# MOTOR CITY SHOWDOWN

### Object of MOTOR CITY SHOWDOWN

The object of the game is to beat your opponents in bouts of JACK LABRADOR. Each turn, players will build a tableau of cards, and then resolve Flip Cards and Combat Cards to earn points. The first player to reach 100 points or more wins.

JACK LABRADOR is a variation of Rock, Paper, Scissors, that adds two new symbols and a three-point play.
Players must know how to play JACK LABRADOR with two, three, and four opponents all throwing symbols at the same time.
Complete tutorial on how to play is in the appendix.

“One Time” Jack Labrador

Two to four opponents playing JACK LABRADOR until there is a single winner through the process of elimination.“Run it to Ten” Jack Labrador

Two opponents playing**JACK LABRADOR**until one player wins 10 points. LABRADOR beats JACK for three points in “Run it to Ten.”

The object of the game is to beat your opponents in bouts of JACK LABRADOR.

Each turn, players will build a tableau of cards. Players then compete in Flip and Combat rounds to win cards and earn points. Each card is worth one point.

The first player to reach 100 points or more wins.

When players make symbols with their hands to play JACK LABRADOR to determine the winner.

When players use the symbols shown on the cards to play JACK LABRADOR to determine the winner.

If there is a tie among winning symbols shown on the cards in Card-Action play, determine the winner in one of the following two ways.

1. If there are one or more Rainy Scarecrow cards played, the highest numbered Scarecrow wins.

2. If there are no Rainy Scarecrow cards played, the winning players, whose card symbols are tied, play **“One Time” Live-Action JACK LABRADOR** to determine the winner.

There are 55 total symbol cards.

11 Each of:

- Rock
- Paper
- Scissors
- JACK
- LABRADOR

There are 17 total Cards of Devastation.

They each have Special Powers.

They each have symbols on them (except for the Black Hole).

1 – Black Hole

1 – MOTOR CITY SHOWDOWN

1 – JACK LABRADOR

1 – Hungry Bison

3 – Ravenous Like Javenous

1 – Woodpecker

9 – Rainy Scarecrows

There are 4 Barn Cards. One for each player.

The back side of the Barn Card shows the Order of Resolution for resolving Cards of Devastation.

Keep cards you have won stacked underneath your Barn Card to keep them separate from the other cards during play.

Take a Barn Card, choose a dealer, shuffle the deck, and deal four cards to each player.

Players now look at their four cards and place them face down to create a Tableau as follows:

- One Flip card
- Two Combat cards
- One Hole card, which is usually carried over to the following turn.

After all tableaus are set, players simultaneously turn over their Flip cards and place them face-up in the center of the table.

Perform the following two steps in this order:

**Step # 1:** Apply the Special Powers of the Cards of Devastation, if any.

**Step # 2:** Determine the winner of the Flip cards by using Card-Action play.

- If no Cards of Devastation have been played, go to Card-Action play to determine the winner of all the Flip cards.
- If a single Card of Devastation has been played, it must be resolved by applying its Special Power.
- If multiple Cards of Devastation have been played, they must be resolved by applying their Special Powers. Apply them in the Order of Resolution shown on the back of the Barn cards.

- If the Black Hole card is played as a Flip Card, it automatically wins all the Flip cards and Combat cards thus ending that Flip and Combat round. Play continues.
- If a player wins all 72 cards in a Flip round with the MOTOR CITY SHOWDOWN or JACK LABRADOR cards, the current hand is over and a new hand is dealt.

** **

Once the Special Powers have been applied, compare the symbols shown on the Flip cards (including Cards of Devastation).

Apply the “One Time” JACK LABRADOR rules to determine the winner.

In Card-Action play, there will either be a single winner or a tie among players.

If there is a single winner, that player wins all the Flip cards.

If there is a tie among winning symbols shown on the Flip cards, determine the winner of all the Flip cards in one of the following two ways.

If there are one or more Rainy Scarecrow cards played, the highest numbered Scarecrow breaks the tie and wins.

If there are no Rainy Scarecrow cards played, the winning players, whose card symbols are tied, use **“One Time” Live-Action JACK LABRADOR **to determine the winner.

After the Flip round has been played, all players simultaneously push both of their Combat cards into the card pot face down.

All players then play **“One Time” Live-Action JACK LABRADOR** to determine the winner of all the Combat cards.

After playing the Combat round, players should now have only their Hole card remaining.

Three additional cards are dealt to each player. Each player then builds a new tableau. Players may use the same or different card as their new Hole card.

Continue with further Flip and Combat rounds until the final deal.

There is no Final deal if a player has already ended the hand by winning all 72 cards and 72 points with either the JACK LABRADOR or MOTOR CITY SHOWDOWN card during a Flip round.

In the Final deal of a hand each player is dealt an equal number of cards.

Any remaining cards are put into the card pot face down to be won in the first Flip round of the Final Tableau.

All players will now be in possession of one to four cards. Tableaus will be arranged as follows:

In the Final Tableau, the Hole Card is called the HAMMER.

It is played as a Flip card.

The final play of every hand is always a Flip round using the HAMMER cards.

- The HAMMER can not be taken by a Black Hole that gets played as the first Flip card in the Final Tableau.
- The HAMMER can be taken by a Hungry Bison that gets played as the first Flip card in the Final Tableau.
- The HAMMER can be swapped by The Woodpecker that gets played as the first Flip card in the Final Tableau.

After all cards in the deck have been won, the hand ends.

- Each player counts all of the cards in their Barn and reports them to the scorekeeper, to keep a running score of the game.
- Each card is worth 1 point; thus, a full hand will have a total of 72 points.

Make sure the total number of points reported by all players adds up to 72 points each hand.

If no player has a cumulative score of 100 points or more, the deal passes to the left and another hand is played.

The game continues with further hands until one player’s cumulative score reaches 100 points or more.

At the end of a hand, if one or more players has scored 100 points or more, the game is over and the highest score wins.

If there is a tie among players at or over 100 points, the tied players play **“One Time” Live-Action JACK LABRADOR** to determine the winner.

These cards have Special Powers.

They also have symbols on them so they can compete in Card-Action play.

Their Special Powers must be applied in a Flip round before Card-Action play can take place.

If multiple Cards of Devastation are played at the same time in a Flip round, apply their Special Powers in the Order of Resolution, as seen on the back of your Barn card.

The Rainy Scarecrow tie-breaking Special Powers are only applied if there is a tie among winning symbols shown on the cards during Card-Action play.

Nothing escapes the gravitational pull of a Black Hole—the same theory applies to the Black Hole card.

If you play the Black Hole card in a Flip round, you automatically win all the Flip cards and Combat cards from the other players.

You do not win their Hole or HAMMER cards.

A MOTOR CITY SHOWDOWN only happens when the following two cards are played at the same time in a Flip round.

When this happens, all eligible players simultaneously play **“One Time” Live-Action JACK LABRADOR.** The winner collects all **72 cards and 72 points.**

The hand is now over and a new hand is dealt (if no player has reached a winning score).

Any player sitting out a hand due to a Hungry Bison loss is **NOT** eligible to compete in a MOTOR CITY SHOWDOWN.

If the MOTOR CITY SHOWDOWN card is played** WITHOUT** a JACK LABRADOR card in the same Flip round, nothing happens. The hand continues.

If you play the JACK LABRADOR card in a Flip round, there are two possible outcomes:

- If played in the same Flip round with a MOTOR CITY SHOWDOWN card, see rules for MOTOR CITY SHOWDOWN above.
- If played in a Flip round with NO MOTOR CITY SHOWDOWN card, you have an opportunity to win all 72 cards and 72 points.

You do this by challenging and beating each of your opponents at **“One Time” Live-Action JACK LABRADOR.**

This includes any player sitting out a hand due to a Hungry Bison loss.

You can play them in any order, but you must beat each opponent individually. There are two possible outcomes.

1. If you beat each of your opponents, **you win all 72 cards and 72 points.** The hand is now over and a new hand is dealt (if no player has reached a winning score).

2. If you lose to any of your opponents, the JACK LABRADOR opportunity is lost, and **NO **player wins all 72 cards and 72 points. The hand continues.

If you play the Hungry Bison card in a Flip round, you have a chance to knock out an opponent of your choice and win all of their cards.

You do this by challenging that opponent to “Run it to Ten” JACK LABRADOR.

Remember:

LABRADOR beats JACK for 3 points in “Run it to Ten”

JACK LABRADOR.

There are two possible outcomes:

1. If you beat your opponent in “Run it to Ten” JACK LABRADOR, you take their:

a. Flip card

b. Combat cards

c. Hole or HAMMER card

d. Cards in their Barn (if any)

Your losing opponent must also sit out the remainder of the hand and cannot win any points. They return to play when the entire deck has been won and a new hand starts.

2. If you don’t beat your opponent in “Run it to Ten” JACK LABRADOR, the Hungry Bison opportunity is lost and there are no consequences for either player.

When a Hungry Bison loser is sitting out the remainder of a hand:

- They MUST participate in defending against a JACK LABRADOR card.
- They cannot participate in a MOTOR CITY SHOWDOWN.

- In a two player game, a Hungry Bison winner collects their opponent’s cards and the hand is over.
- Undealt cards remaining in the deck are not scored. The deck is shuffled and a new hand begins if no player has reached a winning score.

If you play a Ravenous Like Javenous card in a Flip round, you have a chance to steal cards from an opponent’s Barn.

When you play this card, you challenge one opponent of your choice to **“One Time” Live-Action JACK LABRADOR.**

1. **If you win, **you steal 7, 8, or 9 cards from their Barn, as indicated by the number on your Ravenous Like Javenous card. If a player has less cards than indicated, you steal whatever cards they do have in their Barn.

2.** If you lose,** no cards are exchanged.

If more than one Ravenous Like Javenous card is played in the same Flip round, only the player with the highest numbered Ravenous Like Javenous card may challenge an opponent.

If you play The Woodpecker card in a Flip round, choose one of these two options:

- Swap your Hole or HAMMER card with the Hole or HAMMER card of any opponent.
- Don’t swap your Hole or HAMMER card.

**NOTE:** You cannot swap with a HAMMER card that has already been flipped over.

The Rainy Scarecrow card in a Flip round has two functions.

**Card-Action:**Its symbol is used to compete in Card-Action play.**Tie Breaker:**If there is a tie among winning symbols shown on the cards during Card-Action play, it breaks the tie and wins all the Flip round cards.

Example A and B below show the Rainy Scarecrow competing in Card-Action play.

In both examples, there is no tie to break among winning symbols shown on the cards.

The Rainy Scarecrow Special Power of breaking a tie is therefore not applicable.

If there is a tie between at least two winning symbols shown on the cards:

- If one Rainy Scarecrow card is played, it wins all the Flip cards.
- If multiple Rainy Scarecrow cards are played, the highest numbered Scarecrow wins all the Flip cards.

Examples C and D above show that a Rainy Scarecrow card can break a tie and win the Flip cards even if its card symbol was not involved in the tie among winning symbols.

JACK LABRADOR is a variation of Rock, Paper, Scissors, that adds two new symbols and a 3-point play:

**1. Symbols are thrown on the third downward motion of the arm:**

**2. As you already know…**

Rock beats Scissors

Scissors beats Paper

Paper beats Rock

**3. Here’s what’s new…**

JACK beats Rock

JACK beats Paper

JACK beats Scissors

LABRADOR loses to Rock

LABRADOR loses to Paper

LABRADOR loses to Scissors

**4. And finally…**

LABRADOR beats JACK!

And LABRADOR beats JACK

for (3 points) when playing up to

10 points (“Run it to Ten”)

**5. If a player miss throws a symbol that is:**

-incomplete,

-unrecognizable, or

-changes after thrown,

that player automatically loses that throw,

It is highly recommended they get training at **LabraDojo.com**

Resolving Three Player and Four Player JACK LABRADOR is a process of eliminating players until there is a single winner.

There are three potential outcomes when playing JACK LABRADOR with three or four players.

- SINGLE WINNER
- ALL WAY TIE
- SPLIT DECISION

One player throws a symbol that beats all other thrown symbols.

There are three scenarios that can generate an All Way Tie.

1. When all players throw the same symbol.

2. When a JACK, a LABRADOR, and at least one of a Rock or Paper or Scissors is thrown.

Recognize this very common outcome to speed the game up.

3. When at least one Rock and one Paper and one Scissors are thrown at the same time without any JACKS or LABRADORS.

Every symbol wins and loses

A Split Decision happens when at least one player loses to two or more players who are tied.

Losing players are eliminated and the winners play on.

There are a total of 55 symol cards. They are used in Card-Action play to determine the winner of the Flip Round.

11 each of:

If you don’t know what JACK LABRADOR is at this point, how’d you get here? Don’t worry—full rules are in the appendix, but here’s the quick break-down: JACK LABRADOR is a variation of Rock, Paper, Scissors, that adds two new symbols and a three-point play.

There are 17 total Cards of Devastation and they all have special powers.

- Black Hole
- MOTOR CITY SHOWDOWN
- JACK LABRADOR
- Hungry Bison
- Ravenous like Javenous
- Woodpecker
- Rainy Scarecrows

Each player takes a Barn card; cards won during a turn will be placed under this card.

Choose a dealer, who will shuffle the deck and deal four cards to each player.

Players now look at their four cards and create a Tableau as follows:

– One Flip card

– Two Combat cards

– One Hole card, which is (usually) carried over to the following turn

There are 4 Barn Cards. One for each player.

Keep cards you have won stacked underneath your Barn Card to keep them seperate from the other cards.

The back side of the Barn Card has the Order of Resolution on it.

After all tableaus are set, players simultaneously turn over their Flip Cards and place them face-up on the table.

It better look exactly like this!

Now the action begins.

1.First, apply the rules of the Cards of Devastation in the Order of Resolution.

2.Then, determine the winner of the Flip Cards, based on the symbols on the cards.

The full description and rules for the Cards of Devastation are further below in the appendix.

If there are multiple Cards of Devastation played in the Flip Round, this is the order in which you apply the rules of the Cards of Devastation.

**Note: The Cards of Devastation (with the exception of the Black Hole) all display one of the five JACK LABRADOR symbols for determining the Flip Round cards winner.**

If the Black Hole card is played as a Flip Card, it automatically wins both the Flip Cards and Combat Cards thus ending that Flip and Combat round.

The final play of every hand is always played with a single Flip card just as you would in a Flip round. That final Flip card is called the HAMMER.

After the Cards of Devastation have been applied, compare the symbols on the cards played in the Flip round. Determine a winner under the “One Time” JACK LABRADOR rules. There are three possible outcomes for any Flip Round.

1. SINGLE WINNER If there is a single winner, that player takes all the Flip Cards and places them under their Barn card.

2. TIE WITH NO RAINY SCARECROW If there is a TIE between at least two winning symbols shown on the Flip Cards and NO Rainy Scarecrows cards are played, the tied players play Live-Action “One Time” JACK LABRADOR until there is a single winner.

3. TIE WITH RAINY SCARECROW If there is a TIE between at least two winning symbols shown on the Flip Cards, and ONE OR MORE Rainy Scarecrow cards are played, the highest numbered Rainy Scarecrow card wins the Flip Cards—even if the player who plays the Rainy Scarecrow card was not involved in the tie!

The HAMMER is always the final card played in every hand. It is played as a Flip card. The HAMMER is protected and cannot be taken by a Black Hole that gets played as the first Flip card in the Final Tableau.

After the Flip Cards are played, all players simultaneously push both of their Combat Cards into the card pot face down.

All players then play Live-Action “One Time” JACK LABRADOR until there is a single winner, who then takes the Combat Cards and puts them in their Barn.

Players should now only have their Hole card remaining. The dealer now deals out three new cards to each player. These, along with their Hole cards, are the player’s new hands. Players continue by building a new tableau, as before. Players may use the same or a different card as their new hole card.

Play continues with Flip and Combat Rounds until the final deal.

However, the HAMMER is NOT protected from The Woodpecker and Hungry Bison when either of those two cards are played as the first Flip card in the Final Tableau.

After all tableaus are set, players simultaneously turn over their Flip Cards and place them face-up on the table.

It better look exactly like this!

Now the action begins.

1.First, apply the rules of the Cards of Devastation in the Order of Resolution.

2.Then, determine the winner of the Flip Cards, based on the symbols on the cards.

The full description and rules for the Cards of Devastation are further below in the appendix.

After all cards in the deck have been won, the hand ends. Each player counts all of the cards in their Barn and reports them to the scorekeeper, to keep a running score of the game. Each card is worth 1 point; thus, a full hand will have a total of 72 points. Make sure the total number of points reported by all players adds up to 72 points each hand. If no player has a cumulative score of 100 points or more, deal passes to the left and another hand is played. The game continues with further deals until one player’s cumulative score reaches 100 points or more. At the end of a hand, if one or more players has scored 100 points or more, the game is over and the highest score wins. If there is a tie among players at or over 100 points, the tied players play “One Time” JACK LABRADOR to determine the winner.

JACK LABRADOR is a variation of Rock, Paper, Scissors, that adds two new symbols and a 3-point play:

1. Hand symbols are thrown on the third downward motion of the arm: 1, 2, SHOOT

2. Rock beats Scissors, Scissors beats Paper, Paper beats Rock, as normal

3. Jack beats Rock, Paper, or Scissors

4. Labrador loses to Rock, Paper, or Scissors

5. Labrador beats Jack (and is worth 3 points when playing “Run it to Ten”)

6. If a player mis-throws a symbol (i.e., the symbol is incomplete or unrecognizable), that player automatically loses that throw.

In “One Time” JACK LABRADOR, two to four players will play JACK LABRADOR until there is a single winner.

In “Run it to Ten” JACK LABRADOR, two opponents play JACK LABRADOR up to ten points. In “Run it to Ten,” the Labrador beats the Jack for 3 points, and is an integral part of the game.

In Live-Action play, JACK LABRADOR is played via human hand generated symbols by players to determine a winner.

In Card-Action play, JACK LABRADOR is played via card symbols to determine a winner.

There are three potential outcomes when playing JACK LABRADOR with three or four players. They are:

Single Winner

One player throws a symbol that beats all other thrown symbols.

All Way Tie

All players throw the same symbol OR

all thrown symbols both win and lose to other thrown symbols.

Split Decision

Two or more players tie and beat all other thrown symbols.

### Single Winner

There is a Single Winner when one player throws a symbol that no other player has thrown, and that symbol beats all other symbols thrown by the other players.

Three Player Single Winner Examples

### All Way Tie

There are three scenarios that can generate an All Way Tie.

1. When all players throw the same symbol.

2. When a JACK, a LABRADOR, and at least one of a Rock or Paper or Scissors is thrown. This is because each symbol both beats and loses to at least one other symbol. Recognize this very common outcome to speed the game up.

3. When at least one Rock and one Paper and one Scissors are thrown at the same time without any JACKS or LABRADORS. Again, this is because each symbol both beats and loses to at least one other symbol.

### Split Decision

A Split Decision happens when at least one player loses to two or more players who are tied. Losing players are eliminated and winners play on. the tied players play on.

# MOTOR CITY SHOWDOWN

### Object of MOTOR CITY SHOWDOWN

The object of the game is to beat your opponents in bouts of JACK LABRADOR. Each turn, players will build a tableau of cards, and then resolve Flip Cards and Combat Cards to earn points. The first player to reach 100 points or more wins.

JACK LABRADOR is a variation of Rock, Paper, Scissors, that adds two new symbols and a three-point play.

Players must know how to play JACK LABRADOR with two, three, and four opponents all throwing symbols at the same time.

Complete tutorial on how to play is in the appendix.

“One Time” Jack Labrador

Two to four opponents playing JACK LABRADOR until there is a single winner through the process of elimination.

“Run it to Ten” Jack Labrador

Two opponents playing **JACK LABRADOR** until one player wins 10 points.

LABRADOR beats JACK for three points in “Run it to Ten.”

The object of the game is to beat your opponents in bouts of JACK LABRADOR.

Each turn, players will build a tableau of cards. Players then compete in Flip and Combat rounds to win cards and earn points. Each card is worth one point.

The first player to reach 100 points or more wins.

When players make symbols with their hands to play JACK LABRADOR to determine the winner.

When players use the symbols shown on the cards to play JACK LABRADOR to determine the winner.

If there is a tie among winning symbols shown on the cards in Card-Action play, determine the winner in one of the following two ways.

1. If there are one or more Rainy Scarecrow cards played, the highest numbered Scarecrow wins.

2. If there are no Rainy Scarecrow cards played, the winning players, whose card symbols are tied, play **“One Time” Live-Action JACK LABRADOR** to determine the winner.

There are 55 total symbol cards.

11 Each of:

- Rock
- Paper
- Scissors
- JACK
- LABRADOR

There are 17 total Cards of Devastation.

They each have Special Powers.

They each have symbols on them (except for the Black Hole).

1 – Black Hole

1 – MOTOR CITY SHOWDOWN

1 – JACK LABRADOR

1 – Hungry Bison

3 – Ravenous Like Javenous

1 – Woodpecker

9 – Rainy Scarecrows

There are 4 Barn Cards. One for each player.

The back side of the Barn Card shows the Order of Resolution for resolving Cards of Devastation.

Keep cards you have won stacked underneath your Barn Card to keep them separate from the other cards during play.

Take a Barn Card, choose a dealer, shuffle the deck, and deal four cards to each player.

Players now look at their four cards and place them face down to create a Tableau as follows:

- One Flip card
- Two Combat cards
- One Hole card, which is usually carried over to the following turn.

After all tableaus are set, players simultaneously turn over their Flip cards and place them face-up in the center of the table.

Perform the following two steps in this order:

**Step # 1:** Apply the Special Powers of the Cards of Devastation, if any.

**Step # 2:** Determine the winner of the Flip cards by using Card-Action play.

- If no Cards of Devastation have been played, go to Card-Action play to determine the winner of all the Flip cards.
- If a single Card of Devastation has been played, it must be resolved by applying its Special Power.
- If multiple Cards of Devastation have been played, they must be resolved by applying their Special Powers. Apply them in the Order of Resolution shown on the back of the Barn cards.

- If the Black Hole card is played as a Flip Card, it automatically wins all the Flip cards and Combat cards thus ending that Flip and Combat round. Play continues.
- If a player wins all 72 cards in a Flip round with the MOTOR CITY SHOWDOWN or JACK LABRADOR cards, the current hand is over and a new hand is dealt.

** **

Once the Special Powers have been applied, compare the symbols shown on the Flip cards (including Cards of Devastation).

Apply the “One Time” JACK LABRADOR rules to determine the winner.

In Card-Action play, there will either be a single winner or a tie among players.

If there is a single winner, that player wins all the Flip cards.

If there is a tie among winning symbols shown on the Flip cards, determine the winner of all the Flip cards in one of the following two ways.

If there are one or more Rainy Scarecrow cards played, the highest numbered Scarecrow breaks the tie and wins.

If there are no Rainy Scarecrow cards played, the winning players, whose card symbols are tied, use **“One Time” Live-Action JACK LABRADOR **to determine the winner.

After the Flip round has been played, all players simultaneously push both of their Combat cards into the card pot face down.

All players then play **“One Time” Live-Action JACK LABRADOR** to determine the winner of all the Combat cards.

After playing the Combat round, players should now have only their Hole card remaining.

Three additional cards are dealt to each player. Each player then builds a new tableau. Players may use the same or different card as their new Hole card.

Continue with further Flip and Combat rounds until the final deal.

There is no Final deal if a player has already ended the hand by winning all 72 cards and 72 points with either the JACK LABRADOR or MOTOR CITY SHOWDOWN card during a Flip round.

In the Final deal of a hand each player is dealt an equal number of cards.

Any remaining cards are put into the card pot face down to be won in the first Flip round of the Final Tableau.

All players will now be in possession of one to four cards. Tableaus will be arranged as follows:

In the Final Tableau, the Hole Card is called the HAMMER.

It is played as a Flip card.

The final play of every hand is always a Flip round using the HAMMER cards.

- The HAMMER can not be taken by a Black Hole that gets played as the first Flip card in the Final Tableau.
- The HAMMER can be taken by a Hungry Bison that gets played as the first Flip card in the Final Tableau.
- The HAMMER can be swapped by The Woodpecker that gets played as the first Flip card in the Final Tableau.

After all cards in the deck have been won, the hand ends.

- Each player counts all of the cards in their Barn and reports them to the scorekeeper, to keep a running score of the game.
- Each card is worth 1 point; thus, a full hand will have a total of 72 points.

Make sure the total number of points reported by all players adds up to 72 points each hand.

If no player has a cumulative score of 100 points or more, the deal passes to the left and another hand is played.

The game continues with further hands until one player’s cumulative score reaches 100 points or more.

At the end of a hand, if one or more players has scored 100 points or more, the game is over and the highest score wins.

If there is a tie among players at or over 100 points, the tied players play **“One Time” Live-Action JACK LABRADOR** to determine the winner.

These cards have Special Powers.

They also have symbols on them so they can compete in Card-Action play.

Their Special Powers must be applied in a Flip round before Card-Action play can take place.

If multiple Cards of Devastation are played at the same time in a Flip round, apply their Special Powers in the Order of Resolution, as seen on the back of your Barn card.

The Rainy Scarecrow tie-breaking Special Powers are only applied if there is a tie among winning symbols shown on the cards during Card-Action play.

Nothing escapes the gravitational pull of a Black Hole—the same theory applies to the Black Hole card.

If you play the Black Hole card in a Flip round, you automatically win all the Flip cards and Combat cards from the other players.

You do not win their Hole or HAMMER cards.

A MOTOR CITY SHOWDOWN only happens when the following two cards are played at the same time in a Flip round.

When this happens, all eligible players simultaneously play **“One Time” Live-Action JACK LABRADOR.** The winner collects all **72 cards and 72 points.**

The hand is now over and a new hand is dealt (if no player has reached a winning score).

Any player sitting out a hand due to a Hungry Bison loss is **NOT** eligible to compete in a MOTOR CITY SHOWDOWN.

If the MOTOR CITY SHOWDOWN card is played** WITHOUT** a JACK LABRADOR card in the same Flip round, nothing happens. The hand continues.

If you play the JACK LABRADOR card in a Flip round, there are two possible outcomes:

- If played in the same Flip round with a MOTOR CITY SHOWDOWN card, see rules for MOTOR CITY SHOWDOWN above.
- If played in a Flip round with NO MOTOR CITY SHOWDOWN card, you have an opportunity to win all 72 cards and 72 points.

You do this by challenging and beating each of your opponents at **“One Time” Live-Action JACK LABRADOR.**

This includes any player sitting out a hand due to a Hungry Bison loss.

You can play them in any order, but you must beat each opponent individually. There are two possible outcomes.

1. If you beat each of your opponents, **you win all 72 cards and 72 points.** The hand is now over and a new hand is dealt (if no player has reached a winning score).

2. If you lose to any of your opponents, the JACK LABRADOR opportunity is lost, and **NO **player wins all 72 cards and 72 points. The hand continues.

If you play the Hungry Bison card in a Flip round, you have a chance to knock out an opponent of your choice and win all of their cards.

You do this by challenging that opponent to “Run it to Ten” JACK LABRADOR.

Remember:

LABRADOR beats JACK for 3 points in “Run it to Ten”

JACK LABRADOR.

There are two possible outcomes:

1. If you beat your opponent in “Run it to Ten” JACK LABRADOR, you take their:

a. Flip card

b. Combat cards

c. Hole or HAMMER card

d. Cards in their Barn (if any)

Your losing opponent must also sit out the remainder of the hand and cannot win any points. They return to play when the entire deck has been won and a new hand starts.

2. If you don’t beat your opponent in “Run it to Ten” JACK LABRADOR, the Hungry Bison opportunity is lost and there are no consequences for either player.

When a Hungry Bison loser is sitting out the remainder of a hand:

- They MUST participate in defending against a JACK LABRADOR card.
- They cannot participate in a MOTOR CITY SHOWDOWN.

- In a two player game, a Hungry Bison winner collects their opponent’s cards and the hand is over.
- Undealt cards remaining in the deck are not scored. The deck is shuffled and a new hand begins if no player has reached a winning score.

If you play a Ravenous Like Javenous card in a Flip round, you have a chance to steal cards from an opponent’s Barn.

When you play this card, you challenge one opponent of your choice to **“One Time” Live-Action JACK LABRADOR.**

1. **If you win, **you steal 7, 8, or 9 cards from their Barn, as indicated by the number on your Ravenous Like Javenous card. If a player has less cards than indicated, you steal whatever cards they do have in their Barn.

2.** If you lose,** no cards are exchanged.

If more than one Ravenous Like Javenous card is played in the same Flip round, only the player with the highest numbered Ravenous Like Javenous card may challenge an opponent.

If you play The Woodpecker card in a Flip round, choose one of these two options:

- Swap your Hole or HAMMER card with the Hole or HAMMER card of any opponent.
- Don’t swap your Hole or HAMMER card.

**NOTE:** You cannot swap with a HAMMER card that has already been flipped over.

The Rainy Scarecrow card in a Flip round has two functions.

**Card-Action:**Its symbol is used to compete in Card-Action play.**Tie Breaker:**If there is a tie among winning symbols shown on the cards during Card-Action play, it breaks the tie and wins all the Flip round cards.

Example A and B below show the Rainy Scarecrow competing in Card-Action play.

In both examples, there is no tie to break among winning symbols shown on the cards.

The Rainy Scarecrow Special Power of breaking a tie is therefore not applicable.

If there is a tie between at least two winning symbols shown on the cards:

- If one Rainy Scarecrow card is played, it wins all the Flip cards.
- If multiple Rainy Scarecrow cards are played, the highest numbered Scarecrow wins all the Flip cards.

Examples C and D above show that a Rainy Scarecrow card can break a tie and win the Flip cards even if its card symbol was not involved in the tie among winning symbols.

JACK LABRADOR is a variation of Rock, Paper, Scissors, that adds two new symbols and a 3-point play:

**1. Symbols are thrown on the third downward motion of the arm:**

**2. As you already know…**

Rock beats Scissors

Scissors beats Paper

Paper beats Rock

**3. Here’s what’s new…**

JACK beats Rock

JACK beats Paper

JACK beats Scissors

LABRADOR loses to Rock

LABRADOR loses to Paper

LABRADOR loses to Scissors

**4. And finally…**

LABRADOR beats JACK!

And LABRADOR beats JACK

for (3 points) when playing up to

10 points (“Run it to Ten”)

**5. If a player miss throws a symbol that is:**

-incomplete,

-unrecognizable, or

-changes after thrown,

that player automatically loses that throw,

It is highly recommended they get training at **LabraDojo.com**

Resolving Three Player and Four Player JACK LABRADOR is a process of eliminating players until there is a single winner.

There are three potential outcomes when playing JACK LABRADOR with three or four players.

- SINGLE WINNER
- ALL WAY TIE
- SPLIT DECISION

One player throws a symbol that beats all other thrown symbols.

There are three scenarios that can generate an All Way Tie.

1. When all players throw the same symbol.

2. When a JACK, a LABRADOR, and at least one of a Rock or Paper or Scissors is thrown.

Recognize this very common outcome to speed the game up.

3. When at least one Rock and one Paper and one Scissors are thrown at the same time without any JACKS or LABRADORS.

Every symbol wins and loses

A Split Decision happens when at least one player loses to two or more players who are tied.

Losing players are eliminated and the winners play on.

There are a total of 55 symol cards. They are used in Card-Action play to determine the winner of the Flip Round.

11 each of:

If you don’t know what JACK LABRADOR is at this point, how’d you get here? Don’t worry—full rules are in the appendix, but here’s the quick break-down: JACK LABRADOR is a variation of Rock, Paper, Scissors, that adds two new symbols and a three-point play.

There are 17 total Cards of Devastation and they all have special powers.

- Black Hole
- MOTOR CITY SHOWDOWN
- JACK LABRADOR
- Hungry Bison
- Ravenous like Javenous
- Woodpecker
- Rainy Scarecrows

Each player takes a Barn card; cards won during a turn will be placed under this card.

Choose a dealer, who will shuffle the deck and deal four cards to each player.

Players now look at their four cards and create a Tableau as follows:

– One Flip card

– Two Combat cards

– One Hole card, which is (usually) carried over to the following turn

There are 4 Barn Cards. One for each player.

Keep cards you have won stacked underneath your Barn Card to keep them seperate from the other cards.

The back side of the Barn Card has the Order of Resolution on it.

After all tableaus are set, players simultaneously turn over their Flip Cards and place them face-up on the table.

It better look exactly like this!

Now the action begins.

1.First, apply the rules of the Cards of Devastation in the Order of Resolution.

2.Then, determine the winner of the Flip Cards, based on the symbols on the cards.

The full description and rules for the Cards of Devastation are further below in the appendix.

If there are multiple Cards of Devastation played in the Flip Round, this is the order in which you apply the rules of the Cards of Devastation.

**Note: The Cards of Devastation (with the exception of the Black Hole) all display one of the five JACK LABRADOR symbols for determining the Flip Round cards winner.**

If the Black Hole card is played as a Flip Card, it automatically wins both the Flip Cards and Combat Cards thus ending that Flip and Combat round.

The final play of every hand is always played with a single Flip card just as you would in a Flip round. That final Flip card is called the HAMMER.

After the Cards of Devastation have been applied, compare the symbols on the cards played in the Flip round. Determine a winner under the “One Time” JACK LABRADOR rules. There are three possible outcomes for any Flip Round.

1. SINGLE WINNER If there is a single winner, that player takes all the Flip Cards and places them under their Barn card.

2. TIE WITH NO RAINY SCARECROW If there is a TIE between at least two winning symbols shown on the Flip Cards and NO Rainy Scarecrows cards are played, the tied players play Live-Action “One Time” JACK LABRADOR until there is a single winner.

3. TIE WITH RAINY SCARECROW If there is a TIE between at least two winning symbols shown on the Flip Cards, and ONE OR MORE Rainy Scarecrow cards are played, the highest numbered Rainy Scarecrow card wins the Flip Cards—even if the player who plays the Rainy Scarecrow card was not involved in the tie!