In essence the game is simple. But, in common with Scrabble, Monopoly, and most other board games, the rules look long and complex - this is to deal with the 'odd' what-if circumstances which can sometimes arise.
Before playing, set up the game, using the contents list as a guide, and read the following sections:
The Aim of the Game
The Cardinal Rule
The Family Tree
If you are playing the standard game, read 'And the Winner Is'.
But if you are playing a timed game, read 'Or the Winner Is' ·
Read the other sections as the need arises:
Ending Your Turn
Spin to Win
The 1526 Square
The Comfort, Court, Crisis and Challenge Squares
The Migraine Square
The Death Squares
The Ostrich Square
The Sevigny Square
|The Aim of the Game|
|The Family Tree|
As well as holding
Birth Certificates, you may also nurture a Family Tree.
|The Cardinal Rule|
You must never ever hold 'spare' or 'duplicate' Birth Certificates. One Marthe should be enough for anyone!
|You take the role of Lymond. However, because you are occupied full time in being witty, twisted, handsome and generally self-obsessed, you will be represented on a board by a friend or relative as follows|
The Dame fulfills
the same kind of role as the 'bank' in other games.
A pair of dice is
used. Both dice are thrown, unless instructed otherwise.
Throw the dice, and
moves their piece the number of squares indicated by the dice. Squares
may be occupied by more than one piece simultaneously.
When you land on a square, you must fulfill the following tasks (in the stated order) if applicable.
1. If you land
on a character square, you may
5. If you land on the Migraine Square, you must follow the 'Migraine Square' rules.
|Ending Your Turn|
1. At the end of your turn, you may choose to sell any number of Birth Certificates back to the Dame for the value specified on relevant board of the square, or you may auction the Certificate to another player who does not already own that Birth Certificate.
2. If, after you have undertake all the above actions in your turn, you have no survival points left, then you know that, if left up to you, Lymond would have killed himself by now. In remorse, you top yourself and hope that the other players can save him.
3. When you have completed your turn, play passes to the person on your left, unless instructed otherwise.
|....And the Winner Is (full game)|
You win the game if you are the first to collect an entire Family Tree-full of Birth Certificates, and then spin the 3 Francis Crawfords in the correct order (see the 'Spin to Win' section). If all the players fail in this aim, then Lymond will Languish Locked in L for evermore, and there is no winner.
|....Or the Winner Is (timed game or quick finish)|
At any point, by unanimous agreement of the players, a fixed completion time for the game may be set.
At the agreed completion time, play continues until the player to the right of the starting player has had their turn. Play then ceases.
When play has ceased the player with the most Birth Certificates wins. If there is a tie, the number of Survival Points is the decider (more is better). If these too are tied, then the dice are thrown to decide the winner.
Up until the agreed time expires, the game can be won as stated in the 'And the Winner Is…' section.
|Spin to Win|
The user throws one dice to determine the number of attempts they may have.
Each attempt consists
of the following steps:
a. You must
spin the Silver spinner, and must land on the First Francis Crawford.
b. You must
spin the Blue Spinner, and land on the Second Francis Crawford. If you
succeed, collect the second Francis Crawford's Birth Certificate, then
go to step c.
c. You must
spin the Blue Spinner and land on the Third Francis Crawford.
that you have as many attempts as you scored with your throw of the Dice.
You must take all these attempts, and follow through the whole
Spin to Win game, even though you may already have some of Francis Crawfords
on your Family Tree.
Any player may take
part in an auction.
|Squares - The 1526 Square|
This is the square that you all start from. It's the equivalent of the Go square in Monopoly. You collect 500 points at the start of the game, and a further 200 points each time you land on, or pass over, this square unless specifically instructed otherwise.
|Squares - The Comfort, Court, Crisis and Challenge Squares|
A pack of cards relates
to each of these squares. Each card contain a message for Lymond which
|Squares - The Migraine Square|
When you land on the Migraine square you must immediately say "What's the Time, Archie?" (no other similar phrase will do). Failure to do so will result in a 100 Survival point fine paid to the Dame.
Normally, apart from a severe headache, you suffer no ill-effects of being on this square, and may play as normal. However, if you are forced to retire to this square in any other way (i.e. you are sent by a Comfort, Crisis, Court or Challenge card; or you lose a duel), then your headache will come with blindness. You must wear the blindfold and, as you will be unable to see the dice, or read any cards, you will be completely incapacitated for your current throw and two others, after which the headache and blindness will wear off and you may remove the blindfold. During this time, you will be unable to take any part whatsoever in the game.
The Dame will ensure that no cheating takes place while you are blindfolded. There is NO limit to the number of people who may be in this square at one time, and NO limit to the number of people who may be blindfolded at one time.
You may buy yourself some Opium on your current throw, or any of the two others, which will provide you with relief, but at a cost to your health of 250 Survival Points. If you possess an Opium Card, you may use it to purchase relief without the need for survival points.
|Squares - Duel Squares|
Duel Squares are marked with crossed swords. If you land on a duel square, you must immediately say "Have at thee, Varlet!" (no other similar phrase will do). Then you must throw the appropriate duel dice.
If your initial (L) lands uppermost, then you win the duel, and move forward the number of squares that you have thrown in the duel, and play that square as though you had landed on it normally.
If your opponent's initial (R, G, B or A) lands uppermost, you lose the Duel. This causes a crisis of nerves, and you must immediately retire to the Migraine Square without passing through the 1526 square and so without collecting 200 Survival points.
Failure to challenge your opponent with the appropriate phrase ("Have at thee, Varlet!") will result in a 100 Survival point fine.
|Squares - Death Squares|
Death Squares are marked with a red bloody saltire and contain the names of non-relatives for whose deaths you feel responsible. If you land on these squares, you will be overwhelmed with guilt, and must immediately say "I am overwhelmed with guilt!" (no other similar phrase will do) and will pay to the Dame the number of Survival points specified on the square.
Failure to mention that you are overwhelmed with guilt will result in a 100 Survival point fine.
|Squares - The Ostrich|
If you land on The Ostrich Square, you must immediately say "Hello, Molly!". You may then choose the birth certificate for any square on the board that you do not already own, together with the relevant number of Survival Points. You do not, however, go to that square, but remain with Molly in The Ostrich.
Failure to greet Molly appropriately when (ahem) landing on her square, will result in a 100 Survival Point fine, and withdrawal of certain unspecified but valued privileges.
|Squares - Sevigny|
If you land on the Sevigny Square, you must immediately say "Hello, Nick!". You may then choose the birth certificate for any square on the board that you do not already own, together with the relevant number of Survival Points. You do not, however, go to that square, but remain with Nick Applegarth at Sevigny.
Failure to greet Nick appropriateley when arriving at Sevigny, will result in a 100 Survival Point fine, and withdrawal of library and spinet privileges.
Thanks to Karen Rex, heather Fletcher, David Fletcher, Cindy Byrne, Henk Beentje, Diana Crane and to all the others who helped in the inspiration and design of Lymopoly over the internet and at the Hotel Meridien Phoenicia in Malta; and to Cindy, Marta Farensbach, Nancy Wyman, Nancy Tague, Jan Fergus and Bill Marshall, who helped to road test it at the Kirkwall Hotel in Orkney.
Disclaimer This game is not based on Monopoly, and bears no relation to it, except in a certain similarity in the name, and other similarities such as are shared by a number of board games
This game is © Copyright 2001 by Simon Hedges. It is based upon characters, plot lines, situations and places which are created by Dorothy Dunnett. This game may not be produced at all or played for profit.
Updated 14 Apr 2002 to clarify the 'multiple blindfolded people'
situation., and increase size of font for the phrases.
Updated 27 Dec 2001 to reflect lessons learned at the O'Spit
Feedback? Broken Link?