Superfly
Superfly Rulebook
Table of Contents
Table of Contents
Components
- 5 Flyswatters
- 11 Fly Catcher tokens
- 1 First player token
- 36 Fly cards in 6 different colors, six each of: Baby flies, Hungry flies, Queen flies, Sleepy flies, Romantic flies, Turbo flies
Game set-up
- Each player gets a Flyswatter.
- The player who does the best fly impression takes the first player token and places it in front of them.
- The first player shuffles the Fly cards and gives 1 to each player, including themselves, face down.
- The first player then places as many cards as there are players, minus 1, face-up in the center of the table. For example, if there are 4 players then 3 cards will be placed on the table. The cards shouldn't be too close to each other.
- The first player places the Fly Catcher tokens off to one side.
- Finally, the first player places the rest of the Fly cards face down on the table to form the draw pile.
Object of the Game
Be the first player to have 3 Fly Catcher tokens.
Gameplay
The game is played in several rounds. Each round, you will try to pick up a maximum of 5 Fly cards (1 each turn) to build the biggest set (the one with the most cards) and win the Fly Catcher token.
There are 3 ways to build a set:
- You can make a set of flies of the same color, regardless of the numbers on the cards.
- You can make a set of flies of the same number, regardless of their color.
- You can make a set of flies of several different colors and different numbers. Be careful: the cards must all have different colors and different numbers from each other. No color or number can be repeated in this set.
How to collect Fly cards
Pick up your Flyswatter and look at the cards that are face up on the table and the card you have in your hand.
At the signal of the first player (which could be "1, 2, 3, bzzz!", or even "Superfly!") and at the same time as the other players, quickly place your Flyswatter on the card that you want to collect.
There are two possible situations:
- You were the only one to place your Flyswatter on the Fly card: Bravo! You take the card and add it to your set.
- Several players placed their Flyswatters on the same Fly card: Battle! The player with the higher value showing on the die in their Flyswatter takes the card and adds it to their set.
WARNING! In either case, if the value on a die inside of a Flyswatter is the same as the number of the card it's on... disaster! That fly is squished! The card is automatically discarded, and no one can take it.
Once all players have recovered their cards, the other cards on the table are discarded.
Once all the cards have been picked up or discarded, a new game round starts: the player to the left of the first player becomes the new first player. They take the first player token and discard any remaining cards left in the middle of the table.
They then draw one fewer card than the number of players and place them in the center of the table, face up. Once all the players are ready, the first player gives the fly catching signal to start the next round!
When the draw pile is empty, shuffle all the previously discarded cards to create a new draw pile.
Tip: You can also keep the cards from your own set face up in front of you. This will make it easier the first time you play.
What if the dice are the same?
It is possible that, during a battle, two or more players get the same value on their die. If this happens, and only if this happens, the players exchange all the cards they have in their hands. They cannot pick up the Fly card that they placed their Flyswatters on. However, a third (or fourth!) player may still have claim to the card, using the usual rules.
If there are more than two players with the same number on their dice on the same card, each player passes their hand clockwise to one of the other players who had the same number on the same card.
End of the round
If one or more players have 5 cards in their hands, they must announce it to the other players.
The other players have one more turn to pick up another card. Only players who have fewer than 5 cards may participate in this final turn: no player may have more than 5 cards in their hand.
For this final turn of the round, place the same number of cards in the center of the table as in previous rounds (total number of players minus 1). There can therefore be as many cards on the table as players participating in the final turn, or even more.
Once the last turn has been taken, the players reveal the cards in their hands and show off their fly sets.
The player with the biggest valid set wins the round, regardless of the values on their cards. No set type is more powerful than another.
That player takes a Fly Catcher token. If multiple players have a valid set with the same number of cards, they each get a Fly Catcher token.
Example: The 1st set has 4 cards that are all the same color (green), the 2nd set has 5 cards that are all of different value and color. The 2nd set wins a Fly Catcher token!
A few extra notes on using the Flyswatter
- Each time you use the Flyswatter, the die in the middle of it must get shaken up and rolled.
- It must stay on the Fly card until the results of that turn have been determined.
- If you don't want any of the cards on the table (if they don't interest you), you don't have to place your Flyswatter on a card.
- However, if you want a card but you don't place your Flyswatter on it at the same time as the other players, you are out of this turn, and you can't pick up a Fly card.
End of the game
The first player to collect 3 Fly Catcher tokens wins the game. If multiple players have 3 tokens at the same time, they are all declared the winners.