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Lunch Money Card Game
Lunch Money is a card game that takes place in the setting
of a public school during luchtime.
Players take on the role as students participating in a big fight
somewhere in school.
EDITORS NOTE:
I would stronly recomend that you print this page
and carry it with your deck So that there would be no confusion
when playing.
Making a lunch money deck:
The cool thing about Lunch money is that you don't have to buy cards,
decks or packs like magic, or pokemon. Lunch money can be made right
at home.
To make a lunch money deck simply take a few packs of regular playing
cards which can be purchased real cheap at any store gat some
protective sleeves available at any store that sells magic,
or pokemon and a few sheets of unlined printer paper
Now cut up the printer paper into rectangular shapes about the size
of
the playing cards and write down the names
and the types of the cards provided below on the slips of paper.
Then stick them with the playing cards into the card sleeves.
Thats it!
In order to play Lunch money what you need is
A few friends to play Lumch Money with (duh:)
You can have as many players as you want.
A few 20 sided dice or something to record life
one lunch money deck--> you only need one deck to play
Rules:
Simple stuff: Each player starts off with 20 life,
order of play goes around in a clockwise maner.
During the game anyone can attack anyone
using attacks, weapons, special events or wrestling moves
and if you lose all your life you lose.
last player standing Rules the School.
Turns:
At the start of the game you draw 5 cards from the deck
No specific method of drawing usually first come first serve
During you turn you can do either of the following:
Discard up to five cards from your hand
play a card ( attack, weapon, event etc)
after this is done draw cards from the deck to keep your hand
at five cards
If it is not your turn you can:
counter an attack using counter cards
use a card if it can be used
after this is done draw cards from the deck to keep your hand
at five cards
Once you play a card place it into the discard pile.
If at any time there are no more cards in the deck
shuffle the discard pile and place it face down.
Then draw cards form the new deck.
Types of cards in Lunch Money
These are the various types of cards in the game.
healing
attack
weapons
counter cards
wrestling moves
special events
humiliation
Attack Cards
Okay this is the stuff you kick some ass with.
Attacks vary from punches to kicks to some strange and humorous methods
to hurt your opponent. When you play an attack whether it is succesful
or not
the card goes into the discard pile.
Only one attack card can be played on your turn.
Weapon cards
Attacks are not the only way to damage your foe.
In lunch money you can also use various weapons to inflict damage as
well.
Weapons are played exactly like attacks The only difference is if you
attack with
a weapon it goes back into your hand and not into the discard pile.
Only one weapon card can be played on your turn.
You can not use the same weapon card more than once per turn.
Wrestling moves
Wrestling moves are special attacks that can only be played
if the HOLD card is succesfully played. To perform a wrestling move
you must first play a HOLD then if your opponent does not counter
the hold you can play a wrestling move. Unlike attacks or weapons,
wrestling
moves can not be countered. To evade a wrestling move you must counter
the HOLD card as it is being played.
If a wrestling move has been sucessfully played you can follow
it up with
another wrestling move until you have no more Moves
(On your turn you can play a HOLD and TWO TO FOUR wrestling moves)
You can't draw any cards until end of turn.
Healing Cards:
It should come to no surprise at all that these cards
will help you get some life back.
Healing cards can only be played on your turn,
and only one healing card can be played.
Heaing cards can not be used to prevent any damage
that is being inflicted.
Counter Cards:
Counter cards is your defence in Lunch Money.
Counters consists of four types
DODGE
BLOCK
HOLD
DISARM
Counter cards have two values on each card and is read as
DODGE/BLOCK
DODGE/HOLD
DODGE/DISARM
BLOCK/HOLD
BLOCK/DISARM
HOLD/DISARM
DODGE:
Used as a counter to an attack or weapon or HOLD. If an opponent
uses an attack or weapon, you can use a DODGE card and if it is succesful
the attack or HOLD is discarded, the weapon is returned to opponents
hand
and the damage that is inflicted is reduced to 0.
BLOCK:
Used as a counter to an attack or weapon or HOLD. If an opponent
uses an attack or weapon, you can use a BLOCK card and if it is succesful
the attack or HOLD is discarded, the weapon is returned to opponents
hand
and the damage that is inflicted is reduced to 0.
HOLD:
The HOLD card is not used to counter an attack or weapon.
However, the HOLD card is what you need to play a wrestling move.
If the HOLD card is succesfully played then you can follow up with
one
or more wrestling moves.
If the HOLD is DODGED or BLOCKED then a wrestling move can NOT be played.
DISARM:
This card is a good defense against weapon cards, and is one
of the ways to get a weapon card out of an opponents hand. If
an opponent
uses a weapon, you can use a DISARM card and if it is succesful
the weapon is discarded and the damage that is inflicted is reduced
to 0.
Example:
Let's say you have a BLOCK/HOLD card and a DDT in your hand.
you can use the BLOCK/HOLD to either
use the HOLD to play the DDT on your turn or
use the BLOCK to prevent an attack directed on you on opponents turn.
IMPORTANT MESSAGE HERE:
Counter Cards only work for you and you alone.
Counter cards can not be used to save a friend from damage
in a multiplayer game.
Humiliation
This is by far the best card in the game. The humiliation card can
cancel out ANY card in the game. With humiliation you can stop attacks,
disarm weapons, stop wrestling moves as they are being played,
deny a BLOCK, DODGE, DISARM, and even special events.
BUT WAIT! THERES MORE!!
when you play a humiliation on a player that player becomes temporarily
stunned for the rest of the turn and you are permitted to follow up
with an attack,
weapon or wrestling move.
Example:
A plays a Kick on B
B humiliates the Kick
What happens?
A's kick is cancelled, A is stunned for the rest of the turn and
B can attack A without resistance.
Beware though as you can humiliate a humiliation card as well,
and other players can humiliate a humiliation played by you.
The order of humiliations can be very complex and confusing,
so here's what happens in some situations.
Players ABC
A plays a Kick on B
B humiliates the Kick
C humiliates B's humiliation
What happens?
Only the last player humiliated can recieve the effects of humiliation
and the last player who used the humiliation can follow up with a counterattack.
So:
Since C humiliates B's humiliation,
B is stunned for the rest of the turn and C can attack B without resistance.
Furthermore since B's humiliation has been cancelled by C's Humiliation
A's Kick goes thru and B is dealt the damage by the Kick.
Now that's adding injury to insult.
You can play as many humiliations in your hand whenever you like.
Special Events
These are the cards that add that special spot of entertainment in Lunch
Money.
Whatever the card says goes, even if the card condradicts the
rules.
Only one special event card can be played during your turn, however
certain special event cards can be played at any time, and some cards
can only be played
when certain conditions are met.
Conditions
In addition to dealing damage, healing, or performing a special event
certain cards in Lunch Money can perform certain tricks guarenteed
to add insult to injury.
Stun
when a player is stunned he/she loses his turn and is unable to
play ANY card until he/she is unstunned. Cards that stun have a number
followed by a T that symbolizes that the player is stunned for a
certain amount
of turns.
Example: lets say that we have 5 players: ABCDE. You are A. Your
turn is next
and E hits you with a card that stunns you for 3T (3 turns) Since
you are stunned on your turn you lose your turn by default
B takes his turn - you are STILL stunned.
C takes his turn - Still stunned.
On D's turn the 3 turns are up are you are unstunned
Got it? Good. Um can you explain it back to me?
Be careful when you play cards that stun.
If the card reads
STUNS 2T it means the target is stunned for 2 turns.
if the card reads
STUNNED 2T it means YOU are stunned for 2 turns.
Travels
Travelling only appears on attacks and weapons...for now.
When you play a card
that travels that means that if you attack and your
target DODGES or BLOCKS then the player to the left of
him/her will take the hit unless HE/SHE DODGES or BLOCKS
then the player to the left of him/her will take the hit.
ERRATA: If you play a travelling attack you can NOT take travel
damage. Any player at "the end of the line" so to speak will
take the travel damage whether or not he/she DODGES or BLOCKS.
EXAMPLE:
Lets bring back ABCDE again and you are A. You play an attack
that deals 4 damage and travels. Your target is C. C blocks, he
takes no damage. D is faced with the attack he can't defend himself
he takes the 4 damage.
Now lets pretend that D Played a DODGE to counter the attack.
E is now faced with the attack.
E is at the end of the line because the next person
liable to wind up losing 4 life is you. Since you can't inflict
travel
damage on yourself, E will take 4 damage automatically.
'+'
Attacks or weapons with '+' in them mean that more than one strike is
being launched If you are faced with a '+' attack that means that you
have to DODGE/BLOCK
TWICE in order to get away scott free.
(Thrice if there are two '+' on the card.)
Example # 1
you're hit with an attack that deals 4 + 3 damage.
You have 1 DODGE in your hand
you DODGE:
you prevent the 4 damage but not the 3.
Result --> you take 3 damage.
Example # 2
you're hit with a card that deals 4 + 3 damage.
You have 2 DODGEs in your hand
you DODGE twice:
you prevent the 4 damage and the 3 damage.
Result --> you're off the hook.
Example # 1
you're hit with a weapon that deals 4 + 3 damage.
You have 1 DODGE/DISARM in your hand
you DODGE:
you prevent the 4 damage but not the 3.
Result --> you take 3 damage.
you DISARM:
weapon discarded all damage prevented
Result --> SCOTT FREE.
THE CARDS:
And now ladies and gentlemen what we've all been waiting for:
the cards for Lunch Money
ATTACK CARDS
| Name of Card |
Damage |
How many in deck? |
| Jab |
2 |
4 |
| Punch |
2 |
4 |
| Kick |
2 |
4 |
| Side kick |
3 |
3 |
| Plain old kick |
2 |
1 |
| Knee |
2 |
4 |
| Back Kick |
3 |
4 |
| Drop Kick |
5 |
3 |
| Elbow |
2 |
4 |
| Headbutt |
3 |
4 |
| Bite |
1 |
3 |
| Spin kick |
4 -(travels) |
2 |
| Whirlwind strike |
4 -(travels) |
2 |
| Whirlwind Charge |
4 -(travels) |
1 |
| Midriff Strike |
3 |
2 |
| Trip |
0 (Stuns 1T) |
2 |
| Groin Pull |
1 (Stuns 3T) |
1 |
| Lightning Punch |
4
If this attack connects you can follow up with another attack or weapon |
4 |
| Sexual assault |
5 |
4 |
| Uppercut |
3 |
4 |
| Ninjitsu Discipline |
6 |
1 |
| lim x-> n Uppercutn |
6 |
1 |
| Praise the Lord |
7 |
1 |
| Bitch Slap |
1+1+1 |
2 |
| Big Combo |
3+3 (STUNNED 1T) |
2 |
| Triple Combo |
3+3+3 (STUNNED 2T) |
1 |
| Flying Barstool |
3 |
1 |
| Flying Headbutt |
3
If DODGED you take 4 damage |
1 |
| Disco Retro Boogie Dance Party |
3 (Stuns 2T) |
1 |
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WEAPON CARDS
| Name of Card |
Damage |
How many in deck? |
| Knife |
3 |
2 |
| Pointy Stick |
2 |
2 |
| Hammer |
3 |
2 |
| Baseball bat |
4 |
2 |
| Wrench |
3 |
2 |
| Rubber Chicken |
1 |
2 |
| Wet Towel |
1
add 1 extra damage everytime wet towel is used |
1 |
| Kendo stick |
3 (Stuns 2T) |
2 |
| Bo staff |
2
2 extra damage on stunned players |
2 |
| Cat-o-Nine Tails |
2+1+1 |
1 |
| Garbage Can Lid |
damage dealt to you is reduced by 1 |
1 |
| Chainsaw |
6 |
1 |
| Fire extinguisher |
0 (Stuns 3T) |
1 |
| Sock full of pennies |
3 |
1 |
| Spiked Boomerang |
3 (Travels) |
1 |
| Flamethrower |
4 (Travels) |
1 |
| Grenade Launcher |
10 |
1 |
| High Powered Lazer |
6 |
1 |
| Really Big Rock |
5 |
2 |
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Wrestling Moves--one of each in the deck
| Name of Wrestling Move |
Damage |
| Body slam |
5 |
| Suplex |
6 |
| Piledriver |
7 |
| DDT |
5 |
| Tombstone |
9 |
| Chokeslam |
6 |
| Atomic Drop |
6 (Stuns 1T) |
| Belly to Belly suplex |
6 |
| Back Body drop |
6 |
| Spinebuster |
7 |
| Samoan drop |
6 |
| Swinging neckbreaker |
5 |
| Belly to Back Suplex |
6 |
| Powerbomb |
8 |
| Jackknife |
8 |
| Hip Toss |
5 |
| Powerslam |
5 |
| Rainbow Drop |
11 |
| Gorilla press Slam |
7 |
| Pedigree |
6 |
| Jackhammer |
8 |
| Sharpshooter |
8 |
| Sleeper Hold |
4 (Stuns 2T) |
| Boston Crab |
7 |
| Crossface Chicken wing |
13 |
| airplane spin |
4 (Stuns 2T) |
| reverse DDT |
6 |
| Backbreaker |
6 |
| Put Thru a table |
8 (You gain 5 life) |
| Figure 4 leg Lock |
7 |
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Defense Cards
| Name of Card |
What it Does |
How many in deck |
| Bandage |
+2 life |
5 |
| First aid kit |
+3 life |
5 |
| Blood Transfusion |
+5 life |
3 |
| DODGE/BLOCK |
|
10 |
| DODGE/HOLD |
|
10 |
| DODGE/DISARM |
|
10 |
| BLOCK/HOLD |
|
10 |
| BLOCK/DISARM |
|
10 |
| HOLD/DISARM |
|
10 |
| Humiliation |
|
12 |
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SPECIAL EVENTS --One of each in deck
| Name of Card |
What does it do? |
| A round of Drinks for everyone |
Everyone but you gains 5 life
This card cannot be discarded |
| Brain Hemorrage |
This card cannot be discarded |
| Bribe the ref |
Everyones life total is now equal
to yours |
| Tactical Nuke |
All players lose 8 life |
| Cool Sunglasses |
You can't be attacked until your next turn |
| Team of Doctors |
You go back to 20 life and are stunned for 3T |
| FBI sting operation |
All players discard all weapon cards in their
hands and lose 3 life for each weapon discarded this way |
| Theft |
Look at target players hand and choose a card.
put that card into your hand |
| New dress code |
order of play is reversed (counterclockwise) |
| Impromptu song and dance routine |
All players pass their hands to the left |
| Fall down the stairs |
use after playing a DODGE
attacker loses 8 life |
| Wait! First tell me your plans for world domination! |
Use if you are a 5 life or less
Attacker must discard his hand
and all damage suffered this turn is reduced to 0 |
| Cheerleader routine |
all damage sufferd this turn so far is added to you life total instead
of subtracted from it |
| Locker Raid |
Search the deck for a card of your choice then put that card in you
hand |
| Pissed Off |
You may play all the cards in your hand until end of turn |
| Instant Replay |
This card works as a duplicate of any card in the discard pile |
| Detention |
Use after damage is inflicted
Attacker is stunned for X turns where X is the amount of damage inflicted
(if dealt 3 damage attacker stunned for 3T) |
| Bring it on |
Everyone may use all attcks or wrestling moves
in their hand one at a time, until all players pass.
No weapons may be used and no cards drawn
until after bring it on. |
| Desperate measures |
Discard your hand and draw 5 new cards.
You can use any of the cards drawn this way this turn.
stunned for 1T |
| Change of heart and other organs |
Switch life total with another player |
| Surprise cameo appearance by Tom Jones |
All players Gain 10 life and become unstunned |
| But Wait! There's More! |
Play anytime during you turn
Take another turn after you first one. |
| Return the favor |
use after damage is dealt
attacker takes twice as much damage that has been inflicted on you |
| Incriminating Lawsuit |
use after damage is dealt
Attacker takes damage instead of you.
If the strike used was a Sexual Assault
you win the game |
| The Plot thickens |
All players shuffle all hands and dicard pile back into the deck. All
Players draw 5 new cards. |
| Stepped on a nail |
lose 3 life this card cannot be discarded |
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