Carry Me Plz! A Pig Hinders the Hero Party

Send your crew to go on adventures. The fewer efforts your crew contributes to the mission, the earlier you can choose the reward! Play the right crew at the right time, and try to make a fortune by being the laziest team!
Homosapiens Lab 3-6 players | 30 min | Age 8+
$20.00

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Game Overview

 

 

Send your crew to go on adventures. The fewer efforts your crew contributes to the mission, the earlier you can choose the reward! Play the right crew at the right time, and try to make a fortune by being the laziest team!

 

Preparation

  1. Shuffle the Adventure cards to form an Adventure deck.
  2. Each player takes one set of 8 character cards and one Player Aid card. Shuffle your Character cards to form your personal deck.
  3. Draw three cards from your deck as your hand cards. You are ready to play!

 

Gameplay

The game is played over several rounds until the Adventure deck has five or fewer cards left. The player with the most gold wins!
Each round has 3 phases:

  1. Reveal the New Adventure
    Reveal 2 Adventure cards from the deck and place them in the center of the table for all players to see. 
    If there is only 0 or 1 Gold card, reveal additional Adventure cards until there are 2 or more Gold cards.
  2. Send out Your Crew
    (1) Each player chooses one card from their hand and places it facedown in front of themselves. When everyone is ready, reveal the cards. These characters are the adventure team for this round.
    (2) Check the values (based on the player count) on the Adventure cards, the highest value is the Risk Value for the current round.
    (3) If the total Strength of the played Character cards is equal to or higher than the Risk Value, the adventure is a success. Otherwise, the adventure fails.
     

    Success
    Following the initiative value from low to high (0 -> 7), players take turns to pick one of the Adventure cards (Gold or Goblin) as their reward. Keep your reward faceup in front of yourself.
    - If there is a tie for the initiative value, those tied players are SKIPPED. They don’t have a chance to pick the Adventure card. (Their Strength were counted, though.)
    - If the Adventure cards are all taken, the remaining players won’t have a chance to pick the card.

    Failure
    The phase ends.

  3. End of Round
    If there are still Adventure cards left on the table, remove the one with the most << from the game.
    Each player discards their played card to their personal discard pile. Draw cards from their personal deck to refill their hand to 4 cards.
    Start a new round from Phase 1.
     

Game End
If there are 5 or fewer Adventure cards left in the deck after the (A) Revel the New Adventure phase, the game ends after that round. Tally your total Victory Points (gold and Goblins). The player with the most VP wins!
If the Adventure deck runs out and there are fewer than 2 Gold cards revealed on the table, the game ends immediately.

 

Game Basics

 

Designer: Chih-Fan Chen

Artist: sasAIchi

Publisher: Homosapiens Lab

 

Players: 3-6

Time: 15 Min

Age: 8+

 

BoardGameGeek (Link)

 

Components

Character cards x48 (8 cards x 6 sets)

Adventure cards x30 (Gold x18, Goblin x12)

6-player Adventure cards x6

Player Aid cards x18 (6 cards each in EN, JP, CH)
 

Contents

 

Rules

English (Link)

Chinese (Coming soon)

 


 

Reviews

 

 

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