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The Rules of the Game |
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This document outlines the rules of Pimp. It assumes that each player has a
pimp deck constructed according to the rules outlined in the accompanying
document
"
Card Customisation and Deck Assembly".
Number of Players Pimp is for 2 or more players. Playing the Role Although not strictly necessary, a game of pimp is much more fun if each player makes some attempt to play the role of a pimp. One idea is for each player to adopt a "pimp name". (We aren't giving any examples here for fear that we might fall into racial and ethnic stereotypes). Setting Up LAYOUT The layout of cards and pieces in front of each player should be as follows (the terms are explained later in the rules):
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| The Street (shared by all players) |
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| My Pad |
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--------- ----------- ----- ----- ----- -----
| | | | | D | | E | | E | | E |
| Spec. | | Retired | | e | | d | | d | | d |
| Cards | | Cards | | c | | g | | g | | g |
| | | | | k | | e | | e | | e |
--------- ----------- | | | 1 | | 2 | | 3 |
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Influence Money
Pile Pile
INFLUENCE & MONEY Each player should take 20 red (influence) tokens. These tokens should be placed in front of him. This pile of red tokens is called the Influence Pile. The remaining green tokens should be placed in a container in the centre of the table. Another container of green (money) tokens should be placed in the centre of the table. Players do not start with any green tokens. When they do get some they should be placed on the table in front of them beside the influence pile. This pile of green tokens will be called the Money Pile. Note: At various points in the game you may lose a certain number of influence or money tokens. Influence and money can never go below zero. If you have three influence tokens in your influence pile and you lose five influence tokens, you now have zero influence tokens in your pile. SHUFFLING Each player should shuffle his deck and then allow opponents the opportunity to cut it several times. PLACING THE DECK Each player's deck should be placed, face down, on the table in front of him. The rules refer to this as "the deck" - just to make things nice and easy. DRAWING STARTING HAND Each players should draw a hand of 5 cards. The rules refer to this as "the hand". The area immediately in front of the deck is referred to as the player's "pad". DETERMINING WHO GOES FIRST (GIRLFRIENDS) Each player should then take the top card off his deck. If it is a bitch card of any type he should then place the card face up in his pad. If it is a special card he should place it to the left of his deck. In most cases, the card drawn and placed will be a bitch card. In this case, this bitch card is called your "girlfriend". Basically, she is the bitch you start with, for free. Each player looks at the cost attribute (the number in the top-right corner of the card) of his girlfriend. If a player drew a special card instead of a girlfriend, then he doesn't bother, he won't be going first. The player whose girlfriend has the highest cost gets to take the first turn. If two or more player's girlfriends are tied on the highest cost, then they (those who are tied) should each draw an additional card and place it face up in there pad. These are additional girlfriends. They then look at the costs of the new additional girlfriend and see whose is the highest. If there is still a tie, then they again draw additional girlfriends and so on. Eventually it will have been determined who is going first. It is possible, in the case of ties, to end up with several bitches already in play. Playing The Game Play consists of a series of turns. Each player takes a turn, one after the other, starting with the player with the best girlfriend, then proceeding in a clockwise fashion. A turn consists of a number of phases: Pay Dues.
Recruitment.
Doing Shit.
Retirement.
PAY DUES If you have a bitch in play (e.g. a bitch card face up in either your pad or the street) you gain 2 influence points in your pay dues phase. If you have no bitches in play, then you gain no influence. RECRUITMENT Draw a card from the top of your deck and place it in your hand. DOING SHIT In your doing shit phase you can perform 4 actions. Some types of actions can only be performed once per turn. The types of actions you can take are: Play a special card from your
hand (place it to the left of your retirement pile).
Bring a bitch into play (move a
bitch from your hand to your pad).
Move a bitch from your pad
into the street.
Move a bitch from the street
to your pad.
Transfer money from a bitch in
your pad to your money pile.
Buy influence.
Put a card in an edge slot.
Have one or more bitches
attack another bitch in the street. ONLY ONCE PER TURN.
Have one or more bitches
attack another bitch in an opponent's pad. ONLY ONCE PER TURN.
Have one or more bitches
trash an opponent's pad. ONLY ONCE PER TURN.
Roll on the solicitation table
for one of your bitches in the street.
Each of these actions is described more fully in their own individual sections, later in this document. Example: "Fat Jerry" takes the following actions: Action 1: Moves Marlene, one of his bitches, from his pad to the street. Action 2: Rolls for Marlene on the solicitation table. She gets a punter, services him and earns some cash (the green tokens are placed on Marlene's card). Action 3: Moves Marlene from the street back into his pad. Action 4: Transfers the money just earned off Marlene and into his money pile. RETIREMENT If you have more than 5 cards in your hand then you must discard the required amount to get back down to 5. Discarded, or retired cards, are placed face-up in a pile to the left of the deck. This pile is called the retirement pile. Edge Slots To the right of your deck are three areas called edge slots. They start play empty, but can each hold upto one card. (See the section "Putting A Card In An Edge Slot" later on in these rules for information on how to use an action to put a card into an edge slot). The cards are put into the edge slot face-down so that your opponents cannot see what is in them. You can look at the card in an edge slot at any time. Drawing A Power Card At various points in the rules below, you will be asked to draw a power card. The purpose of this is to use a card to generate a number, called a power rating, that can then be used to determine whether something you are trying to do is successful or not. When you are asked to draw a power card you can draw one of the following: 1) The top card of your deck. 2) Your first edge slot. 3) Your second edge slot. 4) Your third edge slot. If you draw from the top card of the deck you do it blind. You are not allowed to look at it in advance. If the card you draw is a bitch card, the power rating is equal to the cost. If the card you draw is a special card, the power rating is zero. IMPORTANT:- After you resolved the power draw, you take the card you just drew and put it on the bottom of your deck. (NOT the retirement pile). WHEN DO YOU HAVE TO DRAW A CARD? You never have to draw a card. If you opt not to draw a card, then it is treated as a power draw of zero (for instance if you are controlling a Psycho Punter you might not want to waste your power cards on him). Sometimes, there are occasions where you are engaged in a contest with another player (note this does not include combat where the rules explicitly state who draws when) and you need to know which of you should draw a card first. In this case, the person who is on the lowest total should draw first. Example: "Fat Jerry" and "Ron the Bastard" are competing to get the business of a punter (this is explained in detail later in the rules). Jerry's bitch has looks of 7. Ron's bitch has looks of 3. Since Jerry's bitch starts "in the lead", Ron must draw first. He draws a power card of 3, giving a total of 6. Since this is less than Jerry's starting total of 7, he doesn't need to draw a card, since he has already won. Playing A Special Card From Your Hand When played, special cards are placed face up on the table to the left of the retirement pile. They cost nothing to play. Each type of special card, when in play, gives special abilities to the player who played it. Once played, a special card cannot be unplayed. Note: If ever a special card is drawn as a power card, it has a power of 0. KING OF COOL Each turn, in your Pay Dues phase, you gain an additional +2 influence, on top of the normal +2 influence bonus. So if you have bitches in play you gain 4 influence points in your pay dues phase. If you have no bitches in play, you gain 2 influence per turn. Note: You can play more than one King Of Cool. In this case the effects are cumulative. For example, if you have 2 King Of Cools in play, you will get and extra 4 influence per turn. TAME SHRINK If a bitch of yours is retired following combat, either with another bitch, or with a psycho punter, she does not go to the retirement pile. Instead, she is immediately placed into your hand. (E.g. you have a corrupt psychiatrist on your payroll who will talk her into going back to work for you). WORD ON THE STREETS You can take an action during your do shit phase to: 1) Look at the top three cards on your deck. 2) Replace them in any order. POSSE You have two extra edge slots, for a total of 5. These extra edge slots can be used just like normal edge slots. BITCH MAGNET Your maximum hand size is 7 instead of 5. CHARISMA Every time you put a bitch into play, her cost is reduced by 1. Bringing A Bitch Into Play To bring a bitch into play simply take a bitch card from your hand, place it face up in your pad, and pay a cost in influence equal to the bitch's cost. Example: "Fat Jerry" has the card for Annika (who was described in an example in the card customisation and deck assembly guide) in his hand. She has a cost of 9. He takes her card from his hand and places it face up in his pad. Then he counts 9 red tokens from his influence pile and places them in the container in the centre of the table. ESCORTS The rules for escorts are slightly different. A named escort is unique. There can be only one bitch of a particular name in play at any one time. The spelling does count here. If you opponent has a bitch called Vicky in play and you want to play a bitch called Vikki you are okay. But if your bitch is called Vicky too, then you cannot simply play her. It is purely the name that counts here. The two bitch cards might have completely different designs, different phone numbers, but if the names clash, then they clash. Note: The rules below assume that the bitch with the same name is owned by an opposing player. If the bitch is owned by you, then you simply cannot play the second bitch card. If you want to bring a bitch into play and the name is the same as an existing bitch then it means that they are one and the same bitch. You are attempting to recruit a bitch who is working for another pimp. Only one of you can have her. To determine which player this is, you need to do an influence test. You and the person who currently has her in play both secretly select a number of influence tokens from your influence pile, simultaneously reveal the tokens, and then draw a power card. You add the number of tokens you drew to the power rating of the power card. The highest number wins. If there is a tie then the person who selected the most number of influence tokens wins. If there is still a tie then the person who originally had the bitch keeps her. Either way, you both spend the influence tokens you selected (you put them into a pot in the centre). If you win: If you won the test the the opponent's bitch card for this bitch is retired (placed onto the retirement pile). You play your bitch card normally, spending a number of influence tokens equal to the bitches cost as usual. If your opponents bitch had some money tokens on her, then those tokens are transferred to your bitch card (e.g. when she "defected" she took the cash she had with her). If you lose: Your bitch card is retired (placed on the retirement pile). Example: "Fat Jerry" wishes to play Annika. Unfortunately "Ron the Bastard" already has a escort called Annika in play. This is a totally different card from a totally different prostitute, but she is also called Annika so the cards clash. Jerry grabs his influence pile of 15 influence tokens, then, below the edge of the desk, puts 11 of them into his left hand, and 4 into his right hand. He waits for Ron to do the same, then they both extend their right fists over the table and open them. He has bid 4 influence tokens. Ron has bid 5. They then each draw a power card, Jerry going first since he has bid a lower total of influence tokens. Jerry chooses to draw a card from his second edge slot. It has a power rating (e.g. cost) of 7. Ron draws a card from the top of the deck. It has a power rating of 3. Jerry has a total of 11 (4 + 7) which beats Ron's total of 8 (5 + 3). Jerry: 1) Takes the power card he just drew and puts it at the bottom of his deck. 2) Takes the 4 influence tokens he just bid and puts them in the central container. 3) Takes a further 9 influence tokens (his Annika's cost) and places them in the central container. 4) Puts his Annika card face-up in his pad. Ron: 1) Takes the power card he just drew and puts it at the bottom of his deck. 2) Takes the 5 influence tokens he just bid and puts them in the central container. 3) Takes his Annika card from where it was, and puts in on his retirement pile. Moving A Bitch From Your Pad Into The Street To move a bitch from your pad to the street, simply move her from your pad area to the street area. Moving A Bitch From The Street To Your Pad To move a bitch from the street to your pad, simply move her from the street area to your pad area. Transferring Money From A Bitch In Your Pad To Your Money Pile If a bitch is in your pad, and she has some green money tokens on her, you can move any or all of them to your money pile. Buying Influence To purchase influence, spend a number of green money tokens to gain an equal number of red influence tokens. Example: "Fat Jerry" decides he is going to buy a new fur coat to improves his looks, and therefore his general street cred. He takes 5 green money tokens from his money pile and puts them into the central container, then takes 5 red influence tokens from the central container and puts them into his influence pile. Putting A Card In An Edge Slot To put a card in an edge slot, draw the top card from your deck and look at it. You may then place it in one of your edge slots (if you think it has a high power rating) or put it at the bottom of your deck (if you don't). If there is already a card in the edge slot, that card is placed at the bottom of the deck. Regardless of whether you put the card you drew in an edge slot or back to the bottom of the deck, this takes one action. Having A Bitch(s) Attack Another Bitch In The Street You can only do this action once per turn. If you have bitches in the street (who aren't shagged out) you can have one or more of them attack another single bitch in the street who belongs to any opponent. If one of your bitches attacks one other bitch then combat proceeds one against one. However, if more than one of your bitches is attacking another bitch, then the player of that bitch can bring in other bitches that belong to him and are also in the street to make the odds even. E.g. If 3 of your bitches attack an opponents bitch, that opponent can bring in 2 other of his bitches to help her out (if he has 2 un-shagged out bitches in the street) making the fight 3 verses 3. Once you have decided who the combat involves, proceed to the next section ("combat"). COMBAT Combat consists of one round of attacks after which the police turn up and the fight ends. First the attacker makes attacks on the defenders. Then the defenders make attacks on the attackers. These are resolved simultaneously, so if in one round a defender is put out of the combat, her player still gets to make an attack for her. First the attacker announces which defending bitches each of his attacking bitches is going to attack. Then he makes a fight test for all of his attacking bitches. To do a fight test he draws a power card and adds it to her fight attribute. Each bitch who is being attacked also makes a fight test. Those bitches who are being attacked can add one to their fight test (e.g. a bitch being attacked in the street gets a +1 to her defence test). If any of the bitches attacking her get a higher number than her then she has taken a hit. (Note:- she only makes one fight test regardless of how many bitches are attacking her). If a bitch takes a hit then she retires hurt at the end of combat. She is too traumatised to work again, and her card should be placed on your retirement pile (unless you have Tame Shrink in play). The defenders then (before removing any bitches who have taken a hit) gets to make attacks on the attackers in exactly the same way. No-one gets any bonuses on this test. If a bitch who was hit, and retired, was carrying any money, then it is dropped. Dropped money is resolved as follows: If the bitch who scored the hit
has not herself been retired, then she picks up the money.
If the bitch who scored the hit
has been retired, any bitch on the side which has the most bitches left (e.g.
unretired) can pick up the money.
If all bitches have been
retired, or there are equal numbers of bitches left, then the money simply
disappears (e.g. a passerby saw it, took it, and ran off).
Example: Annika has just earned 20 money tokens by servicing two punters wanting anal. Unfortunately, she is now shagged out, and so Jerry has not been able to bring her back to the safety of the pad (and get the cash off her). So, in his turn, Ron sends three of his bitches over to attack her. Since these bitches are nameless streetwalkers we will refer to them as A, B and C. They have fight attributes of 7, 4 and 5. As well as Annika, who has a fight of 3, Jerry has two other streetwalkers in the street. Unfortunately one of those is also shagged out and cannot therefore come to help. So Jerry can only send his second streetwalker, who has a fight of 5, and who we will refer to as X, to help Annika out. So the fight consists of the attackers A, B and C against the defenders Annika and X. First the attackers go. Ron says that A and B will attack Annika and that C will attack X. A & B Vs Annika: A draws a power card of 3, added to the fight of 7 gives 10. B draws a power card of 4, added to the fight of 4 gives 8. Annika draws a power card of 4, added to the fight of 3 and the +1 bonus for being the one attacked, gives 8. Annika has taken one hit, from A. She will be retired from the game at the end of this combat. C Vs X: C draws a power card of 3, added to her fight of 5 gives 8. X draws a power card of 6, added to her fight of 5 and the +1 bonus gives 11. X has not taken any hits. Now the defenders get a chance to strike back. Jerry announces that Annika and X will both attack B. Annika & X Vs B: Annika draws a power card of 6, added to her fight of 3 gives 9. X draws a power card of 5, added to her fight of 5 gives 10. C draws a power card of 2, added to her fight of 5 gives 7. C has taken two hits which sends her into retirement. The result of the fight: Annika and C are both permanently retired from the game and are placed on their respective retirement piles. Annika drops the 20 money tokens. A picks up the 20 money tokens. Having A Bitch(s) Attack Another Bitch In An Opponent's Pad You can only do this action once per turn. You can send one or more of your bitches to attack a bitch in an opponent's pad. However, the following conditions must be met: a) You can only attack bitches in the pad of the opponent who sits to your immediate left or right. b) You can only attack a bitch in his pad if he has no un-shagged out bitches in the street. If those conditions are met then combat proceeds the same as combat in the street. However, instead of a +1 bonus on the defence roll, the attacked bitches get a +2 bonus. On the defending side, any un-shagged out bitches who are also in the pad may join in to make up the numbers (e.g. the same as in the street). When combat ends, the attacking bitches return to the street. They may pick up any dropped money following the same rules as for combat in the street. Having A Bitch(s) Trash An Opponent's Pad You can only do this action once per turn. You can send one of your bitches to trash an opponent's pad (you can send more for moral support if you want, but it won't have any effect). However, the following conditions must be met: a) You can only trash the pad of the opponent who sits to your immediate left or right. b) You can only trash his pad if he has no un-shagged out bitches in the street. c) You can only trash his pad if he has no un-shagged out bitches in his pad. When a pimp's pad is trashed, it reflects badly on him and loses him street credibility. In other words, he loses influence. To calculate how much influence he loses: Draw a power card, add it to the fight of the bitch doing the trashing and divide by 5, rounding up. Example: Ron sends A (fight of 7) over to trash Jerry's pad. Ron draws a power card of 4, so she does (7 + 4 = 11 / 5 = 2.2, rounded up gives 3) 3 points of influence damage. Jerry loses 3 red influence tokens. If a player ends the retirement phase of his turn on zero influence he is out of the game. However, trashing a pad is not quite as much of a killer as it sounds. If you trash his pad and reduce his influence to zero, he is not yet out of the game. If he still has some bitches in play (which must have been shagged out, else you would not have been able to trash his pad), then he will get 2 influence points in his pay dues phase, and so will not be put out of the game (because he will have 2 influence at the end of his retirement phase). Alternatively, if he has some money tokens, he can take an action to covert some or all of those money tokens into influence. So the only sure fire way to take someone out by trashing his pad is by taking out all his bitches first (which also ensures that you will be able to trash his pad at will). This can still be a very useful technique though. If he has no influence he will not be able to play any new bitches, which he will have to do to stop you trashing his pad again. He will have no option but to convert a large wodge of his cash into influence to play some new bitches. Rolling On The Solicitation Table For One Of Your Bitches In The Street The basic core activity in pimp is for your bitches in the street to solicit punters (e.g. get offers from blokes who wish to visit a prostitute). The punters drive up and down their street in cars. If you want, you can get little model cars and move them up and down the street area making "brumm brumm" noises. This has no effect on gameplay but will probably scare the fuck out of your opponents. You roll on the solicitation table when you want one of your bitches to solicit a punter. To roll on the Solicitation table first do the following: 1) Declare which bitch is soliciting. 2) Roll a ten-sided dice twice to generate a number between 1 and 100 and compare it with the Services table in the Solicitation Sheet to see which services the punter wants. The results are:
If the result was 1 to 90, then you have rolled a standard punter wanting a service. You then roll a ten-sided dice again and compare it with the punters table on the Solicitation sheet to see how many punters are in the car. The results are: 1 to 5 = 1 punter; 6 to 8 = 2 punters; 9 = 3 punters; 10 = 4 punters Example: "Fat Jerry" decides that Annika is going to have to start earning back some of the considerable investment he has made in her (13 influence). He rolls on the solicitation table for her. The first roll is a 36, anal. He then rolls again for number of punters, getting a 7, 2 punters. Annika has stopped a car containing two punters who want anal. To see how to resolve this encounter, see the section "Servicing Punters" below. If you rolled 91 to 100 on the original roll, then you have rolled a special case. For resolving these encounter, see the section "Special Encounters" below. SERVICING PUNTERS You now know how many punters there are, and what they want. The first question is "does the bitch who is soliciting offer the service they want?" If the service was "standard" then it means that the punter simply wants straight vanilla sex which all bitches can do. So your bitch can go straight ahead and service them (see "doing the business" below). Some people might think it's a bit strange that even a male bitch can handle standard... well I guess that in that case, the punters must be bi or something. Or very drunk. Whatever. If a specific service was rolled, such as anal, then the question is whether the bitch doing the soliciting offers that service. If the answer is yes, then she can go ahead and service the punters (see "doing the business" below). If she does not offer the service they want then the offer is put to the rest of the street (you have no choice here, if you won't do what the punters want they'll just ask someone else). When the offer is put to the rest of the street, all players can move any bitches they have in the street to the punter's car if those bitches offer the service. If there are no bitches offering that service then the punters will drive away. You then have to decide which bitch the punters will choose. Each player has to make a looks test for each bitch he has sent forward to the car. To do the looks test he draws a power card and adds it to the bitch's looks attribute. The looks tests are done in reverse order of looks, with the lowest looks first. Note:- All bitches who go forward must make a looks test (although you don't have to draw power cards if you don't want to). If you have sent more than one bitch forward, and the first bitch makes a higher roll than your opponent, you can't simply leave it at that. You must make a looks test for all your remaining bitches. (The punters will pick the best looking girl out of all the ones that you sent forward). If a bitch has more than one level in the attribute (Annika has anal of 2 for example, because she has both "A & O Levels" and "Greek" written on her card) then you can draw two power cards for that bitch. The punters will choose the bitch with the highest result on the looks test (see "doing the business" to decide how to resolve the encounter). Example: "Fat Jerry" and "Ron the Bastard" are playing. Ron has two bitches in play, one who has Anal 1 and one who has Oral 1. Jerry has Annika in play as well as another bitch who has Anal 1 and Fetish 2. Ron sends his second bitch (who has Oral 1) out to solicit, and rolls a 35, anal, and then a 4, 1 punter. His bitch does not offer Anal, so the offer goes out to the street. Ron sends out his first bitch, and Jerry sends out Annika and the other bitch. So, there are three bitches competing for the custom of the punters, Rons first bitch, and both of Jerry's bitches. All must make a looks test. Ron makes a looks test on behalf of his bitch. He draws a power card of 5, which when added to her looks of 3 gives a total of 8. Jerry first makes a looks test on behalf of his second bitch (who has anal 1). He draws a power card of 2, which when added to her looks of 3 gives 7. Jerry then makes a looks test on behalf of Annika. Since she has Anal 2, he draws two power cards, getting 3 and 4, which when added to her looks of 3 gives a total of 10. The punters like Annika the best and choose her. Doing the Business: The bitch has to make a stamina test after servicing each punter. If she fails the stamina test she has still successfully serviced the punter, but can service no more punters in this turn. To perform the stamina test draw a power card, add it to the bitches stamina, then compare it with the figure in the Stamina column of the services table for this service. If your total is equal or higher than the value in the stamina column then you have succeeded in the stamina test. If all punters are serviced (e.g. either you made all the stamina tests, or you didn't fail until the last one) you get money equal to the value in the price column of the services table for each punter. This money is placed on the bitch (not in your money pile). If at any point a stamina test is failed, the bitch is said to be "shagged out". She will be unable to take any active actions. She cannot: Move back to the pad.
Service any more punters (or
make a roll on the solicitation table).
Join any combat.
She can defend herself if attacked, but that is that. A counter of some kind should be placed on her to indicate that she is "shagged out". The shagged out counter should not be removed until your the Pay Dues phase of your next turn. Example: Annika has two punters who want anal (the price for anal is 10, so it is worth doing). Her stamina is middling, only 4, and the stamina target for anal is 10, so it is by no means certain that she will succeed. "Fat Jerry" draws a power card for the first punter. He draws this one from an edge slot, so he knows he will succeed. The power card is a 7, which added to Annika's stamina of 4 gives 11. She has serviced the first punter and is ready for the second. Jerry has now run out of edge cards, so he has to draw the second power card blind from the top of the deck. It is a 4, which gives a total of only 8. Annika successfully services that punter, but is now shagged out. Jerry puts a token on her to show that she is shagged out. Since Annika did service both punters, she earns a total of 20 money tokens. Jerry puts 20 green tokens on her card. She has earned him the money, but because she is shagged out he is unable to move her to the safety of the pad this turn, leaving her vulnerable to a mugging. Note:- In the above example, she failed the last stamina test, and hence still got paid. If she had failed the first stamina test, and been unable to service the second punter, she would have got no money at all. SPECIAL ENCOUNTERS Psycho Punter: This is resolved as with personal combat between one bitch and another, with the following differences: 1) Roll a ten-sided dice to determine the punter's fight attribute. This will give a Fight attribute of between 1 and 10. 2) The punter is controlled by the player sitting to your immediate left. He makes any power rolls on behalf of the punter. If your bitch wins then the punter goes away. If your bitch loses, then the effect is the same as when a bitch loses in combat against another bitch. Police Bust: You must play a bribe in green money tokens from your money pile to the police, by the end of your do shit phase, or be out of the game. Roll a ten-side dice to determine how the size of the bribe. The roll is the amount to pay. E.g. if you roll a five, you must pay five green money tokens from your money pile. Moral Crackdown: Each player must sacrifice the bitch with the highest cost that they have in play (e.g. in either the street or their pad). If they have two bitches with the same highest cost, then they may choose which one to sacrifice. Sacrificed bitches are put straight onto the player's retirement pile (note that Tame Shrink can't help you here). Runaway: Your bitch (the one who you rolled on this Solicitation table for) has run away. Put her straight onto your retirement pile (note that Tame Shrink can't help you here). You also lose a number of influence points equal to her cost (due to the shame of her running away). Zero Tolerance: The game ends immediately. See "Winning / Ending The Game" for details. Winning / Ending The Game There are a number of reasons why the game ends, and a number of different methods of determining who has won. ZERO TOLERANCE If Zero Tolerance is rolled on the Solicitation table, the game is over immediately. Right then. For everyone. In this case, the winner is the player with the most money (e.g. the most green tokens in his money pile). Note: Only green tokens in the money pile count. Green tokens on bitches do not count. END OF 20TH TURN A Pimp game only lasts a certain number of turns. The standard length of game is 20 turns. When the player who goes last ends his 20th turn, the game is over. Treat this the same as Zero Tolerance (e.g. the winner is the one with the most money). ENDING A TURN ON 0 INFLUENCE If you end your retirement phase on 0 influence, you are out of the game. The game continues, but without you. POLICE BUST If you roll police bust on the solicitation table, and cannot afford the bribe, you are out of the game. The game continues, but without you. IF YOU ARE THE ONLY ONE LEFT If you are the only one left in the game (e.g. all other players have been knocked out) then you have won the game. |
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