Contents
- 1 Get Ready for the Adrenaline Game Experience
- 1.1 Rule #1: Safety First
- 1.2 Rule #2: Understanding the Game Dynamics
- 1.3 Rule #3: Gameplay and Objectives
- 1.4 Rule #4: Sportsmanship and Fair Play
- 1.5 Rule #5: The Thrill of Victory
- 1.6 Rule #6: Have Fun!
- 1.7 Getting Started
- 1.8 The Goal of the Game
- 1.9 How to Play
- 1.10 Your Starting Position
- 1.11 What to Do Next
- 1.12 Get Moving!
- 1.13 Get Things
- 1.14 Shoot People
- 1.15 Ready, Aim, Fire!
- 1.16 Fancy Word: Overkill
- 1.17 Ready for Your Turn
- 1.18 Time for a Twist: Sudden Death
- 1.19 Get Ready for the Final Frenzy
- 1.20 End of the Game
Get Ready for the Adrenaline Game Experience
If you’re an adrenaline junkie like me, then you’ll love the Adrenaline Game. It’s an exciting and thrilling adventure that will have you on the edge of your seat. In this guide, I’ll walk you through the rules and regulations of the game, so you can fully understand what you’re getting into.
Rule #1: Safety First
Before we dive into the game, let’s talk about safety. Your well-being is the top priority, so it’s important that you follow all safety guidelines. Wear the appropriate protective gear, such as helmets and padding, and make sure to listen to the instructions given by the game officials. Don’t take unnecessary risks that could result in injury.
Rule #2: Understanding the Game Dynamics
Now that we have safety covered, let’s talk about the game itself. The Adrenaline Game is a fast-paced competition where you compete against other players to complete various challenges and tasks. The game is designed to test your physical and mental skills, so be prepared to push yourself to the limit. It’s all about strategy, agility, and quick thinking.
Rule #3: Gameplay and Objectives
The game consists of different levels, each with its own set of objectives. Your goal is to complete these objectives as quickly and efficiently as possible. Work as a team or compete individually to achieve the best results. Keep in mind that the clock is ticking, and every second counts.
Rule #4: Sportsmanship and Fair Play
While the Adrenaline Game is filled with excitement and competition, it’s important to remember good sportsmanship. Treat your fellow players with respect and fairness. Cheating or unsportsmanlike conduct will not be tolerated and can result in disqualification.
Rule #5: The Thrill of Victory
At the end of the game, a winner will be crowned. The player or team that successfully completes the most objectives within the given time frame will be declared the victor. Celebrate your achievements and relish in the adrenaline rush of your hard-earned victory.
Rule #6: Have Fun!
Above all else, the Adrenaline Game is about having fun. Enjoy the excitement, the challenges, and the camaraderie with your fellow players. Embrace the adrenaline and let it propel you to new heights. Get ready for an unforgettable experience!


- 1 game board (double-sided)
- 1 board for different game options
- 5 player boards
- 5 action tiles
- 1 marker for starting player
- 86 tokens for points
- 36 tiles for ammo
- 5 mini plastic player figurines
- 100 plastic tokens for damage
- 45 plastic cubes for ammo
- 8 plastic skulls
- 21 cards for weapons
- 24 cards for powerups
- 1 bot card
- 1 rulebook
- 1 manual for weapons
Getting Started
1 First, choose which side of the game board you want to play on.
2 Next, put 5 to 8 skulls on the killshot track. It’s best to start with 5 for your first game. In a regular game, you’ll use 8 skulls.
3 Shuffle the powerup cards and place them face-down on the game board.
To set up the game, follow these steps:
1. Get the weapon cards and shuffle them. Place the shuffled stack face-down on the game board.
2. Deal three weapons face up to each spawnpoint on the board.
3. Take the point tokens and put them on or near the board.
4. Mix the ammo tiles and create a face-down stack next to the game board.
5. Deal one ammo tile to each square on the game board that doesn’t have a spawnpoint.
6. Decide on a starting player. This player will receive the starting player marker.
My first game has 5 skulls, and if you’re not careful, it can end in a sudden death. But hey, don’t stress too much about winning or losing – the important thing is to have a blast! You’ll have the chance to wield some seriously awesome weapons and become a sharpshooting pro.
Once you have a handle on the basics, you might want to take things up a notch. The game is designed to truly test your skills with 8 skulls and an intense final frenzy ending. Give it a shot once you feel confident in your abilities!
The game board is pretty neat. It’s made up of two-sided pieces, which means you can create a total of four different arenas! How cool is that?
Setting Up Your Player
- First, grab all your game pieces: your character, game board, action tile, and damage tokens. Make sure they are all the same color.
- Next, take three ammo cubes of each color.
- Put one ammo cube of each color into your ammo box.
- Now, let’s make a cool action-hero comment to show we’re ready to play! The classic line is “Lock and load!”, but you can come up with your own if you want.
The Goal of the Game
Your main objective is to earn as many points as possible.
How to Play
We take turns playing the game, starting with the first player and going clockwise around the table. Each player will bring their character onto the game board one at a time, and they will stay on the board for the entire game.
Your Starting Position
On your very first turn, you need to determine where you will start on the board. Here’s how:
- Draw two powerup cards.
- Choose one of the cards to keep.
- When you want to use one of its special abilities, you declare your intention to use the powerup and put it face-down in front of you.
- When an opponent is about to deal damage to you, you may discard the powerup instead of taking the damage, if the ability on the powerup allows it.
- At the end of the game, unplayed powerup cards are worth 1 point each.
Remember: You can only use one powerup per turn, so choose wisely!
Now that you know all about powerups, it’s time to master their strategic usage.
When you first step onto the board, it’s time to make your move. Here’s how:
What to Do Next
Get Moving!
When you’re ready to get going, just use the Run Around action. It’s super simple – you can move 1, 2, or even 3 squares!
Time to Get a Move On
Moving is easy! Here’s how it works:

- When I make a move, I can only go to a square next to me, not diagonally.
- Doors are passable, but walls are not.
These squares are 1, 2, or 3 moves away from Banshee.
Get Things
Every square has things on it. I can grab them and make a move at the same time. Here are my options:
- I can move one square and grab the things on it.
- Alternatively, I can stay in my current square and grab what’s there.
I can’t grab things and then move right after.
Once I grab something, it’s gone. But don’t worry, new things will show up at the end of my turn.

Get Ammo
When you’re on the game board, there are special squares where you can find ammunition. These squares are not where you start the game, but they can give you the extra firepower you need. To get ammo in your square, follow these steps:

- First, I need to remove the ammo tile.
- Next, I’ll move the cubes shown on the tile into my ammo box.
- If the tile shows a powerup card, I’ll draw one.
- Once that’s done, I can discard the tile.
Limits on Ammo and Powerups
Remember, my ammo box can only hold a maximum of 3 cubes of each color. If there are more cubes depicted on the tile, they go to waste. I should also keep in mind that I can only have up to 3 powerups. If a card shown on the ammo tile would put me over this limit, I shouldn’t draw it.
If I Want to Grab a Weapon
If I’m on a spawnpoint, I have the option to grab a weapon:
- I can choose one of the three weapons available at the spawnpoint.
- Then, I need to pay the cost for the chosen weapon.
- Once I’ve paid, I can take the weapon into my hand. It’s ready to be used.
When you look at the card, you’ll see the cost in the top left corner. As soon as you pick up the weapon, the first part of the cost is already taken care of and you just need to pay the rest. But here’s the thing: if you don’t have enough to pay, you can’t grab the weapon.

Paying for Ammo
When you need to pay for ammo, simply take the corresponding cubes from your player board and place them next to it.
Instead of moving a cube, you have the option to pay for your ammo by getting rid of a powerup card that shows the cube you need to pay with. You can use the whole card or just a part of it.

Weapon Limits
If you already have three weapons, you have to drop one when you pick up a new one. To drop a weapon, simply place it in the empty space left by the weapon you’re grabbing.
You can drop a loaded or unloaded weapon. When you drop it, it becomes partially loaded, and anyone (including yourself) can grab it later in the game at the usual cost.
Shoot People
To shoot people:
- Take a weapon card from your hand and play it.
- Choose one or more targets.
- Pay any extra costs, if applicable.
- Deal damage and apply any other relevant effects.
When you play a weapon card, place it face up on the table in front of you. The weapon is then considered unloaded. It will remain there until you reload it, which you may be able to do at the end of your turn.
When you play Adrenaline, the choice of targets depends on your weapon and where the figures are on the board. In the Adrenaline Weapons Manual, you can find all the details about this. To shoot someone, you need at least one target. Each weapon comes with a basic effect that you paid for when you took the card into your hand.
Some weapons have optional effects or alternative fire modes, but these might require additional costs. Just like when you took the weapon, you pay this extra cost by taking a cube from your ammo box or by discarding a powerup card that shows that cube.

In this game, you can cause damage to your opponent by using damage tokens. These tokens are in your color, and you can give them to your target. Once you give the tokens, your opponent places them on their board. It’s even possible to give damage to multiple targets with just one action!
Hurting and Getting Energized
Your board is made up of 4 different zones. When your board has 0, 1, or 2 points of damage, you can use your regular actions on your turn.

If your board has 3 or more points of _ damage, something really cool happens. When you use the Grab Stuff action, you get to move up to 2 squares before you grab anything.

If your board is really messed up, like at least 6 damages, then your Shoot People move gets even better. You can move 1 square before you start shooting.
You don’t have to use the adrenaline action’s extra move if you don’t want to. But remember, you still can’t grab something and then move or shoot and then move all in one action.
Just like regular actions, it’s allowed to use the same adrenaline action two times in a row.

A Fatal Blow: The Killshot
When a board sustains 11 points of damage, it meets its untimely demise with a killshot. Remember, this happens right before the turn ends, giving you the chance to potentially deliver a crushing blow of 12 points!
Calculating the Score
After each turn, it’s time to tally up the points. Take into account the boards that have met their fateful end and count their killshots:
First Blood!
Whoever shoots the board first gets 1 point.
Damage!
The player with the most damage on the board gets 8 points. The player with the second most gets 6 points. This pattern continues based on the order displayed on the board.
Tie Breaker
If multiple players have dealt the same amount of damage, the tie is resolved by favoring the player whose damage landed first.
Killshot!
Killshots will impact the final scoring. Take the damage token from the 11th space and move it to the killshot track on the main game board. It will replace the leftmost skull.
Death!
Once a skull is on the killshot track, place it on the 8 pentagon below the damage track of the dead player’s board. The next time that player’s board is scored, it will be worth fewer points. More details can be found on the next page.
Overkill?
Did you know that dealing excessive damage in a game can have consequences? Well, let me explain! In this game, if I go above and beyond and deal a whopping 12 points of damage, it’s considered overkill. And let me tell you, it’s not just any overkill – it’s epic! When the game board accumulates 12 damage tokens, it’s time to celebrate by placing a special token on the killshot track. This is where the thrilling part comes in – this flashy move actually plays a role in determining your final score. Pretty cool, right? But here’s the catch – any damage beyond the magical number of 12 goes to waste. Now, let’s talk about revenge. While killing opponents in the game is perfectly acceptable, overkilling them is just plain rude! When you excessively “finish off” a player, they can’t help but feel insulted. Can you blame them? As a result, they’ll be itching for some payback. In the form of a token, of course! Yes, you heard me right – they’ll give you a mark that symbolizes their burning desire for revenge. Curious about the nitty-gritty details of marks and overkill? You’ll find all the juicy information on the pages that follow. Trust me, it’s a ride you don’t want to miss! So buckle up and let’s dive right in!

Did You Just Score a Double Kill?
If you take out more than one enemy in a single turn, you’re not just a regular player – you’re a force to be reckoned with! And to acknowledge your incredible skills, you earn an additional point. That’s right, you’re awesome!
Point Tokens: Your Badge of Honor
Your points are like precious tokens that you earn during the game. These tokens are stored face down near your game board. If you ever need to exchange them for something else, you can do so. Just remember to keep them safe!
Biting the Dust and Making a Comeback
If you happen to be on the receiving end of a killshot, don’t worry. It’s not the end of the game for you. Here’s what happens when the active player’s turn ends:
- Every opponent who managed to shoot you gets rewarded with points. It’s like a consolation prize for hitting their mark.
- All the damage that was done to you is wiped away. That means you get those tokens back.
- You have to tip over your figure. This signifies that you’re temporarily out of the game.
- Even though you may already have three powerup cards, you still get to draw one more.
- Choose one of your powerup cards – it doesn’t matter which one – and discard it. This will have no additional effect. Then, return your figure to the spawnpoint indicated on the card. Like magic, you’re back in the game!
So, here’s the deal. If you happen to have any marks on your player board (check the next page if you’re not sure what I mean), don’t you worry – they’re here to stay. Your trusty weapons and ammo? Well, you get to keep those too. Loaded? They stay loaded. Unloaded? They stay unloaded.
But listen up, because this is where things get interesting. Your damage counter? Yeah, that gets reset to zero. Say goodbye to those adrenaline actions for now. But fear not! I guarantee you’ll be experiencing some action and getting shot up again real soon!
Ready, Aim, Fire!

Some weapons, powerups, and game mechanics give you the ability to identify and target other players. This can result in extra damage, whether it’s because you gather information about your opponents, keep track of them, or simply have a strong desire to inflict pain on them.
When you choose to mark a player, you give them one of your damage tokens and declare, “I mark you!”
A mark doesn’t immediately cause damage. Instead, the player who receives the mark places the token in the box above their damage track.
The next time you take an action that deals damage to the marked player, all of your marks are added to the damage track in addition to the usual damage.
If you happen to deal marks and damage in a single action, you must resolve the damage first. This will transfer all your existing marks onto the damage track. After that, you can add the new marks, but they can only be used in a later action.
Did you know that marks in the game have an interesting feature? They don’t disappear when you respawn! So even if you die and come back to life, those marks will still be there waiting for you.
Guess what? There’s a limit!
You can only have a maximum of 3 marks on someone else’s board. Any additional marks beyond this limit will just go to waste. So be strategic with your marks and don’t go overboard.
Just a little reminder: Even though you can only have 3 marks from each player on your board, you can still have marks from different players.
Fancy Word: Overkill
In this game, scoring an 11th point of damage is pretty good, but once you hit that 12th point, it’s called the “killshot”. And surpassing that point? Well, that’s just overkill! Since this game involves shooting people, going overboard is actually rewarded.
Now, when it comes to figuring out who dealt the most damage, that 12th point still counts. It gets added to the killshot track, which could be important later in the game. It’s all about keeping track, you know?
But here’s the thing: any damage beyond that 12th point is basically wasted. If you hit your opponent with so much damage that it surpasses the overkill point, just dial it back a bit. Only give them enough damage to reach overkill, nothing more. And if your damage would go beyond overkill, your opponent hands back the excess marks. It’s all about fair play, even in the heat of battle.
Now, here’s a twist. If you do manage to achieve overkill, your victim doesn’t just lie there defeated. Oh no, they get to mark you back as a form of revenge. It’s like a little “payback” in the game.
Lastly, let’s talk about diminishing values. As you progress in the game, the points you earn for each action become less and less valuable. It’s like the thrill of the game starts to fade a bit over time. But hey, that’s just the way it goes sometimes.
So there you have it, the ins and outs of this shooting game. Remember, aim for that killshot, but don’t go too overboard. It’s all about finding that balance and playing to win, without wasting any precious points. Good luck out there!
The very first time a board is scored, the one who inflicts the most damage gets 8, 6, 4, and 2 points. A skull is placed on the 8 to show that the board is now worth fewer points.
During the second scoring, the one who deals the most damage earns 6, 4, 2, and 1 points. A skull is added to the 6.
For the third scoring, the board is valued at 4, 2, 1, and 1. This pattern continues with subsequent scorings.
Here are some important points to keep in mind:
– Only players who cause damage receive points.
– Each player who does damage earns at least 1 point.
– The presence of a skull decreases the points awarded for most damage inflicted on that board.


Ready for Your Turn
Reload any weapons you like, as many as you want.
Score all player boards that have been hit, and mark the damage.

Let me walk you through what to do when it’s time to change some things in the game. First, we’ll deal with the tiles that represent ammunition. Take out the old tiles and replace them with fresh tiles from the stacks of ammo. But what if the stacks are empty? No worries! Just shuffle the discarded tiles, including any you picked up this turn, and create new stacks of ammo.
Now, onto the weapons. To replace them, simply draw from the weapons deck. But be careful, if the deck is empty, there won’t be any new weapons for the rest of the game!
Time for a Twist: Sudden Death
Alright, here’s where things get interesting. Your first game ends as soon as the last skull is taken. You can ignore the Final Frenzy rules for now and move on to the Final Scoring.
Get Ready for the Final Frenzy
But what if you want to add a bit more excitement to the end of the game? Well, that’s when Final Frenzy comes into play. It’s a few extra rules that balance out the scoring opportunities.
Final Frenzy kicks in when the last skull is removed from the killshot track. At this point, everyone gets one more turn, including the player who made the killshot.
Note: If you manage to land multiple final blows, place all your killshot and overkill tokens on the killshot track. Don’t worry about who claims the ultimate skull token.
Preparing for Final Frenzy
If I’m not already damaged (or if I just got injured), I need to turn my board over. But don’t panic! I can keep my marks and ammo, it’s only the skulls that I have to set aside. Unfortunately, my board won’t count for first blood anymore. However, if I do have any damage, I’ll be rewarded with 2 points for the first hit, and then 1 point for each additional injury.
Now it’s time to flip all my action tiles. On my very last turn, I’ll have something special in store for you!
Let the Chaos Begin!

Note: You might be wondering how this second option can benefit you, but it can actually come in handy during the Turret Mode.
Easy Targets
If a board is eliminated during the final frenzy, it is flipped to the 2-1-1-1 side. The killshot and overkill tokens are placed on the killshot track as usual.
End of the Game
Once the final turn is completed, calculate the scores for all remaining boards with damage tokens. Score them in the usual manner, with the exception that they don’t contribute killshots. If you are playing with the final frenzy rules, keep in mind that flipped boards do not award any points for first blood.
Next, tally up the scores on the killshot track. The player with the highest number of tokens receives 8 points. The player with the second highest receives 6 points, and so on. In the event of a tie, resolve it by following the usual tie-breaking rules – the player who obtained the earliest killshot is declared the winner.
Each player reveals their scores and the player with the highest score wins the game.
Tiebreakers
When players are tied in a game, we need a way to determine a winner. This is where tiebreakers come in. Let me explain how tiebreakers work.
If you and another player find yourselves in a tie, we break the tie by looking at who got the higher score on the killshot track. The killshot track keeps track of all the kills you’ve made throughout the game. So, if you’ve managed to rack up more kills than your opponent, you’ll come out on top in the tiebreaker.
However, if both players did not get any kills, well, that’s a different story. Don’t worry, though, they won’t get off the hook that easily. Instead, they will be kindly reminded of their lack of killshots and the fact that they remain tied. It’s a friendly way of saying “better luck next time!”
So, remember, if you find yourself in a tie in the game and you’re aiming for victory, you’ll want to focus on getting those killshots on the track. It’s all about outshooting your opponents and proving your skill. Good luck!