1 Jungle Speed watizit :
1 totem + 80 cards +1 bag + game
rules
in english
in french
in french, german and
Italian
in spanish
RÉSUMÉ
OF THE RULES
All the cards are dealt face down.
One by one, players lay down cards. As soon as two
cards with matching symbols are revealed (matching
colors do not count), the two players who dealt the
matching cards must grab the totem situated in the
center of the playing area. The player who grabs the
totem first gives all of the cards he has turned over
to the player who did not grab the totem. The aim
of the game is to get rid of all of ones cards.
But watch out! The symbols look alike and there are
many traps. If a player grabs the totem when he is
not entitled to, he will be obliged to collect all
the cards on the table. All «Arrow» cards
indicate special rules to be observed during the game.
Warning : A game of JUNGLE SPEED played
with fair-play in a politicly correct maner can be
utterly boring !
HISTORY
This game was invented approximately 3000 years ago
by the Aboulou Tribe in subtropical
Spidopotamia. The Aboulous (a rowdy tribe whose favorite
delicacy was monkey bones) originally used eucalyptus
leaves as cards for the game. This game was used to
decide who got what share of the carcass after a successful
hunt. These games usually ended in bloody fights, as
all of the cards were identical. This simple error nearly
drove the tribe to extinction. This is why JUNGLE SPEED
remained unknown to the outside world until the 20th
century when two clever gamethropologists, Tom and Yako,
invented the modern-day playing card.
THE
TRIBE
JUNGLE SPEED is a tribal game and is best played in groups
(from 2 to 80 players). Anthropological evidence suggests
that initiation usually begins around age 7.
THE
LAW OF THE JUNGLE
THE AIM OF THE GAME IS TO GET RID OF ALL OF ONE'S CARDS
AS QUICKLY AS POSSIBLE.
The totem is placed in the center of the playing area.
Shuffle and deal the 80 cards between the players, face
down. Players may NOT look at their cards, but place them
in a draw pile in front of themselves. After the players
have had an equal number of cards, any surplus cards are
placed face up in a pile under the Totem (this pile is
called «The Pot»).
One after the other (in clockwise order), players take
turns turning over cards.
Players never play at the same time (unless the ALL FLIP
card, figure 1, opposite, appears).
On his turn, a player turns over the top card from his
draw pile and places it on the top of his discard pile,
covering any previously revealed cards. This will create
a stack of face up cards as the game progresses. DUELS: When 2 people turn over a card with the same
symbol (regardless of the color), a duel ensues. The first
of the two players to grab the totem wins the round. The
loser of the duel must take all of his own faceup cards
as well as the winning players face-up cards AND
any cards that might be in The Pot. The loser uncovers
a card to start the next round.
ANTI-RIOT RULE :
When two players grab the totem at the same time, the
winner is the person with the
most fingers in contact with the totem. If both players
have the same number of fingers
touching the totem, he or she who has their hand closest
to the base of the totem wins.
Special arrow cards do not start duels, but put special
rules into effect (see Tribal Emblems). MISTAKE! A player who grabs when he should not
or who knocks over the totem picks up all the cards on
the table: all the players cards and all cards in
The Pot. This rule is also effective when a player attempts
to grab the totem out of turn.
Players must play with only one hand; the other must never
be used. The cards must always be turned over towards the other
players as shown below in the nifty drawing :
oh yeah !
oh no !!
TRIBAL
EMBLEMS
There are two types of cards :
1 - SYMBOL CARDS : There are different
shapes or symbols on the cards. These shapes or symbols
are in one of four different colors. When two identical
symbol cards are revealed, a duel ensues. Usually, only
the symbol is important, not the color EXCEPT when the
special Color Match card is turned over...
Below are some of the distinctly different shapes you
will find on the cards (but beware of subtle similarities!):...
click on play >>
2 - ARROW CARDS:
There are three types of arrow cards. These are special
cards that dont trigger duels, but change the rules
of the game.
I
- The ALL FLIP card (Spinning arrows pointing OUTWARD):
All players turn a card over at once. (To start with,
we recommend you count one, two, three!) This helps to
ensure that everyone turns his or her card over at the
same time. The cards are compared and if none match, the
player after the player who uncovered the arrow card uncovers
the next card.
II
-The FAST GRAB card (Spinning arrows pointing INWARD):
All players must now attempt to grab the totem at the
same time.
Whoever succeeds puts his overturned cards in The Pot
under the totem. This new Pot will go to the next loser.
The player who grabbed the totem now uncovers the next
card. (this is the only case where the winner start
the next round)
III
- The COLOR MATCH card (Arrows in DIFFERENT COLORS): For games with of 3 players : the COLOR MATCH cards
are removed from the deck before beginning play. However,
when all three players have uncovered cards of the same
color in front of them, the FAST GRAB rule goes into effect. For games with 4 players or more, when a player
uncovers a COLOR MATCH card, players with matching colors
must attempt to grab the totem, regardless of the symbol
on their cards. The player who turned over the COLOR MATCH
card sits this round out. A multi-player duel is similar
to a two-player duel, EXCEPT! In a multi-player duel,
the winner can give all his cards to one loser or choose
to share his cards among several losers. The COLOR MATCH
card is active until: a. The totem is knocked over. b.
As soon as another special arrow card is uncovered. WATCH OUT! Matching symbol duels are not permitted
as long as the COLOR MATCH card is in play.
OPTIONAL RULE :
This crazy game gets even more exciting! In games
with four to five players, when the COLOR MATCH
card appears, it remains active until a new card
covers it.
IV - SPECIAL
SITUATIONS INVOLVING THE ARROW CARDS:
Two ALL FLIP cards appear one after the other :
if a second ALL FLIP card appears immediately after the
first, it only goes into effect if no other duel between
players is possible. Another Arrow Card appears at the same time as a duel
between two players. The fastest player decides the outcome.
Example: Pete, Ollie, Veronica and Peggy Sue all turn
over a card. An arrow card appears, as well as a duel
between Pete and Ollie. Pete grabs the totem first. Pete
decides whether the duel is finished, or if the arrow
card will then take effect. If two duels are possible at the same time :
the player who grabs the totem first
is the winner and the second duel is no longer possible. If three or more players have the same card : the
losers of the round divide the winners cards amongst
them OR the winner can decide how to distribute his cards
(and the cards from The Pot). For example, he could give
all of his cards to his gaming nemesis and none to his
friends; just remember, the winner can only give his cards
to losers of the duel).
LIFE
IN THE JUNGLE
A sample game with four players: Pete, Ollie, Veronica
and Peggy Sue.
Pete turns over the same card as Ollie (a card with a
matching symbol).
1 - Veronica and Peggy Sue
do nothing.
2 - Pete grabs the totem before Ollie.
3 - Ollie has lost the duel, and must take all of the
cards in Petes discard pile, IN ADDITION to any
cards that might be in The Pot. He puts these cards at
the bottom of his
draw pile. Tough luck! Remember, the aim of the game is
go get rid of all your cards.
4 - Veronica and Peggy Sues cards are still in
play.
5 - Ollie (the loser of the duel) resumes play, turning
over a new card.
A second sample game:
Peggy Sue thinks she has the same card as Pete, but she
is mistaken (Or, she tries to participate in a duel when
she is not entitled to). She grabs the totem or knocks
it over. Peggy Sue must then take ALL the cards of all
the players, her own cards, AND any cards that might be
in The Pot.
WINNING!
AND FINISHING THE GAME
When a player has turned over his last
card, this card remains in play while the other players
keep playing. The player has not won until he has gotten
rid of his last face up card.s. The game is finished when there are only two players
left playing.
On the other hand.... to make the game go faster, the
game can be ended as soon as the first player gets rid
of all their cards.
Special Situations :
If the last card a player turns over is an ALL GRAB
card and he does not grab the totem first, he must
take all the cards of the other players as well as the
cards in The Pot and continue to play. Noooooooo!
And you were so close!
If the last card a player turns over is an ALL FLIP
card... Well done! He wins! He puts this card into
The Pot, under the totem, and the other players continue
to play without him.
If the last card a player turns over is a COLOR MATCH
card... !#@%!*$! He must take all the cards from
the other players and those in The Pot and continue
playing.
WARNING
TRIBAL LIFE DOES NOT MEAN THAT YOU SHOULD RESORT TO VIOLENCE!
IT IS STRICTLY FORBIDDEN TO TRY TO WIN BY BLUDGEONING YOUR
OPPONENTS
WITH THE TOTEM! THE GAMING GURUS HOLD THE TRIBE ENTIRELY
RESPONSIBLE FOR THE PEACEFUL USE OF SACRED OBJECTS.
Distributed in North America by: Asmodée Éditions US Office
100 Station Street Loyalhanna, PA 15661 206-604-8365 www.asmodee-us.com
e-mail: contact@asmodee-us.com
If youd like to interact with the entire tribe, check
out our own slice of the web at:
www.junglespeed.com (here you are!)
Hey! Dont forget, an extended edition with 80
new cards will soon be available!
Get ready to start tearing out your hair...