Overview
Lunch Money is a fast, vicious card game simulating a schoolyard brawl. Players attack each other with punches, kicks, weapons, and combos while defending with blocks and dodges. Each player starts with 15 counters (pennies); losing all counters means you’re “unconscious” and eliminated. The last player standing wins.
Components
- 110 cards (two decks; enough for 4+ players — add another set for more)
- Counters/pennies (15 per player, not included)
Setup
- Each player starts with 15 counters (pennies recommended).
- Deal 5 cards to each player.
- Remaining cards form the draw pile, face-down and accessible to all.
- Create a lost counter pool in the centre.
Turn Structure
Play begins with the player to the dealer’s left and proceeds clockwise.
On your turn, choose one action:
- Play a card — name a target and resolve the attack/effect
- Discard and redraw — discard any number of cards and draw back up to 5
- Pass — do nothing
After your action is resolved (including opponent responses), all players draw cards to return to 5 in hand. Then the next player takes their turn.
Actions
Card Types
Basic Attack Cards (Yellow): Elbow, Hail Mary, Headbutt, Hook, Jab, Kick, Pimp Slap, Uppercut
- Each has a damage number. On a successful hit, remove that many counters from the victim.
- Can be defended with Dodge or Block.
Special Basic Attacks: Roundhouse, Spinning Backfist
- If dodged, the attack proceeds to the next player (left or right, attacker’s choice). That player must defend or take damage. If that player also dodges, it continues in the same direction.
- If blocked, the attack does NOT proceed.
- Attack cannot hit the original attacker.
Defense Cards (Blue):
- Dodge: Avoid the attack entirely (Roundhouse/Spinning Backfist redirects to next player).
- Block: Negate the attack (stops Roundhouse/Backfist from redirecting).
- First Aid: Restore 2 counters per card played. Can play multiple on your turn. Also playable when attacked if the damage would reduce you to 0 or below.
- Freedom: Counters/breaks any Grab, Headlock, or Choke.
- Disarm: Played against any Weapon Card attack; no damage taken and weapon is discarded.
Weapon Cards (Magenta): Knife, Chain, Pipe, Hammer
- Each has a damage number like Basic Attacks.
- Key difference: Weapons return to your hand after use (unless Disarmed).
- Can be Dodged, Blocked, or Disarmed.
Specialty Cards (Orange):
- Big Combo: Announce two fancy moves; requires two defense cards to fully block (one defense = half damage, rounded up).
- Grab: Must be followed by Headlock, Choke, or a Basic Attack for a “free attack” (cannot be Blocked or Dodged, only First Aid). If you play Grab with nothing to follow, it’s wasted.
- Headlock: Follow-up to Grab. Opponent loses 3 counters. Can be broken by Freedom.
- Choke: Follow-up to Grab. Opponent loses 4 counters per round until broken by Freedom.
- Power Play: Play before a Basic Attack to double its damage. Costs your entire turn.
- Humiliation: Redirect any attack to another player (including the original attacker). Can also serve as a defense.
- Stomp: Play on an unconscious player to prevent them from being revived.
- Interference: Jump into another player’s attack to defend the target. You take the damage instead.
Scoring / Victory Conditions
The last player with any counters remaining wins. There is no point scoring — it is purely elimination.
Special Rules & Edge Cases
- Unconscious players (0 counters) are out of the game unless revived by First Aid.
- Free attacks (from Grab combos) cannot be Dodged or Blocked; only First Aid can mitigate.
- Choke continues dealing 4 damage per round until the victim plays Freedom.
- Weapon cards return to hand after use unless Disarmed.
- Running out of draw pile: Shuffle the discard pile to form a new draw pile.
- Table talk and colorful banter are encouraged.
Player Reference
Card Types:
| Type | Colour | Key Feature |
|——|——–|————-|
| Basic Attack | Yellow | Dodgeable, Blockable |
| Defense | Blue | Counter attacks |
| Weapon | Magenta | Returns to hand after use |
| Specialty | Orange | Special effects and combos |
Key Damage Values (vary by card):
- Jab: 1, Kick: 2, Hook: 3, Uppercut: 4
- Knife: 3, Chain: 3, Pipe: 4, Hammer: 4
- Big Combo: varies (two moves)
- Headlock: 3, Choke: 4/round