enchantment cards in play.
See the DRAGON rules below for special win conditions for dragon.
Special Ability Icons
- ADD a card from your HAND to any tower.
- Take a card OFF any tower, into your hand.
- PEEK at another player's Knight, then return it.
- Remove a card from a tower and add it to another tower.
- All other players must show their cards on the table.
- Take an enchantment card from another player and play it immediately on self.
IGNORE ABILITY ICONS ON DOUBLE PLAYS.
Dragon Rules
Special Ability
At any time a dragon may expose themselves, even during another player's turn. A Dragon (or Knight) that has been exposed can no longer have cards added to their tower, unless they get a PUNISHMENT for saying a spell incorrectly!
Win Conditions
The Dragon must still free themselves from their own tower. Once there are no cards on their tower they must remove the LAST card from a knight's tower to win. They immediately SWALLOW THAT KNIGHT and can taunt everyone else!
The dragon only comes out to play when there are an odd number of players. If you have 2 Dragons you can play with an even number of players, the only rule to add is that a Dragon can NOT eat another Dragon to win.
Super Special Cards
These cards count as ALL THE COLORS! They also have SPECIAL ABILITIES when played on your turn:
- SPREAD: All other players must now spread their cards, face-up, on the table. Once a player draws a card (either from the deck or off a tower), they can hide their entire hand again.
- SHAFT: Remove one card from a tower and add it to another tower.
- SNATCH: Take a Dark Magic or Mirror-Mirror card off the top of someone's stack & play it immediately as a free action.
The Knights Code
- You can say whatever you want at the table, but there should not be any whispers or secret signals.
- You can not show any cards to other players unless a card power specifically allows it.
- Make sure that everyone is comfortable with the words & the hidden role aspects of the game before starting. You could always play regular Sparkle*Kitty!
Safe Words (Expansion Sheet)
The following is from the separate Safe Words expansion rules sheet.
Freshness Guarantee
This pack contains 2 new Monsters, 30 new spell cards & special cards.
SparkleKitty or SparkleKitty Nights base game is required in order to use.
Expansion packs contain new cards. To use them with the base deck, follow these rules:
- Choose a symbol (hearts, swords, etc)
- Remove all cards with that symbol
- Add new cards with a PINEAPPLE
When playing with any new symbols, you don't need to match the symbols on the Spell Book at the beginning of the game.
Special Teams
Wild cards are special spells that can be played on any color & any color can be played on them. This wild also has a special power that activates ONLY WHEN IT IS DOUBLED!
TEAM: This special wild card breaks all the normal rules, even raising the max cards you can take off a tower to 3!
- TEAM = just a wild card.
- DOUBLE TEAM = 2 cards off tower(s)!
- DOUBLE-DOUBLE TEAM = 3 cards off tower(s)!!
If you choose to use the new wild card, take all three copies of it and add it to the base deck.
Werewolf Gameplay
Setup
Can be played by 5-8 players.
Make equal teams of nice & naughty knights and add the Werewolf (for odd games) or Werewolf and Dragon (for even games). Shuffle them & randomly deal one to each player. Look at your character but keep them hidden from each other.
Shuffle the base deck & deal 9 cards to each player: 4 cards for their tower & 5 cards for their hand.
Where Wolf?
When using a Mirror card you must peek at a character and do one of the following:
- If you see an enemy, take a card OFF their tower.
- If you see an ally, nothing happens.
The Werewolf can do either of the above actions. The Dragon has no allies.
How to Win
When a player is freed from their tower they must immediately guess who the werewolf is BEFORE they expose themselves.
If your team correctly guesses the werewolf, they expose themselves to the table & howl in triumph!
If your team does not pick the werewolf, the target just indicates that they are not the werewolf. The guesser then exposes themselves & play resumes.
The Werewolf wins if they break out of their tower.
The Werewolf also wins if a whole team breaks out of their towers without guessing correctly or if the werewolf frees the last member of a team herself, tearing them apart before they can even guess!
Vampire Gameplay
Setup
Can be played by 5-8 players.
Knight teams do not matter, one card must be the Vampire. Shuffle them and randomly deal one to each player. Keep the roles hidden from each other.
Remove all Mirror cards, shuffle the base deck and deal the cards normally. Then deal one Mirror card to each player & put any extras in the box. Players then place it face up at the base of their tower.
Look Into My Eyes!
When peeking at a character using a Mirror card, if you see the main Vampire you immediately become a Sparkle*Vampire: You are not destroyed by being exposed, and you don't convert other players. You can now only win by helping the main Vampire win.
Gameplay Changes
Players can NOT remove cards from their own tower.
Before any tower cards can be drawn from another player's tower, their Mirror card must be removed & played immediately to peek at the player you took it from. You may add cards to a tower, but keep the Mirror at the base and it must still be removed first.
BURY: the main Vampire may use Dark magic to add cards to their tower, but must expose themselves.
PUNISHMENT: players must REMOVE a card from their own tower and place it into their hand.
How to Win
Knights win if they take the last card off the main Vampire's tower and drag her out into the sun.
Team Vampire wins if there are ever more vampires than knights still trapped in towers or if the main vampire ever has 6 tower cards on their own tower.