Top Ten Adventures
Top Ten Adventures Rulebook
Table of Contents
Table of Contents
Rules for 4 to 8 Players
TOP TEN is a cooperative game: all players are on the same team.
- Place as many tokens as there are players in the unicorn zone of the mat.
- The most adventurous player is the CAP'TEN for round 1 (for round 2, it will be the player to their left, and so on).
- The CAP'TEN takes 1 Adventure card at random and slides it into the sleeve. They read the title on each side of the card and choose one of the two adventures.
Let's go! 1 Adventure card = 1 game of 5 rounds.
A Round
- The CAP'TEN pulls on the Adventure card inside the sleeve to reveal and read aloud the theme of the round (the 1st theme for round 1, and so on).
- They shuffle the 10 Number cards and deal one face down to each player (including themselves). Each player looks at it secretly to learn their number.
- The CAP'TEN goes first, then the others in any order, each inventing and announcing an answer that matches their secret number.
HOW STRONG AN ANSWER IS DEPENDS ON THE NUMBER, FROM 1 (CRITERION SHOWN IN YELLOW) TO 10 (CRITERION SHOWN IN RED).
- Next, the CAP'TEN must guess the ORDER of the answers, from the smallest to the largest number:
- They point to a player.
- That player places their Number card face up on the mat.
- And so on for every player's card (including the CAP'TEN's own).
- If a card is smaller than the previous one: move a token from the unicorn zone to the poop zone. The round continues anyway.
- At any time, if all the tokens are in the poop zone: the game is lost!
- If at least one token remains in the unicorn zone at the end of the adventure (all 5 rounds): you win!
HAVE A GREAT ADVENTURE!
Example with 5 Players
Theme 1: "What object did you find in the temple hidden in the jungle? From the worthless object to the extraordinary relic."
Each player invents and announces an answer, according to their secret number from 1 (worthless object) to 10 (extraordinary relic):
- Number 1: "An old chewed piece of chewing gum."
- Number 4: "A fossilized mosquito."
- Number 3: "An old Nokia cell phone."
- Number 9: "A diamond as big as a melon."
- Number 10: "The Holy Grail, engraved with 'Drinking brings peace to the world and warm cookies.'"
The CAP'TEN tries to put the answers back in order:
- "A fossilized mosquito." The player who gave that answer places their Number 4 card face up on the mat.
- "An old chewed piece of chewing gum." Card 1 is placed on top. This is a mistake: a token moves to the poop zone.
- "An old Nokia cell phone." Card 3 is placed on top (3 is higher than 1, so no problem).
- And so on, calling out "A big diamond" (9) and then "The Grail" (10).
At the end of the round, there is one token in the poop zone.
Details
The special features of TOP TEN AVENTURES (if you already know TOP TEN, reading just this section is enough to play):
- Once an adventure has been chosen at the start of the game, the 5 rounds of the game will be the 5 themes of that adventure. They are revealed and read one at a time, as play proceeds.
- You may — and are even strongly encouraged to — reuse YOUR OWN ANSWERS to earlier themes to build on your adventure. Each player is thereby telling THEIR OWN adventure.
- For some themes, the text says, for example, "(YOUR ANSWER TO THEME 3)," which refers to YOUR answer to theme #3 of the current adventure.
Example
Theme 1: "What animal did you meet in the jungle? From small to large."
- Indiana has a 1, they answer: "a tiny red ant."
- Dora has a 9, she answers: "an elephant that ate too many burgers."
- Lara has a 7, she answers: "a kangaroo."
Theme 2: "Suddenly, what does that animal (YOUR ANSWER TO THEME 1) do? From reassuring to frightening."
- Indiana has a 10, they answer: "the ant... lets out a rallying cry and a million other ants gather around me."
- Dora has a 2, she answers: "the elephant... brings a ball and clearly wants me to throw it so it can play with me."
- Lara has an 8, she answers: "a baby kangaroo leaps out of the pouch with a knife between its teeth and a furious look."
Important
- Number cards that were not dealt stay hidden.
- A token is moved to the poop zone ONLY if the PREVIOUS card is larger:
- Example: card 4 is revealed, then card 2 → a token moves to the poop zone. But if card 3 is then revealed, that's fine (it is indeed higher than 2).
- At the start of each new round:
- Gather up all the Number cards: both those on the mat and those not dealt.
- Do not touch the tokens.
- The new CAP'TEN reads the next theme of the adventure.
The Answers
- You may NEVER: say the number on your card, even indirectly. For example, with the number 3, you cannot say "It's 3 degrees out" or "Like the Musketeers."
- You may ALWAYS: talk, mime, make sounds, move around, use objects or the surroundings, repeat your answer (without changing it), ham it up, and so on.
- The most important thing: say silly things and have fun!
Rules for 9 Players
- Start with 8 tokens in the unicorn zone: there will only be 8 answers per round.
- The CAP'TEN does not get a number and does not invent an answer. They only have to guess the order of the other players' answers.
Components
- 40 large Adventure cards
- 1 sleeve for the Adventure cards
- 8 tokens
- 10 Number cards
- 1 mat
- The rulebook