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HipHop101: “Win the Crowd!” ™ is the premier CCG game that fully embraces the culture of Hip Hop and the brash harshness of the battle rap culture. When the two are combined, you get nothing but history, pure knowledge and unpredictability. Everything a great card games should have. Players can collect cards or they can build the ultimate battle rap crew to run every borough…maybe even the world. Every “Element” in the Hip Hop culture is represented to the fullest inside this game. The DJ, the MC, the Break Dancer, and the Graffiti Art. Knowledge and History are constant throughout. Additionally, there is no true Hip-Hop Battle rap cipher without gaining Respect and dealing with Disrespect. Watch out for Goons and remember to pay homage to all the Legends in the game. They may be from your City. Each player will have 16 gold barz to pay for certain skills and commands. There are two battle rounds. A third if there is a need for a tie breaker. The object of this game is to use the crew you’ve built and earn enough CROWD POINTS (CP) to win the game.
A player must have 8 DJ ELEMENTS in their set. Black Element.
A player must have 8 GRAFFITI ELEMENTS in their set. Green Element.
A player must have 8 BREAK DANCER ELEMENTS in their set. Red Element.
A player must have 8 RESPECT CARDS in their set.
A player must have 8 DISRESPECT CARDS in their set.
A player must have 4 HISTORY CARDS in their set. The Ancient scrolls.
A player must have 4 KNOWLEDGE CARDS in their set. The book of Knowledge.
A player must have 2 CITY CARDS in their set.
A player must have up to but not to exceed 1 LEGEND CARD in their set.
A player must have up to but not to exceed 1 GOON CARD in their set.
5. DRAW: A player must draw 10 cards to have a complete hand or “Crew”.
5.2 PAYING THE PULL COST: In the upper right face side of an ‘Element’ card there is a number. It represents the “Pull Cost” of that particular card. If a player wishes to not place a certain card in their cipher then that player can pay the PULL COST and trash the card. A player may pull as many cards as needed. Once a card is PULLED it must be placed in the TRASH STACK. A player must subtract the total pull cost from their CROWD POINT TOTAL. A player will then draw to replace those cards with different cards from the SET STACK to their hand.
a. A player’s hand cannot exceed more than 10 cards.
b. If a player’s hand has more than 10 cards, they must remove the excess cards and place them at the bottom of their set stack. [player must pay the PULL COST of a card over the restricted amount to use in the cypher.]
c. A player does not need to announce their PULL COST.
d. A player can start the game with NEGATIVE CROWD POINTS.
5.3 CREW UP: A player must place his cards FACE DOWN in the cipher.
a. A player does not have to place all 10 cards in the cipher.
b. The EMCEE ELEMENT must be present for game play.
c. If a player has no EMCEE element then they must declare a subdraw.
8.3 HISTORY CARDS
8.3.1 HISTORY CARDS (description)
A. HISTORY CARDS have 2 CP Pull Cost. Theses cards have BATTLE ROUND indicators written in roman numerals on ancient scroll parchment. A Player must follow the rules on the card pertaining to its round. If it’s the first round then a Player must follow the rule written next to the roman numeral one.
8.4 KNOWLEDGE CARDS
8.4.1 KNOWLEDGE CARDS (description)
A. KNOWLEDGE CARDS have a pull cost of 2 CP. They can be placed in the cipher during any round.
8.5 CITY CARDS
8.5.1 CITY CARDS (description)
A. CITY CARDS have no pull cost. They do have a CP and a defense number at the bottom left front facing side of the card. Which indicates that it can be dissed and removed. City cards have rules written on the cards that must be followed if they enter the cipher.
8.6 GOON CARDS
8.6.1 GOON CARDS (description)
A. GOON CARDS have a pull cost of 20 CP. They can be too expensive not to play. However, they can be too expensive to place in the cipher. Both for the user and the opponent. They have no CP or defense value. They just disrupt game play. Use them wisely.
8.7 LEGEND CARDS
8.7.1 LEGEND CARDS (description)
A. LEGEND CARDS can enter the cipher if you draw them. They have pull cost and they can be dissed. They come with skills that can help you win the crowd however you must pay for those skills. Make sure you have enough GOLD BARZ to use your legend’s skills.
8.8 GOLD BARZ
8.8.1 GOLD BARZ: A player will start with 16 gold barz to use throughout the battle. Some of your elements and Legends have certain skills or commands that a player must pay for in order to activate them. Use your gold barz to activate those skills or commands, earn more crowd points and win the game.
9. ADD UP YOUR CP (Crowd Points)
9.1 After the first player reveals their cards and has followed the commands on each of the cards, then the first player can add up their CP total. The object is to get the highest CP total to win each round. If a player can add up 100 CP without going over then that player has a “GOD HAND”
9.2 GOD HAND automatically wins the round. Which means the second player doesn’t need to take their turn.
10. GOING SECOND
10.1 A player who goes second can AT ANY TIME DIS their opponent using disrespect cards from their own hand. Doing so can reduce your opponent’s CP significantly. Leaving you room to gain more CP and possibly win the round.
10.2 The second player goes through the same sequence as the first player when it’s their turn to battle.
11. THIRD ROUND
11.1 In the event of a tie. Wherein both players have won a round each then a tie breaking third round battle begins. If a player doesn’t have enough cards to equal ten crew members, including an emcee, to place in the cipher then BOTH players must shuffle and re-stack their cards and draw ten fresh cards.
12. How to add up your CP.
12.1 Players can use a pen and paper, a calculator or even an app on the smartphone to keep score. Highest score wins each round. The best 2 out of three rounds ‘WINS THE CROWD!’ and the game.
ELEMENTS: EMCEE’s, DEEJAY’s, BREAK DANCER’s, GRAFFITI ARTIST’s
PULL COST: The number at the top right facing side of the card.
CROWD POINTS: The first number at the bottom right facing side of the card.
DEFENSE POINTS: The second number at the bottom right facing side of the card.
CIPHER: The cipher is you and your opponent’s cards on the table facing up.
CREW: The crew is only your cards facing up to battle.
SKILLS AND COMMANDS:
FLOW: Flow is a +5 CP skill that cannot be removed or Dissed. Any element with flow has an automatic +5 CP along with their CP worth.
GANGSTA: Gangsta is a command that allows you to find any dis card in your stack and use it against your opponent’s DJ. If it’s the 2ndround, the DIS cards power is doubled.
UNORTHADOX: Unorthodox is a command that allows a player to add up ALL the RESPECT cards CP totals in their hand and ADD them to their existing CP total without removing them.
LOCKED: Locked is a command that cost BARZ to use. A player can dig in their stack to find a DJ and place it in the cipher for more CP.
STRAIGHT DIS: Straight Dis is a skill and a command that a player can use to take 10 CP from their opponent. If you pay 4 barz then your opponent’s ELEMENTS not from the same city as your emcee lose 10 CP as well. Additionally, if they aren’t strong enough to take the DIS then those elements must leave the cipher.
BLEND: Blend is a “Protect Command”. It cost a player Barz to use. If your DJ Element is diss and it’s too weak to take it then you can add all the CP from your other elements in your crew to help defend against the diss.
DIG: Dig is a command that causes your opponent to Dig in the stack for the top three cards. They then add the PULLCOST (PC) of each card and subtract that total from their crowd points.