Give Each Player A Group
Give Each Player A Group
This game comes with a supply of 21 Group Information Sheets contained in a handsome sleeve. Determine which player is going to go first, using a method that appeals to you (we roll both six-sided dice and force the lowest roller to go first). Present this player with all the Group Information Sheets, face down, and have him or her select one at random. Group selection proceeds clockwise. If you draw the Clone Police, re-draw and set the Clone Police aside (for now).
Once you have selected a Group, take a moment to review the sheet. You’ll see that the bulk of the sheet is taken up with a description of your Group’s Special Ability. This Ability allows your Group to bend, break, or re-arrange the rules of the game in various ways. This Ability is what truly makes your Group unique and special: it will most likely form the backbone of your strategy for the game. It’s a good idea to review this Ability now. (If you’re a new player, and your Ability doesn’t quite make sense to you yet, but you want to start playing, we advise that you look up any terms that perplex you in the Index, rather than reading straight through this manual.)
Once all players have a Group, each player, starting with the first player and proceeding clockwise, declares whether they will keep their Group or discard it and take a second randomly-selected Group. Once a Group is discarded, it is no longer eligible for play. If you don’t like the second Group you get, that’s tough, because you’re stuck with it.
When Group choices are settled, explain your Group’s Special Ability to the other players.
- Printer-friendly version
- 375 reads
New Comments
29 weeks 2 days ago
29 weeks 4 days ago
34 weeks 17 min ago
34 weeks 2 days ago
34 weeks 2 days ago
41 weeks 1 day ago
41 weeks 3 days ago
41 weeks 4 days ago
41 weeks 5 days ago
42 weeks 5 days ago