Tabletop Simulator

Tabletop Simulator

Kill Doctor Lucky
Rules
I'm copy pasting the rules from the internet archive, since the rules website is no longer online. Rules archived from here: https://www.gametableonline.com/pop_rules.php?gid=13

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Rules: Kill Dr. Lucky

TABLE OF CONTENTS:

1.0 ... Introduction
1.1 ... Starting the Game
1.2 ... Object of the Game
1.3 ... The Game Board
2.0 ... Turn Sequence Breakdown
2.1 ... Movement
2.2 ... Playing Cards
2.3 ... Snooping
2.4 ... Killing Dr. Lucky
2.5 ... Moving Dr. Lucky
2.6 ... Whose Turn Is Next?
3.0 ... Anatomy of a Murder
3.1 ... Declaring a Murder
3.2 ... Foiling a Murder
4.0 ... Computer Version Tips
5.0 ... Credits


1.0 ... Introduction

Welcome to the Jr. Robert Lucky mansion, a rambling country estate seven miles north of nowhere. It's a stormy midsummer's evening, ten seconds after midnight, and someone's just shut off the lights.

You have hated Dr. Lucky for as long as you can remember, and you've been secretly awaiting this perfect chance to do the old man in. Maybe he destroyed your dry cleaning business; maybe you think he's the leader of the vampires. Perhaps he's the only person standing between you and the family fortune. Or maybe his cat just keeps peeing in your shrubs. Whatever your reason, its good enough to push you over the edge, and now you absolutely can't wait to take the lying old bastard down!

And, though you don't know it, everyone else in the house wants to kill him too.

Take a deep breath. Remember why you're here. And then start sneaking around in the dark. If you run across a weapon, grab it. If you bump into Dr. Lucky, give him hell.

Trying to kill Dr. Lucky is pretty easy, as long as no one's looking. But they don't call him "Doctor Lucky" for nothing. He's got an uncanny knack for slipping out of harm's way. But don't despair; after enough tries, you're guaranteed to wear the old codger down. You just need a clever plan, a good bluff, and a little more luck than everyone else.

So gather in the Drawing Room and get cracking. Somebody's going to kill Dr. Lucky tonight, and it might as well be you.

1.1 ... Starting the Game

At the beginning of the game, each player will be assigned a number and given six cards from the deck of 96. When all players have received their cards, their game pieces will be placed in the Drawing Room, and the game will start. (A popular game variant is to have all players start in a random named room).

1.2 ... Object of the Game

The object of Kill Dr. Lucky is to, not surprisingly, be the first one to successfully kill Dr. Lucky. However, it's not as easy as it sounds; catching the doctor alone and out of sight is tricky enough, but the old codger also has a knack for escaping even the worst situations. Your timing, strategy, and luck will all be tested.

1.3 ... The Game Board

The board for Kill Dr. Lucky is a top-down view of Dr. Lucky's country estate. There are twenty-four named rooms, twenty of which are also numbered, and several adjoining hallways. In a normal game, all players start in the Drawing Room, numbered 0 on the board. Dr. Lucky always starts in a random room.

https://imgur.com/ttay1tH

The black lines are walls that players cannot see through. The white lines are room borders that players can see through. The black-dotted wall separating the Gallery from the Dining hall is a balcony; players can see through it, but may not move through it. Line of sight spans any amount of rooms until blocked by a wall. Thus, a player can, for example, see all the way from the Master Suite (numbered 10 in the top left corner) to the Library (numbered 13 in the top right section), or from the Gallery (non-numbered near the top) down to the Piazza (numbered 19 at the bottom).


2.0 ... Turn Sequence Breakdown

A player may perform a variety of actions during the turn, but, for the most part, these actions do not need to be in any specific order, although certain actions will end your turn. Actions that a player may perform include moving, playing cards, drawing a card, or attempting to kill Dr. Lucky.

2.1 ... Movement

A players gets one free move which can be used ay any time during the turn. Your free move can move you one room in any direction. Hallways count as rooms; a player may use a free move to go from the Parlor (numbered 1 near the middle) to the Carriage House (numbered 18 at the bottom), but may not move directly from the Parlor to the Billiard Room (numbered 2 near the middle), as there is a hallway between the two rooms. The player would first have to move into the hallway.

2.2 ... Playing Cards

A player may play a card at any point during the turn, and may play as many cards as he or she wishes. The two types of cards that are playable in this fashion are movement cardsroom cards. A movement card has a number on it; when a player uses it, that player may move his or her own piece that many spaces, OR that player may move Dr. Lucky that many spaces. A room card has a and room name on it; when a player uses it, that player may move his or her own piece directly to that room, OR that player may move Dr. Lucky directly to that room.

2.3 ... Snooping

At the end of your turn, you may "snoop around", which means you get to draw a card from the deck. However, certain conditions must be met: you must not have played any cards previously during your turn, and you must be in a named room. In the computer version, simply hitting "done" in a named room will automatically tell the computer that you wish to snoop, if you have not played any cards during your turn.

2.4 ... Killing Dr. Lucky

Alternatively, you may choose to end your turn by attempting to murder Dr. Lucky. Again, however, certain conditions must be met: you must be alone with Dr. Lucky and out of sight of any other player. Also, although it is not neccessary, having a weapon card with which to murder the good doctor will greatly improve your chances of success. If all of these conditions are met, you may go ahead and attempt to kill Dr. Lucky. A murder attempt ends your turn and uses up the selected weapon card.

2.5 ... Moving Dr. Lucky

At the end of every player's turn, Dr. Lucky will move. Dr. Lucky tends to follow a predictable route through his mansion; unless he's lured off course by another player, Dr. Lucky moves by the numbers. If Dr. Lucky is standing in a numbered room, he will move into the next numbered room, with 19 leading back to 0. If he's not in a numbered room, he will move to the highest numbered adjoining room. For example, if Dr. Lucky is in the Wine Cellar, he will move into the Kitchen. If he is in the Foyer, he'll move into the Piazza. Remember that Dr. Lucky moves at the end of each player's turn, which means that the more players there are, the faster and further he will move before it is your turn again. Plan ahead well in large games.

2.6 ... Whose Turn Is Next?

For the most part, play moves clockwise around the table. However, Dr. Lucky can "reactivate" a player by entering the room that player is in. If Dr. Lucky moves into an occupied room during his normal movement between turns, the player standing in that room goes next, even if that player just had a turn! This means that, if you're clever, you can take several turns in a row, leading the old fool around the mansion (some call this "riding the Lucky train"). You can use these turns to draw extra cards, and to get someplace fast. But even though you can take multiple turns in a row, you won't be able to make a series of murder attempts. Since you can't move (or play move cards) after a murder attempt, Dr. Lucky will automatically get away from you if you fail. If Dr. Lucky lands in a room occupied by two or more players, then the "my turn" status passes from the last active player clockwise around the table until it hits one of the players in that room. This means that you can't drag Dr. Lucky through an occupied room, since the turn will pass to the other player when Dr. Lucky moves in.


3.0 ... Anatomy of a Murder

Attempting to murder Dr. Lucky is a bit more of a complex process than the other options a player may take during a turn, and it is important that all players understand how a murder attempt works before playing the game.

3.1 ... Declaring a Murder

To attempt a murder, you must be alone in the room with Dr. Lucky, and you must be out of sight of every other player. You may play one Weapon card to improve your murder attempt; otherwise, it has a basic value of 1. Without the Weapon card, you're trying to kill the old man with whatever is on hand, or just poking him in the eye with your finger. If you use a Weapon, your murder attempt has the value of that Weapon. For example, a murder attempt with a 4-point Weapon has a value of 4 (not 5). The better your attempt, the harder it will be for your opponents to stop you.

3.2 ... Foiling a Murder

Once a player has declared a murder attempt, everyone else gets one chance to foil it by playing Failure cards. Starting with the player to your left, every player may either play one or more Failure cards, or pass. To foil a murder requires one Failure point for each point in the murder value. Failure cards are worth 1, 2, or 3 points each. Note that even though your early murder attempts probably won't succeed, it's important to keep trying, so that you force the Failure cards out of other players' hands. The fewer Failures everyone else holds, the better your chances of one of your murder attempts succeeding. Failure cards are not returned to the discard pile, but are instead removed from the game!


4.0 ... Computer Version Tips
  • Watch the chat box, as there are a number of system prompts to help you with your game play.
  • It's your turn when the timer is counting down.
  • It is your turn if you see the timer counting down in the upper right.
  • When it's your turn your token will turn red; when it is your turn to play a failure card it will turn green.
  • To move, attempt murder, play a card or finish your turn, click on the appropriate command word above the chat window. Actions that are legal are shown in black text.
  • To choose a destination for a move, click on the room on the board; the token will automatically move into that space.
  • Single clicking a card shows it in the interface detail window; double clicking a card selects it.


5.0 ... Credits

Kill Dr. Lucky was designed by James Earnest, who was assisted Rick Fish, Dave Howell, E. Jordan Bojar, Toivo Rovainen, and various well-fed guinea pigs.

Kill Dr. Lucky is © 1996 Cheapass Games. All rights reserved. No parts of this product may be reproduced without specific permission from the publisher.
Last edited by FromDarknessComesLight; Feb 26, 2022 @ 7:08pm
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Scootaloo  [developer] May 31, 2022 @ 6:47pm 
Thanks, I've updated the link in the description to reference this post.
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