General
All players win or lose together — this is a fully cooperative game.
Kenny G: Keepin' It Saxy is a fully cooperative game. All players share a single win or loss outcome. There is no individual winner. Players win together if at least one Groove Token remains on the game board at the end of the sixth and final round.
Endgame
Players win if at least one Groove Token remains on the board after the final (sixth) round.
Players collectively win the game if, after completing all six rounds (two Morning, two Afternoon, two Evening) including the final Groove Phase, there is at least one Groove Token still on the game board. The number of remaining tokens determines the performance rating.
Endgame
Players immediately lose if the last Groove Token is removed from the board.
If at any point during the Groove Phase all Groove Tokens are removed from the game board, Kenny G has lost his groove and all players immediately lose the game. The game ends at that moment; remaining rounds are not played.
Turn structure
The game lasts exactly six rounds: two Morning, two Afternoon, two Evening.
The game is played over exactly six rounds. The rounds proceed in order: Morning 1, Morning 2, Afternoon 1, Afternoon 2, Evening 1, Evening 2. The Kenny G Mover advances one space on the board after each round. Each round consists of three sequential phases: Event Phase, Sax Phase, and Groove Phase.
Turn structure
At the start of each round, reveal Event Cards equal to the number indicated on Kenny G's current board space.
During the Event Phase (Phase 1 of each round), look at Kenny G's current space on the game board. That space indicates how many Event Cards to reveal (based on the number of players). Draw that many cards from the appropriate time-of-day Event deck (Morning, Afternoon, or Evening) and place them face up in a row below the game board. Leave space below each card for Sound Cards to be played onto it. Previously incomplete Event Cards from prior rounds remain in play alongside the new ones.
General
Each Event Card has a riff (sequence of Sounds) that must be completed in order, and either a benefit or penalty symbol.
Each Event Card represents a challenge Kenny G must overcome with jazz. It contains: (1) a 'riff' — a specific sequence of Sound colors/types that must be matched in exact left-to-right order using Sound Cards; (2) a dice number (1, 2, or 3) indicating how many dice to roll if the event is incomplete at the Groove Phase; and (3) either a star/benefit symbol (provides a reward when completed) or a penalty symbol (applies an effect during the Groove Phase dice roll if incomplete).
Turn structure
During the Sax Phase, players take turns clockwise starting with the First Player Marker holder; each player takes three actions.
The Sax Phase (Phase 2) begins with the player holding the First Player Marker and proceeds clockwise. On your turn, you may take exactly three actions. The four possible actions are: (a) Play a Sound Card, (b) Play an Ability Card, (c) Draw two cards, (d) Trade one card with another player. You may use the same action type more than once and may take actions in any order. All players openly discuss strategies during this phase.
Card play
Play a Sound Card from your hand onto an Event Card, matching the next required Sound in that Event's riff.
As one of your three actions, you may play one Sound Card from your hand to any one active Event Card. The Sound on your card must exactly match the next unplayed Sound in that Event's riff (riffs must be completed in left-to-right order). Place the played Sound Card below the Event Card, adding from left to right. You may play multiple Sound Cards in a single turn (each costs one action) and may play to different Event Cards.