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Rules for RUSH If you wish to construct your own RUSH game follow
these instructions. |
OBJECT:
Be the first player to reach Home while you are perfectly stoned (at 20 on the Zonkometer) -OR- Be the last player left alive.
SET UP:
Lay the board on the table, face up. Sit the players in chairs facing the table. Put a dish in the center of the board with the open side up. Put the pills in the dish. Shuffle the Chance cards and put the deck on the board, face down. Give each player five different sense cards, six pills, and $30.00. Each player also receives a movement marker, a body marker, and a Zonkometer marker of the same color. Everybody places their movement markers at Home, and their sense cards face up in a row in front of them.
Decide as a group where everyone should start on the Zonkometer. The lower the number, the longer the game. For example, starting at 12 will normally produce a one hour game. Everybody should place their Zonkometer markers on the same number.
Decide who goes first. Ha Ha - The person who goes first is also the Banker.
WHAT TO DO ON YOUR TURN:
If it is your turn and you have a pill, you must first make a decision. You can take a pill (put one pill in the dish), move your Zonkometer marker to the next higher number, and roll one die to move, OR you can not take a pill and roll two dice to move. Taking pills is good because it moves you closer to the highest point on the Zonkometer where you can win the game, but it is also dangerous because it can make you lose senses or go into a coma. If you choose not to take a pill, you move clockwise around the board the number of spaces equal to the total rolled on both dice. (Exception: You may stop short at Home.) Then, take the action shown for the space that you land on.
LOSING SENSES:
If you decide to take a pill, then the one die that you roll determines how far you move AND the degradation caused by the pill. If you roll one through five, you lose (turn face down) the sense that matches that number. If it is already face down, you don't lose a sense. If you roll a six, you go into a coma (see COMA), and you don't move at all. IF ALL OF YOUR SENSES ARE TURNED FACE DOWN, YOU ARE DEAD AND OUT OF THE GAME. You also become the banker. If you don't go into a coma and you are not dead, you move clockwise around the board the number of spaces rolled on the die. (Exception: You may stop short at Home.) Then, take the action shown for the space that you land on.
COMA:
If you roll a six after you take a pill, you go into a coma. Place your body marker on the space where you were, and place your movement marker on the darkest space on the coma track. On your next turn, one die. If you roll a 2, 3 or 4, move forward one space. If you roll a 5 or 6, move forward up to two spaces. If you roll a 1, move back one space if you can, and lose one face-up sense of your choice. Continue these Coma rolls once each turn until either you reach "awake" or you loose all your senses and die. If you reach the "awake" space, immediately replace your body marker with your movement marker but take no other action on this turn.
ROLLING A BODY:
While you are in a coma, your body is lying in the street. Any player who lands directly on the space where your body is can take any or all of your pills and money. A player who is on your space when you go into a coma
cannot do this. Also, you are safe from being rolled if you go into a coma at Home. If you lose all of your senses and die away from Home, your dead body can be rolled in the same way.
GETTING SENSES BACK:
You can get senses back by resting at Home. When you are moving past the Home space, you can stop short there if you want to. If you land at Home, you collect $30.00 (your welfare check). If you start your turn at Home, you can choose to stay there instead of taking a pill and/or moving. If you stay at Home, roll one die. If the sense that matches the die roll is face down, turn it up. If the sense that matches the die roll is already face up, it stays that way. If you roll a six, you can turn any of your senses face up. You can only do this once per turn at Home.
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HOW TO GET PILLS: You can buy pills when you land on a Connection space. The price for each pill is shown in the space. You can buy up to ten pills at once. If you buy pills, put a Cop marker above the space. If you try to buy pills at a Connection that already has Cop markers, roll one die AFTER you have paid your money. If the die roll is less than or equal to the number of Cop markers present, you must go to Jail (see JAIL). If this happens, remove all the Cop markers from the Connection space. If you go to Jail, then you do not receive the pills that you tried to buy. ROBBERY: |
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There are various places on the street (News Stand, Gas Station, etc.) that you can hold up to get money. If you land on one of these places and decide to rob it, roll the number of dice shown and take the amount of money indicated from the Bank. Put a Cop marker above the space. If you try to rob a place that already has Cop markers, roll one die BEFORE you take your money. If the die roll is less than or equal to the number of Cop markers present, you must go to Jail (see JAIL). When this happens, remove all the Cops from the space. If you go to Jail, then you do not receive the money that you tried to steal.
JAIL:
When you have been captured by the Cops, go to the Jail space. If you have $100.00, you can pay it to the Bank and go to the "visiting" area where you can leave on your next turn. If you do not pay the bribe, you must lose all of your pills and go into the lockup. When it is your turn in the lockup, roll two dice. If you roll doubles, you have been released and you may move that number of spaces. If you roll an even number that is not doubles, you can roll again. If you roll an odd number, your turn is over and you must stay in Jail. If another player goes into the lockup
while you are there, you can immediately go free (to the "visiting area") because you testify against him. Players who land on Jail during normal movement are just visiting.
GIVING PILLS:
If you land in space with another player in it, you may give the other player one pill. The other player MUST take the pill on his next turn if he still has any pills at that time. A player can take a regular pill and each of his "given" pills during his turn. For each pill, he rolls one die, checks for sense loss or coma, moves, and reacts to the space that he lands on. IF he goes into a coma before he has taken a "given" pill, he must take it on his next turn after he wakes up. You may not give pills to players who are at Home or in a coma. If you give pills out at Party Time, the recipients must take one pill plus each "given" pill on their party turn if they still have them. Players visiting Jail
can give a pill to a player in the lockup.
SELLING PILLS:
Players in the same space (except at Home or in the coma) can buy and sell pills to each other at a price that they both agree on. Try to do this during other player's turns
PUSH:
When you land on a Push space, you have met one of your junkie friends who have money to buy pills from you. The junkie will pay the amount shown for each pill that you will sell to him. If you have more than one pill, you MUST sell at least one pill to the junkie. There is no upper limit to the number of pills that you can sell.
BE A PIMP:
When you land on this space, choose one of the ladies to work for you. Place her marker in any space (Except Home) that doesn't already have a lady on it. A lady on the Jail space is in the visiting section. When another player lands on your lady's space, he must immediately - before doing anything else - pay you the amount shown on the lady's marker. If he does not have that much money, he pays you nothing.
TAKE A PILL:
When you land on one of these spaces, you MUST immediately take a pill if you have one. Treat this as taking another turn. If you do not have a pill to take, move your marker BACK one on the Zonkometer and end your turn.
CHANCE:
When you land on a Chance (?) space, take the top card from the Chance deck. If this card is not a secret, read it out loud, do what it says, and place it in the discard pile. If the card is a secret, read it silently and keep it face-down in front of you. You may play it whenever appropriate (if you are alive) and then put it in the discard pile.
LUCKY DAY:
When you land on this space, you can bet any amount of money that you have on any number. You can also make separate bets on different numbers. Then roll two dice. Put the money that you bet on losing numbers in the Bank. If you bet on the winning number, take the bet money back and also take the odds number times the bet amount in cash from the Bank.
LOAN SHARK:
You may take up to $300 from the Bank. Put the same amount in a paper clip and keep it in front of you to keep track of the loan. If you land on this space again, you must pay double the loaned amount to the Bank. This pays off the loan. If you don't pay of the loan, you lose all of your money, all of your pills, and all but one of your senses (you choose). And the loan is still outstanding!
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PARTY TIME: When a player lands on the PARTY TIME space, all players except for anyone in the Jail lockup MUST immediately move to party time. This includes players who were in a coma; they wake up automatically at PARTY TIME. When all are assembled, the player who landed there MUST take a pill. If he doesn't have a pill, he takes one from the first player who has more than one in a clock-wise order around the board from himself. When he takes the pill, he rolls one die, checks for sense loss or coma, moves, and reacts to the space that he lands on. The other players do the same on their turns, except that they can only take pills from other players who are still at PARTY TIME. If a player at PARTY TIME cannot take a pill on his turn, he moves his Zonkometer marker back one, rolls two dice and moves. When a player draws a PARTY TIME card, all players except for anyone in the Jail lockup MUST immediately move to the Chance space that he occupies. All PARTY TIME rules are then applied from that space. |
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