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The Incredibles: Save the Day Game

The Incredibles: Save the Day Game Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Summary
  • Set Up
  • On Your Turn
    • 1. Roll the Movement Die
    • 2. If you roll an Alarm symbol
    • 3. Move your Mover
    • 4. Try to fix a problem
  • Card Types
    • Problem Cards
    • Road Destroyed Cards
    • Frozone Cards (Frozone Helps: Fix one problem, then discard.)
    • Jack-Jack Cards (Jack-Jack Teleports: Place the Jack-Jack Die, then discard.)
    • Edna Cards (Edna Rescues: Remove the Jack-Jack Die, then discard.)
  • Ending the Game

Contents

1 Game Board, 4 Movers, 4 Mover Bases, 4 Power Dice, 1 Movement Die, 1 Jack-Jack Die, 30 Cards, 5 Rubble Markers, Instructions

Game Summary

  • Metroville is in trouble and needs The Incredibles!
  • Work together as a team to fix problems around the city.
  • Rescue Jack-Jack each time he teleports away.
  • If any problem reaches the "Too Late!" space, you all lose.
  • If you fix the problems and rescue Jack-Jack, you all win!

Set Up

  1. Pop out all the tiles in the game board and replace them loosely in the holes so the safe sides are showing.
  2. Randomly select three Problem Cards (with the red circle icon and red lower section). Turn over the corresponding lettered tiles in the game board so the problem sides are showing. These are the starting problems!
  3. Place the three starting Problem Cards face-up on the three spaces of the Problem Track next to the Alarm space.
  4. Shuffle the remaining cards and place them in a face-down deck on the Alarm space of the Problem Track.
  5. Place the Rubble Markers and Movement Die near the game board.
  6. Place the Jack-Jack Die on the space numbered 1 on the game board.
  7. Each player chooses a character (Mr. Incredible, Mrs. Incredible, Violet, or Dash) and takes the corresponding Mover and Power Die. Insert your Mover into the matching Mover Base and place it on the Start space.

The youngest player goes first.

On Your Turn

1. Roll the Movement Die

Roll the Movement Die at the start of your turn, even if you do not plan to move.

2. If you roll an Alarm symbol

Draw a card and follow the instructions for that card type (see Card Types).

3. Move your Mover

You may move up to the number of spaces shown on the Movement Die, and you may move through or share spaces with other Movers. But you don't have to move if you don't want to.

If you end your movement on the space with the Jack-Jack Die, you rescue Jack-Jack! Remove the Jack-Jack Die from the game board. Now, whenever any player tries to fix a problem (see step 4), they may roll the Jack-Jack Die in addition to their own Power Die. If Jack-Jack teleports away later in the game, however, you'll have to rescue him again!

When the Jack-Jack Die is on the game board, players may not roll his die. Someone should go rescue him! After any player rescues Jack-Jack (see step 3), then all players may roll his die when they try to fix a problem (see step 4), until he teleports again.

4. Try to fix a problem

Each problem requires a certain power to fix it. If you end your movement on a space with a Power symbol, try to fix that problem by rolling your Power Die. If Jack-Jack has been rescued, you may roll the Jack-Jack Die in addition to your Power Die. If you roll the required Power symbol or a Wild on either your Power Die or the Jack-Jack Die, you've fixed the problem!

Power Symbols: Strength, Defense, Agility, Speed. Wild: this side counts as all powers. (Example: a problem showing the Agility symbol requires Agility to fix it.)

Hint: All characters are able to fix any problem. However, each character has a different Power symbol that they are better at rolling. Be strategic when deciding which player should try to fix each problem.

If you fixed the problem, turn over the tile in the game board so the safe side is showing. Turn the corresponding Problem Card on the Problem Track face-down and leave the card on the Problem Track. When a problem is fixed, the card is turned over and stays on the Problem Track.

If you did not fix the problem, stay on that space without turning over the tile or the Problem Card. You may try to fix the problem again on your next turn.

Now it's the next player's turn.

Card Types

Problem Cards

There's a new problem in Metroville! Turn over the corresponding lettered tile in the game board so the problem side is showing. Then slide all the cards on the Problem Track one space to the right and place the new Problem Card face-up on the space closest to the deck.

If a face-up Problem Card slides onto the "Too Late!" space, the game is over (see Ending the Game).

If a face-down Problem Card slides onto the "Too Late!" space, discard it. You fixed that problem in time!

Road Destroyed Cards

A road has been blocked! Place a Rubble Marker on the corresponding numbered space on the game board and discard this card. Players may not move onto or through the space with the Rubble Marker.

Note: If a Mover is on the space where a Rubble Marker appears, move that Mover to an adjacent space of your choice.

Frozone Cards (Frozone Helps: Fix one problem, then discard.)

Frozone is here to help! Choose one problem with a matching Power symbol to fix and discard this card. Turn over the tile in the game board so the safe side is showing, and turn the corresponding Problem Card on the Problem Track face-down.

Note: If there are no problems with a matching Power symbol, the Frozone Card is discarded with no effect.

Jack-Jack Cards (Jack-Jack Teleports: Place the Jack-Jack Die, then discard.)

Jack-Jack has teleported away! Place the Jack-Jack Die on the corresponding numbered space on the game board and discard this card. If the Jack-Jack Die is already on the game board, move it to the new space.

Note: If a Mover is on the space where Jack-Jack appears, Jack-Jack is immediately rescued, and his die is removed from the game board.

Edna Cards (Edna Rescues: Remove the Jack-Jack Die, then discard.)

Edna will go rescue Jack-Jack! If the Jack-Jack Die is on the game board, remove it and discard this card. Now whenever any player tries to fix a problem (see step 4), they may roll the Jack-Jack Die.

Note: If the Jack-Jack Die is not on the game board, the Edna Card is discarded with no effect.

IMPORTANT: If the cards run out, each time the Alarm symbol is rolled, slide all the cards on the Problem Track one space to the right. Do not shuffle or reuse discarded cards.

Ending the Game

The game can end in two ways:

  1. At any time during the game, if there are no problems left to fix (all the cards on the Problem Track are face-down) AND the Jack-Jack Die is not on the game board, The Incredibles have saved the city! All the players win!
  2. If a face-up Problem Card ever slides onto the "Too Late!" space, then The Incredibles were not able to save the city this time. Try playing again!