Hasbro Life game of Adventures Card Game Operating instructions

Category
Skill games
Type
Operating instructions

This manual is also suitable for

Hasbro Life game of Adventures Card Game is a storytelling card game where players create their own unique life stories by playing cards from different categories like Family, Career, Wealth, and Adventure. The goal is to have the most points in your life story at the end of the game. Each card has a point value, and players can earn more points by collecting cards with higher values or by completing certain life events. The game also includes +10 cards that represent 10 years passing, and the game ends after 60 years (or 40 or 80 years for shorter or longer games).

Hasbro Life game of Adventures Card Game is a storytelling card game where players create their own unique life stories by playing cards from different categories like Family, Career, Wealth, and Adventure. The goal is to have the most points in your life story at the end of the game. Each card has a point value, and players can earn more points by collecting cards with higher values or by completing certain life events. The game also includes +10 cards that represent 10 years passing, and the game ends after 60 years (or 40 or 80 years for shorter or longer games).

CARD GAME
How do I play a card?
Rembr, it’s al but coleting hose pints!
If a crd hs no ymbl in the o right crne, play it
ont he able right n frot f you t sart buildng your
own life story. Read the card loud an tel he otr
players a tory  go with .
For example:
“Wow – I got a jo as  Po Star – I’m goin to b famous!”
If a crd hs a re symbl in the crne, it means you
ned to have  particular cd in your life story bfore
you can use it. The symbl show hat you ned.
For example, to ‘Sail so arund the world,’ you ned a bt fi rs!
So yu ned a Bot card in your life story bfore yu can use this one.
Get ready!
1. Searte h cards into piles by clor. Kep the 2 Rminder
cards on had s you play.
2. Give ach pile a god shuffl e and put hem facdwn
on the able.
3.
Take turns taking 1 card t a ime, until you have 5 cards each.
 
and mtch!
 
as you have 5 cards in toal.
For example,
you cld take
1 Care cad,
2 Wealth cards n
2 Adventur cads.
If you draw  +10 card, put i to ne sid an tke a
new card. When veryone has tken 5 cards, put any
+10 cards back into he dcks they came from
and reshuffl .
Kep your cads ert!
Contes
10 cards (27 pink Family cards, 27 blue Care cads,
27 gren Wealth cards, 27 yelow Adventur cads n
2 Remindr cads).
How to Win
Be th player with e most pints  your life story at he
end of the gam.
More cads in frot f you n the able = more pints!
Play crds ont he able to creat your wn life story.
Have  gret ime and wtch ose pints cme fl oding !
Read throug the ruls and try a prcti game bfore yu
play for eal.
Player As life story
Player B’s life story
+10 cards.
20 years hve pase

discard pile
Pink
discard pile
Take  card fom any pile at he nd of each turn.
Every cad
in your life story
has  pint value.
The player with e
most pints
wins!
Play
Lifes imple! On your tn:
1. Play  card ont he able.
2. Tel a story to mach te card.
3. Take  nw card from the o
of any draw pile or discard pile
and d it o yur hand.
That’s i!
Use cards with arow symbls to ge stuff
from ther players! For example, us a Lwsuit
card to sue another player like this:
1. Chose another player nd tel hem wy ou’re suing
them – ake up a reson! Be crativ!
2. They must chose a crd (fom their lfe story) worth
30 pints or me and give t o yu.
3. Put he card into yur life story.
4. They put he Lawsuit card into heir lfe story.
Onc a rd is part of smeons life story, it mus tay on
the able. It can’t go back into ay plaer’s hand.
2-4
PLAYERS
AGES
+
8
090480000 10 I GOL.indd 1 10/1/10 4:29 PM
Re symbl
If a crd hs a re symbl in the crne, the symbl show yu
something you mst have dn before yu can ply tha crd.
Lok out fr the symbls a you play.
For example:
To clerat your Gldn
Aniversay, ou ned to
b marie (.e have 
Weding card in your
life story). Just like n
real ife!
You can’t make Hom
Improvemnts uil
you have  home!
© 2010 Hasbro. All Rights Reserved. TM and ® denote U.S. Trademarks.
Manufactured by: Hasbro, Inc., Pawtucket, RI 02862 USA.
Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, UB11 1AZ. UK.
Hasbro Europe is the authorised representative of Hasbro SA in the European Union.
Distributed in Australia by Hasbro Australia Limited, 570 Blaxland Road, Eastwood, NSW 2122, Australia. Tel. 1300 138 697.
Distributed in New Zealand by Hasbro NZ (a branch of Hasbro Australia Limited), 221 Albany Highway, Auckland, New Zealand. Tel. 0508 828 200.
Hasbro Canada, Longueuil, QC, Canada J4G 1G2.
Consumer contact: USA and Canada: Hasbro Games, Consumer A airs Dept., P.O. Box 200, Pawtucket, RI 02862 USA. Tel: 888-836-7025.
UK: Consumer Services: Hasbro UK Ltd., PO Box 43 Newport NP19 4YD, UK. Tel 00800 22427276.
Consumer_a [email protected]
www.hasbrogames.com 1010904801
Any Time
Chek the o right crne of a crd to se if t has 
symbl. If not, g ahed an play it no yur life story
on ay turn!
Sometis you ned to
play  card fom ne
dck befor yu can
cmplet a Life vent
from a diff ernt dck.
For example, you ned to play  Bot card fom the Walth dck
into yur life story bfore yu can ply a ‘Sil so arund the
world’ card fom the Advnture dck!
Cards with an row in the crne hlp you
ad to yur wn life story b swaping cards
or taking cards fom ther players!
For example, us a Mid-Lfe Cris card to
swap your whole and with another player!
Always give th card with e arow t he or player
to pu in their lfe story. It’s like cmpnsation!
Care lader
Get a jo! If a Cre cad
has  crol in the crne, you
ned a gre bfore yu
can d it o yur life story.
As on as you have  Care, you
can build p your pints by puting
Payd crds into yur life story!
You can hve up to 3 Payd crds
pr Caer.
Just like ral ife!
You can oly have ONE Pasprt and
ONE Weding card in your life story
at ny oe tim. If you ‘Lse Your
Pasprt,’ you can relac it wh
another on later in the gam.
The cards
Lok at your cads bfore yu star playing. Hers what ech typ of card es:
+10 cards & ending the game
Ther a 8 of thes cards in the gam.
Each one show tha 10 years hve fl own
by! The gam ends afer 60 years. (For a
shorte or lnger ame, play for 40 or
80 years!)
When you draw  +10 card of any clor:
1. Show evryon ad put i to the sid of the playing are.
2. Take  nw card fom any pile and d it o yur hand.
Your tn is over.
3. As on as omen draws the sixth +10 card, 60 years
have pse and the gam is over!
4. Al ad up the pints o the cards in your life story.
Don’t cunt ay crds til n your hand.
5. The player with e most pints win! Congratulions 
a wondrful ife!
If thers a tie, h player with e most cards win.
Tip! If it’s ricky untig up yor pints, group yr
cards into se of 10 pints fi rt, hen ad the
set ogehr!
Nothing to play?
If you have no cards you want o play, chose on to lse! Put i
facup next o he dck it came from t sart  discard pile.
Pick up a new card s ual.
Other players can pick up the cards you’ve discard, so think
carefuly abut wha you throw ay!
®
09048
®
TM
090480000 10 I GOL.indd 2 10/1/10 4:29 PM
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Hasbro Life game of Adventures Card Game Operating instructions

Category
Skill games
Type
Operating instructions
This manual is also suitable for

Hasbro Life game of Adventures Card Game is a storytelling card game where players create their own unique life stories by playing cards from different categories like Family, Career, Wealth, and Adventure. The goal is to have the most points in your life story at the end of the game. Each card has a point value, and players can earn more points by collecting cards with higher values or by completing certain life events. The game also includes +10 cards that represent 10 years passing, and the game ends after 60 years (or 40 or 80 years for shorter or longer games).

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