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GAME OVERVIEW

In Draft & Write Records, players will be “drafting”

(selecting) cards from their hand to manage a band

and top the charts!

Players will draft cards strategically to take actions

and create Harmony between band members,

triggering bonus actions and rewards. The game

ends when a player has a full crew, completes 6

Goals, or Fails 5 times.

The player with the most Star

Power (VICTORY POINTS)

wins the game with the most

famous band!

Pad of Band Sheets

6 Pencils & Sharpener

66 Goal

Cards

Contents

8 Coloured Pencils

Pass Direction Card

180 Play

Cards

12 Lead

Singer Cards

50 Asset

Cards

28 Musician Cards

32 Agenda Cards

22 Production Cards

8 Scandal

Cards

28 Backstage Cards

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How-to-Play Video!

Prefer to watch a video instead of

reading the rules? Scan this QR

code with your phone!

https://insideupgames.com/how-to-play-draft-and-write-records/

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BAND SHEET OVERVIEW

Note:

Take a moment to look over and identify each section of

the Band Sheet.

Each section can be identified by a corresponding

icon, which will match the icons displayed on cards

and from rewards. These icons will help players quickly

identify the appropriate section of their Band Sheet for

recording their actions and corresponding bonus effects.

The Fails, Goals, and Crew sections include

an EXCLAMATION MARK as a visual reminder

that completing any of these sections will

trigger the end of the game. (See p.6).

SETUP

In games with fewer than 6 players, the crew cards

may be customized during setup. To do so, simply

remove X number of cards of the various crew types

and make sure to add an equal number of cards of

the same type. For example, you could remove 1 Lead

Singer and 2 Musicians, and then add back in 1 Lead

Singer and 2 Musicians (at random or by choice).

Each player takes one Band Sheet and

one Regular Pencil.

Place Coloured Pencils within reach of all players.

Choose and Record your Band Name!

Each player selects a starting colour at random

and fills in the circle to the left of their band name

with one of the Coloured Pencils. (The same

starting colour may be chosen by multiple players!)

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Inside Up Games

Inside Up Games

Locate the Play Cards and

use the icon in the lower

right-hand corner on the

front of the cards to remove

cards with a number that

exceeds the number of

players in the game. For

example, in a 3-player game,

return the cards with 4+, 5+,

and 6 indicators to the box.

30 cards are needed per player.

(Solo players see p.12 for game setup.)

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Shuffle the remaining Play Cards, and place

them facedown in the middle of the table to

create a “Play Stack.”

Place the Pass Direction Card next to this stack

with either side faceup.

Locate and shuffle all of the Goal Cards and

place them facedown in the middle of the table

to create a “Goal Stack.”

Draw and place the top 4 cards faceup to the

right of the Goal Stack to create a line of publicly

available Goals.

From the remaining Goal Stack, deal 2 cards

to each player. Each player selects one card to

keep as their personal goal, placing it facedown

near their Band Sheet, and the remaining cards

are shuffled back into the Goal Stack.

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Fails p.6

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Get ready to rock...or punk... or opera...you choose!

Note:

Crew pp.8-10

Goals p.5

Agenda p.11

Touring p.7

Scoring p.6

Charts p.6

Assets p.10 Harmonies p.10

Multipliers p.11

Releases p.8

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1+

1+

Earn all 12 Assets on the outside edges

Perform at this Venue

HOW TO PLAY

Each round is divided into two phases: the Week

Phase and the Weekend Phase.

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A player chose the “GAIN ASSETS” action, as

indicated by the blue arrow icon in the upper left- hand corner of the card. They can now record this

action by crossing off one of the three matching

icons from the Assets section of their Band

Sheet. (In this case, the Piano icon.)

Example:

Once all players have taken their action, they

pass the remaining cards from their hand

facedown to the next player in the

direction indicated by the Pass

Direction card.

During the Weekend Phase, the

pass direction card will be reset,

meaning the direction will change

from round to round.

Players repeat the drafting process (steps 1-3)

until players are passed a hand of two cards.

When this happens, each player chooses

one card to play as normal, and discards the

remaining facedown to their personal discard

pile next to their Accomplishments stack.

With no cards left in hand, the Week Phase ends

and players begin the Weekend Phase.

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Multiple players may claim the same Goal, and

multiple Goals may be claimed. However, each

player is limited to claiming a maximum of six Goals

throughout the entirety of the game.

After a Goal card is claimed by one or more players,

it is discarded and replaced with a new one from the

“Goal Stack,” which is added to the right side of the

line. (If a Goal becomes impossible to complete by all

players, it is returned to the box and replaced with a

new Goal Card.) New Goals that are revealed may not

be claimed until the next Weekend Phase.

Players can choose to not claim a Goal if they wish to

wait for a different one—possibly one worth more SP,

a better bonus, or both!

After all of the public Goals have been checked,

players verify whether they’ve fulfilled their personal

Goal. If so, they may claim it and record the SP and

any bonus actions. (Other players cannot claim your

personal Goal.) Personal Goals are discarded once

claimed, but never replaced.

WEEKEND PHASE

During the weekend, players can cash in on their hard

work by claiming Goals (first public, then personal).

To claim a goal, players will check their Band Sheet to

determine whether they have fulfilled the requirements

of the Goal cards, from left to right. When one or more

players meet or exceed a Goal card’s requirements,

they each claim the rewards of the card in full.

Goals always provide Star Power (referred to from

here on as SP), and many offer an immediate bonus as

well. SP is recorded in the “Goals” section of the Band

Sheet, and bonuses are applied immediately to their

matching sections.

If multiple bonus actions are earned by

claiming a Goal, they may be taken in Note: the order of the player’s choosing.

When a player claims their sixth Goal, the Weekend

Phase proceeds as normal and Goals may continue to

be claimed by other players. However, once the current

Weekend Phase is over, the game will end. (See p.6.)

If by the end of the Weekend Phase, the end of the

game has not been triggered, players will flip the

Pass Direction card over for the next Week Phase, as

described on p.4. If the Play stack is depleted, players

shuffle their personal discard pile (their facedown

cards, not their faceup Accomplishments cards) and

draw 5 cards to start a new Week Phase.

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WEEK PHASE

During the Week Phase, players draft cards to take

actions on their Band Sheet. At the beginning of a

round, deal each player 5 cards from the Play stack.

Each card has an icon in the upper left-hand corner

representing an action the player can take such

as hiring for their band, planning their schedule, or

improving their assets.

During the week, each player will draft (select) 4 cards

in total, and discard the last remaining card to their

personal discard pile next to their Band Sheet.

Daily Draft Action

From their hand, players select one card with the

action they wish to take and place it facedown

next to their Band Sheet.

Once all players have placed a card facedown,

those cards are simultaneously flipped faceup.

Each player takes the action corresponding

to the card they chose by recording it on their

Band Sheet. (Explained in more detail pp.6-11).

After the action has been taken, the card is

placed faceup in a personal “Accomplishments

stack” to the side of the Band Sheet. Players

may look at the cards in their own stack at any

time.

Goal Card Breakdown

Goal Cards are all unique, but contain similar

information.

The objective icon in the upper left-hand corner

reminds players where on their Band Sheet to

record the SP earned from claiming a Goal.

The Band Sheet icon indicates the sections

where the requirements of the Goal must be met.

The requirement on the lower right-hand side

of the Goal Card shows the requirement(s) that

must be met to claim the Goal.

The text on the left-hand side of the Goal Card

clarifies the requirement iconography.

The SP is the amount

earned by anyone

who claims the Goal. If

multiple players claim the

same Goal, they each

claim the full amount of

SP (and any/all bonuses).

The bonus(es) are

immediate actions

players must take when

the Goal is claimed.

If there are multiple

bonuses, players may

take the actions in the

order of their choosing.

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There are three ways to trigger the end of the game.

There is an exclamation point (!) in each of these

sections to remind players of their importance.

A player records SP from

claiming a sixth Goal (p.5)

A player checks off all

five Fail spaces (p.6)

A player fills all 12 of

their Crew posts (p.8)

If the end of the game is triggered during the

Weekend Phase, all Goal Cards are still checked and

may still be claimed by a player if they have space

available in their Goals section.

If the end of the game is triggered by filling all Crew

posts, or the fifth Fail, all players finish taking their

current action and move immediately to the Weekend

Phase where players will have one final opportunity to

claim Goals.

END GAME AGENDA SECTION: The sum of any

SP for completed rows or columns

with SP bonuses.

TOUR SECTION: The sum of all SP

earned on your tour route(s).

RELEASES SECTION: Multiply the

number of spaces crossed out

in the top row by the number of

spaces crossed out in the bottom

row.

FAIL SECTION: Deduct SP equal

to the highest number which

you’ve checked off.

Then, total all sections to

calculate your score. The player

with the most SP has topped

the charts with the most

famous band, winning the game!

Players can record their placement (1st, 2nd, 3rd, etc.)

in the Charts section of their Band Sheet and overlap

them to create a visual chart of

everyone’s hit albums!

IF THERE’S A TIE:

If there’s a tie, check the

following conditions in order

until the tie is broken!

• The winner is the player with the most SP from

their Crew.

• Then the player who has the Lead Singer with the

most SP.

• Then the player who claimed the Goal with the

highest SP.

Totaling your Star Power

After the end of the game has been triggered, and any

final Goals claimed, it’s time to tally up your SP!

Use the “Scoring” section to record SP earned from

each section of your Band Sheet.

CREW SECTION: The sum of all SP for all members of

your crew.

GOAL SECTION: The sum of all SP for all completed

Goals.

HARMONY SECTION: The sum of all SP for completed

rows and columns.

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177

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65

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25

-9

0

If there’s still a tie, play again!

2 Proto - Taprobana

1 Inside Up - Breakout

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RECEIVING

BONUSES

As players cross off spaces on their Band Sheet, they

may trigger bonus actions. Bonuses with the same

icon are treated the same regardless of the shape that

icon is in (circle, square, triangle, hex, etc.)

Check off one

space in the

Touring section.

Unlock one

Multiplier of

equal value.

Cross off one

space in the

Harmonies

section.

Colour in one

circle above/

below the Crew

section.

Cross off one

space in the

Agenda section.

Cross off one

space in the

Assets section.

Cross off one

“album” space

in the Releases

section.

Cross off one

“single” space

in the Releases

section.

Cross off one

Cash

restriction

from the Crew or

Touring sections.

Once a bonus is earned it must be used immediately

and then crossed out to indicate the action has

been taken. Rarely, a bonus is earned, but all of the

matching bonus spaces have already been used.

In this case, the bonus is lost.

If multiple bonuses are earned at the same time,

they can be used in the order of your choice.

TOURING

To cross off a space in the

Tour section, you must earn a

Touring bonus from another

section of the Band Sheet

or by claiming certain Goals.

Touring is not an action found

on Play cards!

All players start their tour in

their garage, which is already

marked. From there, when

you earn a Touring bonus you

can choose to cross out the

next available space in either

direction you choose—touring

at bigger and more famous

venues and earning SP along

the way!

Some venues will trigger

bonuses that you must use

immediately, and some

are blocked by a Cash

restriction—you can proceed

down this route only after

removing that restriction.

There are three tour routes,

and reaching various venues

on these routes awards SP

at the end of the game. Players can visit

venues on multiple paths depending on their Goals

and cash restrictions, but may only visit one venue per

Tour bonus earned.

Like all other bonuses, Touring bonuses must be

used immediately and cannot be saved. If the bonus

cannot be used, due to Cash restrictions or having no FAILS available venue to visit, the bonus is lost.

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If a player adds a check- mark to the second Fail,

they receive a Cash bonus

which can be used to unlock cash restrictions in their

Crew or Tour section. (See “Receiving Bonuses” p.7)

The maximum penalty in the Fail section is -20. If a

player should record a Fail but no spaces remain,

they can ignore it. (In the rare case that someone was

missing lots of crew members.)

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Note:

BEFORE FINAL SCORING: Each player must

check how many vacant posts are left in their

Band section. For each vacant post they must

check off one space in their Fail section.

Band members are important for a band!

THERE ARE THREE REASONS A PLAYER MUST

CHECK OFF A FAIL:

Drafting a Scandal card.

Being unable or choosing not to take an action

from their hand of cards.

Having vacant posts in your Crew section at the

end of the game.

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The Crew section represents the 12 posts needed for

an epic band (Lead Singer, Musicians, Production Staff,

Backstage Staff). At the beginning of the game, all posts

are empty (although the 5 central posts have “cash

restrictions” see p. 9). Each post presents the opportunity

to improve the band’s SP, and create Harmonies.

Once you “hire” and fill a crew position, you may not

remove that crew member or alter their SP or skill layout.

CREW

Each post has sections which should be filled in when

a Crew member is drafted. The center hexagon is

used to record that band member’s Star Power (SP).

The four circles surrounding the hexagon will be

coloured in using the coloured pencils to match that

crew member’s skills.

There are four different types of skills:

Skills may help you claim Goals or create Harmony

within your Crew. When two adjacent crew members

have matching skills, they can be connected using the

line between the two skill circles to create Harmony

(see “Harmonies” on p.10).

On top of bonuses, creating multiple Harmonies can

give a player extra SP for end game scoring!

Note:

The Lead Singer’s top skill space

connects to the starting colour

you chose at the beginning

of the game. If you can hire a

Lead Singer with a top skill that

matches this colour you will earn

a Harmony bonus (see p.10).

2 Steps to Hire a Crew Member

FILL A POST AND RECORD STAR POWER

The first step in recruiting a Crew member is

to decide whether to apply a Multiplier to their

SP value (see p.11). Multipliers cannot be used

until they are earned, and it is common not to

have any available until mid-game. Multipliers

may not be used retroactively.

If a Multiplier is not used, simply record the SP

value from your band member onto an open

post with the matching icon type. SP ranges

from 1-5.

Levels

(blue)

Tune

(red) Tempo

(yellow)

Pitch

(purple)

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PLAYING

CREW CARDS

Cards with these icons allow you to hire new members

to your crew. Each Crew type can only be placed in a

post with a matching icon. Your Crew members’ SP will

be added to your final score at the end of the game.

Crew members each have a unique combination of

skills and SP – which can be boosted using Multipliers.

(See p.11)

Before drafting a Crew card, make sure you have an

empty post matching the icon of the crew member

you wish to hire. If there is no “cash requirement” icon

(or you’ve previously used a cash bonus to cross

out this requirement) and the SP hexagon and skill

circles are empty, the post can be filled!

In this example, the trumpet player could be hired

into the far left or the far right posts in the row

showing the guitar (Musician) icons. They cannot be

hired to either middle post because the posts are

“locked” by a cash restriction.

RECORD SKILLS & CHECK FOR HARMONY!

Next, colour in the four skill circles for the

crew member, matching both their colour and

location. Skill layouts cannot be changed or

rotated. They must be entered in the same

orientation as shown on the Crew card.

Players may also use the shape of the skill

icon (Square/Blue, Circle/Red, Triangle/Yellow,

or Hex/Purple) if they have difficulty matching

colours or would prefer to use shapes.

Creating Harmony is very important, as it can

trigger chain reactions, unlock sections of

your Band Sheet, or even earn SP! The more

Harmony you create, the better your music

and your chances of winning the game!

Once hired, a Crew member cannot be

removed, relocated, or replaced. Their SP

may also not be modified on a future turn.

Crews can have multiple members with the

same art, as the combination of SP and skills

of those Crew members is what makes them

unique.

Each Crew member can only be hired to a post with

an icon matching the drafted card.

Lead Singer

The top row in the Crew is dedicated to the Lead

Singer, of which you can only have one. Lead

Singers can be identified by a microphone icon.

Musicians

The second row has four posts for Musicians.

Musicians can be identified by the guitar icon.

Production Staff

The third row has three posts for Production

Staff. Production Staff can be identified by the

disk icon.

Backstage Staff

The bottom row has four posts for Backstage

Staff. Backstage Staff can be identified by the

speaker icon.

RELEASES

Albums & Singles

To cross off a space in the Releases section, you must

earn it from another section of the Band Sheet or by

claiming certain Goals. Releases cannot be earned

from Play cards!

Some bonuses will award an “Album” bonus,

while others will provide a “Single” bonus.

Both work in the same way, by crossing off

the leftmost available space in the row

matching the Album or Single icon. If you

cross out a space with another bonus, you

take the action immediately.

Note:

Calculate SP from Releases at the end of the game

by multiplying the number of “Albums” crossed off by

the number of “Singles” crossed off. In the example

above, there are 3 Albums and 4 Singles for a SP

score of 12 (3x4).

Note:

There are 5 central posts which are

locked by a “cash restriction” .

You will need to earn a cash bonus to

unlock each one before you can hire a

crew member to any of these posts.

To quickly tell the “Album” and

“Single” bonuses apart, notice that

the “Single” bonus has a piece

missing from the shape!

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