








|
 |

BASICS:
Every player starts So Sue Me! with $3 Million (5 bills of $500,000, 3 bills of $100,000, and 4 bills of $50,000).
On each turn, you have a choice: spin the spinner or roll the die.
| · |
Spinning.
You spin to acquire properties that will earn you income or
to make money suing your friends. If you spin and land on an unowned
property, you don't have to pay for it - just stake your claim by
planting one of your pegs there if you want it, or pass. The board
displays the amount of income the property pays, with riskier properties
paying more. When you land on a business you already own, you earn
income: the bank pays you the amount printed on the board. If
you spin and land on someone else's stuff, you can sue the owner
if you can afford the legal fee. If you're "Stuck in Traffic,"
"On Vacation," or "Out to Lunch," you do nothing.
But remember, you must be in it to win it: you
must own at least 2 properties to sue (3 properties in
a 2- or 3-person game). If you own 10 or more properties, you collect
double income. |
| · |
Rolling.
If you roll the die, 1 to 4 earns you an
Unfair Advantage card, which you hold to defend yourself
against lawsuits. Keep the card face down so your opponents don't
know what you have. You may hold up to three Unfair Advantage
cards. If you already have three and you roll 1 to 4, you can try
to get a better one by putting one of your Unfair Advantage
cards at the bottom of the deck and then drawing the top one. If you
roll 5-10, draw a Fortune card,
which you must immediately reveal. Fortune cards usually describe
something that happens to you, like earning a bonus or falling victim
to identity theft - you immediately get money from or give it to the
bank. Some Fortune cards give you a chance to buy insurance against
lawsuits, or to sue anyone "just because!" |
SUING:
| · |
Every property
has a color. The 5 colors each stand for a kind of lawsuit, symbolized
on the Lawsuit cards by a particular character. Red = personal
injury or "Ambulance Chaser", purple = theft of ideas or
"CopyRat", orange = slander/libel or "Loudmouth!",
yellow = medical malpractice or "Quack! Quack!", and green
= product liability or "Bad Goods." When you land on another
player's property, you may sue the owner. Let's say it's a red property,
like the Office Building. Pick up the red "Ambulance Chaser"
deck. Thumb through the deck until you find the first card for that
property - the first card reading "Office Building" - then
draw that card for your lawsuit. There are four cards for each business.
You must reveal the front of your Lawsuit
card, which shows how much you're suing for and the amount
of your legal fee. But keep the back hidden! It shows your "win
range" or odds of winning the suit. Cards that look the same
on the front have different odds on the back - which lets you bluff
about whether you have a good card or not. |
| |
|
| · |
To sue, first
decide how much to sue for. The bigger the lawsuit, the
higher the legal fee and the lower the odds of winning - you have
to decide if you want to take a chance on winning more or play it
safe. Announce how much you're suing for and pay your legal fee to
the bank (you may also pass, and if you don't have the fee, you must
pass). After you've paid, the defendant may offer you a settlement
- which you may negotiate and accept or reject. If
there's no settlement, you go to trial: roll the die, then
reveal the back of the card - it shows if you win or lose. If
you win, the defendant must pay you the amount you sued
for. If he doesn't have it, you get all his money and the property
you're suing; the defendant is then bankrupt! If
you lose, you don't collect the money you sued for - but
if you lose a "Potentially Frivolous" lawsuit, you must
pay the penalty shown on the card to the defendant. Win or lose, you
don't get your legal fee back. |
| |
|
| |
The defendant
can play one Unfair Advantage card before the die is rolled
- it should be placed on the board face down, and after the trial
it is turned face up. An Unfair Advantage card can reduce the
amount won or allow the defendant to countersue. It can even change
the odds of winning, by reducing the win range. So if you play a Lawsuit
card that says "Win if you roll 1 to 6" and the defendant's
Unfair Advantage card says "reduce win range by 2"
- you win only on 1 to 4. That can really hurt! An Unfair Advantage
card can even get a "Case Dismissed," which means the plaintiff
loses no matter what he rolls. After the trial the Unfair Advantage
card is replaced on the bottom of the deck regardless of the outcome. |
GOING BANKRUPT:
| · |
If you go
bankrupt, you have one chance to get back in the game.
You are protected and can't be sued - but you also can't sue,
even though you can still acquire properties. If you land on your
own stuff, though, you only get half the income you would otherwise
have received. You can make money from Fortune cards, but you don't
have to pay on Fortune cards where you would lose money. But
the best way to get out of bankruptcy is to work as a lawyer!
Market your services to other players who are suing. If they hire
you for a trial, you roll the die for them - not once but twice, which
makes them much more likely to win. If they win on either roll, they
must pay you $200K. Once you reach $1 million
in cash, you must return to the game as a full player.
If you go bankrupt twice, you're out of the
game, and the suing player gets all your stuff (but if
you went bankrupt on a bad Fortune card, all your stuff goes to the
bank). Last player standing when everyone
else is bankrupt or out of the game wins! |
LET'S PLAY:
| · |
Suing your friends and taking their
stuff is as easy as that. View this PDF for our complete rules and also for a short game variation. Hint:
any and all side-deals are permitted - you can sell or
trade properties, Unfair Advantage cards, and insurance, and
even help other players gang up on a property owner. All's fair in
love, war, and lawsuits! |
|
 |