Battle opponents across 5 card categories to end the game with the least number of Problems (points)  

The MFn Procedure

Setup

Need:

• 99 Problems

• Timer (a phone)

• Pen & Paper (for each player to draw)

Roles

Team Captains, Scorekeeper, Your Team, The Opps (opposing team)

Vocabulary

Peace. Power. Gang.

• Problem

• Set It Off

Categories

Included in the game pack are 5 Problem categories. Each category describes what kind of task the player has to complete in order to win the round.

1. Acapella: Music-based Category

2. QTNA: Knowledge-based Category

3. Graffiti: Art-based Category

4. Mute: Action-based Category

5. Wild Card: Game Modifiers

HOW TO PLAY

Game Objective

Battle opponents across 5 Problem card categories to end the game with the least number of Problems (points)

How to Play - 99 Problems

1. Shuffle all game cards and place them in a center pile

2. Split players into 2 teams

3. Choose a Scorekeeper who will be responsible for tracking points

4. Each team chooses their Team Captain who is responsible for deciding when their teams uses their Wild Cards

• Note: Wild Cards are not worth points

5. Team Captains play “Peace. Power. Gang.” (see "How To Play - Peace. Power. Gang") until one of them has a winning hand movement. The winning Team Captain will be the first player to select a card

• Note: The Team Captain is always the first player to go from each team

6. The winning Team Captain selects a card and has 30 seconds to complete the task described

• Each card is a Problem and is worth 1 point unless a player decides to “Set It Off” during their round

• Set It Off: Doubles the card value to 2 Points

• If you “Set It Off” and win your round, then The Opps are penalized 2 Problems (points) which is added to their final score

• If you “Set It Off” and lose your round, then Your Team is penalized 2 Problems (points) which is added to your final score

• If a Wild Card is chosen, the Team Captain decides if their team should use it now or later during the game, and then the player selects another card from the pile

• Note: Wild Cards can only be used during their own team’s turn and do not have to be read aloud until used

7. The game continues with each player selecting a card until each player from both teams have 3 turns

8. Once all players have completed their turn, the Scorekeeper tallies points for both teams

9. The team with the least number of Problems (points) wins!

In case of a tie:

Option A: Team Captains must play a final round and “Set It Off” for 2 or more points up to their team’s final total score. If they win, Team Captains subtract the wagered amount from their final score. If they lose, Team Captains must add the wagered amount to their final score

Option B: Team Captains must play “Peace. Power. Gang.” until one of them has a winning hand movement

How to Play - Peace. Power. Gang

Peace. Power. Gang. is our spin on the hand game Rock, Paper, Scissors. Play to decide which team goes first.

Peace: Beats Gang. Loses to Power.

Power: Beats Peace. Loses to Gang.

Gang: Beats Power. Loses to Peace.

THE RULES

The BLK HOUSE Rules

This is a BLK House and we play by the House Rules.

1. Must follow the instructions on the card

2. Must follow the specific card category rules that match the card (See Categories)

3. Must start when the timer starts

4. Cannot go over your time

5. The game is played with Wild Cards unless voted against by the majority of players at the beginning of the game

6. Each card is worth 1 Problem point and must be completed in 30 seconds

7. If a player decides to "Set It Off" for their round, the card is worth 2 Problem points

8. No lifelines - you can’t Google or ask for help

9. You cannot skip a card

10. ANY rule can be modified, edited, or removed if the majority of players agree BEFORE the start of the game. Rules cannot be amended after the game begins

Consequences: Penalty is +3 Problem points to team's score if ANY of the rules are broken

Category Rules

Each Problem card is assigned one of 5 categories - Acapella, QTNA, Graffiti, Mute, and Wild Cards. Each category has specific rules.

    • Acapella: Music-based Category

Description:

• Cards describe a Vibe and players are trying to get their teams to correctly guess the song they’re singing

Example of a Vibe: 2000 - 2010 Trap Music

• Players have 30 seconds to write a song that matches the card’s Vibe on a piece of paper given to the Scorekeeper and sing a verse from a song without violating any of the Acapella category rules

Acapella Category Rules:

• May tell your team the category and the Vibe

• Cannot tell your team which song you’re singing before they correctly guess

• Cannot use the song’s name in the lyrics

• Cannot use the artist’s name, initials, or group(s)

• Cannot repeat an artist or song if used during the game previously

  • QTNA: Knowledge-based Category

Description:

• Cards describe a Black Debate and players choose their own answers without telling their teams.

• Teams must correctly match the player’s answer

Example of a Black Debate: Mac & Cheese VS Yams

• Players have 15 seconds to choose which option they prefer and write it on a piece of paper given to the Scorekeeper

• Their team has 15 seconds to vote

• In the event of a tie, the team has to vote again

• If the team is still split after 2 more attempts, their team is penalized +1 Problem (point)

• If the majority of the team has the same vote as the player, then The Opps are penalized +2 Problems (points)

• If the majority of the team has a different vote from the player, then Your Team is penalized +2 Problems (points)

QTNA Category Rules:

• May tell your team the category and the Black Debate topic

• Cannot tell your team which option you decided before they correctly guess

• Must choose an answer or your team is penalized +2 Problems (points)

• Cannot change your answer once team voting begins

• Team players must vote at the same time

• Cannot discuss, write, gesture, or hint at your choice to your team

  • Graffiti: Art-based Category

Description:

• Cards describe an illustration that players need to draw on a Canvas (paper) while trying to get their teams to correctly guess what is being drawn

Example of Canvas: Draw a Church Fan

Graffiti Category Rules:

• May tell your team the category

• Cannot speak at all while your team guesses

• Cannot write or draw any words

• Cannot gesture

• Cannot use items around you to assist in the description

• Cannot reference the number of letters in the word

  • Mute: Action-based Category

Description:

• Players act out the Hush descriptions and try to get their teams to correctly guess what they’re doing

Example of Hush: Get your team to guess you are doing the Heisman

Mute Category Rules:

• Cannot make noise (speak, sing, hum, etc.) at all

• Cannot write or draw any words

  • Wild Cards: Game Modifiers

Description:

• Wild Cards modify the game and it is up to the Team Captain to decide when to use them

Example of Wild Card: Swap 1 player from each team for the next round

Wild Card Category Rules:

• Team Captains keep all Wild Cards selected by their team

• Team Captains decide if and when a Wild Card is used by their team

• Wild Cards can only be used during a team’s turn by the Team Captain

• If a Wild Card is selected the player has to select another card

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