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"You won't stop Krammin til you BAM!"
"Looking back at my life, it will be measured by pre and post Kram La Bam"
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Players: 2-8
Objective: Regular Play (20-30 min):Be the first player to score 200 points. Quick Play (5-10 min):Score the most points in a single round.
Deck contents: 82 Cards• 5 of each: 1,2,3,4,5,6,7,8,9,10,11,12• 3 of each: Kram La Bam, Bam, Add, Swap Reveal, Trap, Resurrect, Give• 1 of each: QR Code / Joker Card
Overview: The game is divided into Rounds. Each Round, players take turns drawing and discarding cards. A Round is over when the player who picks up the final card from the Draw Pile has played out their turn. After each Round, players tally their score and add it to their running total. Play as many Rounds as needed until someone reaches 200 points.
Set Up:
Shuffle the entire deck. Deal four (4) cards face down to each player. Players may look at their own hand. Create the Draw Pile. The Draw Pile will consist of five (5) cards, face down, per player (Ex: If you have six players, the Draw Pile will have (6 players x 5 cards per player) 30 cards). Create the Reserve Pile. Set aside all remaining cards into a single pile, face down. After each Round, repeat these steps.
To determine who starts at the very beginning of the game, consider these deciding methods:• Whose thumb can bend back the furthest• Who can hold a “fish-face” the longest• Who is the coolest
After the first Round, the player who scores the most points in the previous Round is the player who starts first in the next Round. After the first player’s turn, the remaining players take turns in clockwise order.
Game Play: Use one of the methods mentioned in “Set Up” to determine which play will go first.
To start their turn, a player will pick up the top card from either the Draw Pile or the Discard Pile and add it to their hand. A player may only pick up from the Discard Pile if the top card is a Number Card. If two or more of the same Number Cards have been discarded in a row, a player may pick the entire group of similar numbers on their turn, thereby increasing the total number of cards in their hand.
The same player will then choose a single card from their hand and discard it face up into the Discard Pile. If the discarded card is a Number Card, their turn is over and the next player begins their turn. If the discarded card is an Action Card, read the card description aloud and perform the action. See “Action Card Commentary” for additional information on each Action Card. When an Action Card is discarded, the action MUST be performed.
After the action is performed, that player’s turn is over and the next player begins their turn.
Continue taking turns until there are no more cards left in the Draw Pile. The player who picks the final card from the Draw Pile must finish their turn (discard a card and perform any actions if applicable).
On the final turn, if an Action Card is discarded that would require an additional card to be picked from the Draw Pile, the Reserve Pile may be used to finish the turn and Round.
After the final turn, all players show their hand and tally their score. See “Scoring” for additional information.
If a player loses all their cards during a round, the Round is immediately over and the player who lost all of their cards is determined the ‘winner’ of that round. See “Scoring” for how points are awarded in this scenario.
Scoring: Number cards are worth their number in points multiplied by how many of that card a player owns.• Having one (6) card is equal to 6 points.(6)*1 = 6• Having two (6) cards is equal to 24 points.(6+6)*2 = 24• Having three (6) cards is equal to 54 points.(6+6+6)*3 = 54• Having four (6) cards is equal to 96 points.(6+6+6+6)*4 = 96• Having five (6) cards is equal to 150 points.(6+6+6+6+6)*5 = 150
If a player is holding any amount of Action Cards at the end of the Round, that player automatically receives a score of 0 points for the Round.
If a player loses all of their cards during a Round, that player receives 50 points for the Round. All other players receive 0 points.
Add all your points from this Round to your total score accumulated from previous Rounds. Once a player reaches 200, the game is over and that player is the winner.
Iif 2 or more players reach 200 or more points in the same Round, follow these tie breaker rules to determine the sole winner (no ties!):
The player who scored the highest total points throughout the entire game. The player who scored the highest total points in just the final Round. Each tied player take a card from the top of the Reserve Pile. The highest card value is the winner (remember, Action Cards are not worth any points). Repeat this step as many times as necessary until there is one winner. If there is still no winner, the player who can do the best forward roll as voted on by all players is the winner. But don’t actually do the forward roll, just have a debate using only words to convince the others why you can do a better forward roll than the other tied players.
Action Card Commentary: Kram La Bam: Name any card, all players discard that card from their hand to the bottom of the Discard Pile, including the person that played the Kram La Bam. Players that discarded do not draw cards to replace the discarded cards. Ex: if a player has two 10s, a 3, and a 6 and 10s are Kram La Bammed, that player discards both 10s and now has only 2 cards in their hand.
Bam: Choose a player, randomly remove one card from their hand, and place it face up on top of the Discard Pile.
Add: Pick up a card from the Draw Pile and do not discard. You now have one additional card.
Swap Reveal: Choose a player to swap a card with. First, place one of your own cards face down in front of the other player. Then blindly choose a card from the other player’s hand. That player must show the rest of their hand to all players. That player then adds the face down card into their hand.
Trap: Draw an additional card from the top of the Draw Pile, add it to your hand, look at all of your cards, and choose one to “discard” face down on top of the Draw Pile.
Resurrect: Search through the discard pile and add any card of your choice to your hand. Do not discard after adding the card. You now have one additional card.
Give: Choose a player to give one card from your hand to. They cannot refuse. How nice.
Additional Considerations: If playing with 2-4 players, consider removing 1-2 of the lower or higher Number Cards and/or 1-2 of your least favorite Action Cards. With 2-4 players, there are fewer cards in the playing field. Removing some cards might make for tighter game play.
If you decide to change, remove, or add any rules, or if you have any feedback on the game, we’d love to hear from you!
Email: kramlabam@gmail.com
Instagram: @kram_la_bam
Twitter: @kram_la_bam
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A: You would draw a card from the reserve pile after playing your trap card, then place a card face down where the draw pile was for the next player to draw.
A: You would draw an additional card from the reserve pile
A: Yes you must discard any cards that are Kram La Bammed even if you are the one that played the Kram card.
A: The round is over, you receive 50 points, everyone else gets 0.
A: As long as that card is not an action card, it can be picked up off the top of the discard pile.
A: No, when cards are discarded due to a Kram La Bam, they are to be placed on the bottom of the draw pile, therefore they cannot be drawn by the next player.
A: 4x9=36; so each card is worth 36. Since you have four of them, 36+36+36+36=144 points
A: Yes, your turn ends when you discard a card and play out the action if applicable.
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