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Jams-Taking

Game ID: GID0173038
Collection Status
Description

Forming the world's greatest rock band takes more than talent... it takes cash, cunning, and perfect timing. As a shrewd producer, you'll chase star musicians like legendary guitarists, charismatic vocalists, genius drummers, and powerhouse keyboardists. But without the right parts to complete your songs, even the best lineup can't save you. Money talks, and in the ruthless music industry, it's survival of the richest.

■ Contents

Artist Cards
-Vocal (Vo): 2, 4, 6
-Guitar (Gt): 1, 2, 4, 5, 6
-Bass (Ba): 1, 2, 4, 5, 6
-Drums (Dr): 2, 4, 5, 6
-Keyboard (Ky): 2, 4, 6
-Vocal (Vo) & Guitar (Gt): 3
-Vocal (Vo) & Bass (Ba): 3
-Vocal (Vo) & Drums (Dr): 3
-Vocal (Vo) & Keyboard (Ky): 3

Note: The number on the card indicates the artist's ability as Artist Points (Pt).

Song Cards
-Lv. 1: 4 cards
-Lv. 2: 4 cards
-Lv. 3: 4 cards

Note: These cards show the artist parts needed to complete the song and the song's own points (Pt) when completed.

Scout Money (Suits: Red, Yellow)
-$200: 2 cards x Red & Yellow
-$300: 3 cards x Red & Yellow
-$400: 3 cards x Red & Yellow
-$500: 2 cards x Red & Yellow
-$600: 1 card x Red & Yellow
-$700: 1 card x Red & Yellow

Raise Money
Money cards used in the Raise Phase.
$100: 40 cards

Debt Slips
Paper for recording debt.
1 pad (100 sheets)

■ Game Setup (For 4 Players)

Decide the lead player who will play the first card. The person who most recently attended a rock band concert is the lead player. If multiple people went on the same day, the person who had the seat closest to the stage is the lead player. If still undecided, use rock-paper-scissors or a similar method.

● Scout Phase Setup (Scout Money)

Take all Red and Yellow Scout Money cards ($200 to $700, 24 cards total), shuffle them face down to form a draw pile. Starting with the lead player and going clockwise, each player draws 2 cards from the draw pile into their hand. Again, starting with the lead player and going clockwise, each player draws 2 cards. They choose 1 to add to their hand and pass the other face down to the player on their left. Repeat this process once more. Each player will now have 6 Scout Money cards in their hand.

● Raise Phase Setup (Raise Money)

Gather all Raise Money cards ($100) and deal 10 to each player.
Keep Raise Money separate from Scout Money.

● Artist Card Setup

Shuffle all 24 Artist cards face down to create a draw pile and place it in the center, visible to all players. The lead player flips over the top 2 cards from the draw pile and places them face up in the play area.
These are the two artists available to be signed this round. The player who bids the highest amount gets first pick of these two, and the player with the second-highest bid signs the remaining artist.

● Song Card Setup

Shuffle the 4 Lv. 1 Song cards face down and deal one to each player. Players place this card face up in front of them. Keep the remaining Lv. 2 and Lv. 3 Song cards (4 of each) in separate piles by level. Players can look at the Song cards at any time to check the required artist parts.

Remaining Song Cards (Lv. 2 / Lv. 3)
If a player fulfills the artist part requirements on their current Song card, they can acquire a Song card of the next level (Lv. 2 or Lv. 3).

● Setting up a debt voucher

Prepare the Debt Slip pad. Players will use it to record their debts. When taking a debt, players will mark it on a slip.

Designer's Notes
Artist cards include parts for Vocal (Vo), Guitar (Gt), Bass (Ba), Drums (Dr), Keyboard (Ky), and also multi-role artists like Vo/Gt, Vo/Ba, Vo/Dr, Vo/Ky. The numbers 1-6 on the cards represent the artist's skill level. Your goal is to gather artists with high numbers!

● Scout Phas

For the 2 Artist cards revealed in the play area, players will play Scout Money as an initial bid. The purpose of this phase is to qualify for the Raise Phase and to gain a favorable turn order in it.

▼ Only Two Artists Can Be Signed!

The two players who have bid the highest total amounts across the Scout and Raise Phases can sign (acquire) an artist.

▼ Lead Player's Play

The lead player chooses one Scout Money card (either Red or Yellow) from their hand and plays it face up.
The suit of this card (Red or Yellow) becomes the lead suit for this round.

▼ Other Players' Play (Clockwise)

Starting from the player to the left of the lead player and going clockwise, each player also plays one Scout Money card from their hand.

▼ If You Have Scout Money of the Lead Suit

You must play one card of the same suit. By playing a card of the same suit as the lead player's Scout Money, you can proceed to the Raise Phase. The amount played can be any value.

▼ If You Do Not Have Scout Money of the Lead Suit Choose one of the following actions:

A) Play Scout Money of a Different Suit ⇒ Cannot participate in the Raise Phase Play one Scout Money card that is not of the lead suit. This player cannot participate in this round's Raise Phase.

B) Substitute with Raise Money ⇒ Can participate in the Raise Phase If you don't have Scout Money of the lead suit, you can pay $200 from your Raise Money (two $100 bills) to substitute for it. You cannot do this if you do not have two $100 bills. (Paid Raise Money is sent to the discard pile even if you don't sign an artist.)

Example of Scout Phase
The available artists are a Vocal/Keyboard (3Pt) and a Guitar (5Pt). Player A wants Vo, Gt, and Vo parts, so they bid Red: $500! Player B only needs Vo and Gt, so they aim for 2nd place with Red: $300. Player C doesn't have a Red suit card, so they play a Yellow suit card and drop out of the bidding for artists this round. Player D also doesn't have the lead suit but wants Vo, Gt, and Vo parts, so they pay Raise Money to participate in the Raise Phase, hoping to win a contract!

Designer's Notes
Playing a high-value Scout Money card in the Scout Phase gives you a significant advantage: you get to act last in the Raise Phase. This allows you to see other players' moves before bidding your Raise Money, giving you a tactical edge.
Even if you don't have the lead suit, you can substitute with Raise Money.
For artists you desperately want, it might be better to take on debt to acquire them…

● Raise Phase

Players who played the lead suit (or substituted with Raise Money) in the Scout Phase proceed to the Raise Phase to conduct final contract negotiations with the artists.

▼ Determining Turn Order

Turn order proceeds clockwise, starting with the player who bid the lowest value on their Scout Money card in the Scout Phase. The player who played the highest value Scout Money card will go last. If multiple players bid the same amount, the player closest to the lead player (in clockwise order from the lead player) goes first among them.

▼ Actions During Your Turn

When it's your turn, perform one of the following actions (① or ②):
"Debt" can be taken any number of times on your turn, regardless of choosing ① or ② (up to a game maximum of 5 times).

① Raise!

Add Raise Money to the Scout Money you've already bid. You can add any amount of Raise Money you possess. It's possible to take a debt to pay for this.

Note: You don't have to raise to the highest bid. Since you can acquire an artist even in 2nd place, bidding an amount aiming for 2nd place is a valid strategy! In case of a tie for bid amount, the player closer to the lead player is considered higher ranked (for 1st or 2nd place).

Note: Debt When you take a debt, put a checkmark by your name on a Debt Slip and receive $500 in Raise Money (five $100 bills) from the supply (if $500 is available in the supply!). Each debt taken results in -6 points. You can take a debt multiple times during your turn in the Scout & Raise phase, but only up to a maximum of 5 times per game.

② Do Not Raise! (Pass)

If you choose not to raise (pass), you cannot raise again for the remainder of this round.

※ Debt

When you place a check mark on the name of a Debt Slip, you receive Raise Money of $500 (5 × $100 bills) from the supply (discard pile)—if the supply has $500 available!
Each instance of taking debt results in “-6 points.”
You may take debt as many times as you like during your own Scout & Raise Phase, but only up to a maximum of 5 times in total.

End of the Raise Phase

The Raise Phase continues until all participating players choose "② Do Not Raise!" (pass). Once all players have finished raising (or passed), the Raise Phase ends.

At that point, the player with the highest total bid (Scout Money + Raise Money) is 1st, and the player with the second-highest total bid is 2nd. They proceed to sign (acquire) artists.

Designer's Notes
When raising, consider which of the two available artists you need. The two players with the highest total bids (Scout Money + Raise Money) can sign artists. It's perfectly fine to deliberately bid an amount aiming for 2nd place! A smart contracting strategy involves watching other players' finances while making your raises. Try to win contracts for the lowest possible amount!

● Artist Card Contract

Once the Raise Phase ends, players sign artists based on their rank.

▼ Signing (Acquiring) Artists

The player who bid the highest total amount (1st place) chooses one of the revealed Artist ca

Year Published
2025
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