To start off, shuffle each card pile separately and place the cards within easy reach of everyone.
Each player draws three Product cards and five Feature cards.
The player who most recently purchased something will be the first Customer.
The Customer flips over one Problem card, reading the prompt aloud.
The other players (Salespersons) will play one Product card and one Feature card face down in front of them. They will then pick one Feature card at random from the deck and also place it face down (no peeking!) with the others.
Starting to the Customer’s left, the players will give their sales pitches, flipping over their cards as they are mentioned. The order of which the Features are revealed is entirely up to the Salesperson. The Features could apply to the Product, or even be effects of using it! The Salespersons want to explain how their Product will be the best solution to the Customer’s Problem. Once one sales pitch ends, the next Salesperson presents. This goes on until the round gets back to the Customer, who then chooses the pitch that best solves the Problem denoted on their Problem card. The Problem card is then awarded to the Salesperson, and the player to the Customer’s left becomes the new Customer. After each round, the players will draw new cards back up to three Products and five Features, while discarding their used cards.
Winning The Game
After each player has gotten to be the Customer three times, the game ends and the player with the most Problem cards wins!
Certain cards are different than the others; cards with blanks on them for example. Refer to the card itself for specific instructions on how to proceed. Cards with ellipsis (…) indicate that this is where your product name fits in. (Ex. … of Power! – Would become the Boeing 747 of Power!)
NOTE: It’s possible to run into issues that these rules don’t address. DON’T LET THAT RUIN THE FUN! Quickly make up a ruling that everyone agrees on and play on. If you can’t decide as a group, the game owner gets the final say.
ADD’L NOTE: Remember, the text on the cards can be interpreted in many ways. (Ex. Ring could be a piece of hand jewelry, a circus/wrestling ring, a telephone call, or extra things we haven’t even thought of!)
Players do not reveal the cards they play.
During the pitch, players can lie about modifiers, or be completely honest. (If you have bad feature cards, you might want to make your product more appealing this way).
The Customer can either buy a product, or call false advertising on a player.
If the Customer calls false advertising, the accused player reveals their feature cards, and if they had indeed lied during their pitch the customer keeps the problem card. If the player did not lie, that player gets the problem card.
Grab some poker chips or other tokens you have a lot of available. This is now money-bucks.
Everyone takes three money-bucks to start with.
Every time you become the Customer, you collect your salary, equal to 3 money + one for each product you have sold so far during the game. (Hide money because it can have an affect on the sale.)
Players must reveal the product’s price at some point during the pitch.
Instead of winning the problem card, when the Customer buys the product, they must pay the price given to the player, and the problem card may be discarded.
The Customer takes the product and feature cards.
Problem cards equal 3 money-bucks.
The player with the most money-bucks wins!
Instead of drawing one random feature card during your pitch, draw two. You can play one or both features on your own card. If you hold on to one, you can play it on another player’s product during their pitch.
Haggle! The rules of the haggle are up to you! You can choose to allow anything to be offered in a haggle. Want to spend $2, one point, another card from your hand, and a backrub instead of pay that $6 price tag? Who are we to judge? (To be combined with Greedy Sell Outs)
Hold onto all of your cards unless you sell one.
Do not draw new ones when you sell one.
Play until someone runs out of cards.