Rack-O - Winning Moves Games

Rack-O - Winning Moves Games
The bonuses scored for runs are as follows:
Three Card Run
75 points plus a Bonus of 50 points = 125 points
Four Card Run
75 points plus a Bonus of 100 points = 175 points
Five Card Run
75 points plus a Bonus of 200 points = 275 points
Six (or More) Card Run
75 points plus a Bonus of 400 points = 475 points
Note: If the player who goes Rack-O has two or more
runs in his rack, he receives a bonus for only one of them,
the longest if there is a difference.
FIGURE 4
PARTNERS RACK-O
Contact us:
Winning Moves Games
75 Sylvan Street, Suite C-104
Danvers, MA 01923
Phone: 1-800-664-7788 ext. 114
Fax: 978-739-4847
Email: [email protected]
Four may play as partners, two against two. The scores
of the two partners are added together after each round.
The pair scoring 500 points first wins the game.
BONUS RACK-O
The object of Bonus Rack-O is for a player to score 50 to
400 extra “Bonus” points by including a sequence or runs
of 3 to 6 cards in his rack before going Rack-O (see Figure
4). All the rules of regular Rack-O are used. This game is
more of a challenge, as a player must decide to go Rack-O
with a score of only 75 or wait to improve his rack for a
bonus score. The bonus is scored only by the player who
goes Rack-O, his opponents receiving only 5 points for
each of the cards in their racks in LOW to HIGH order.
Rack-O_rules2013.indd 1
See the fun in-action!
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HASBRO and its logo and RACK-O are trademarks of Hasbro and are used with
permission. © 2013 Hasbro. All Rights Reserved.
Manufactured and Distributed by Winning Moves Inc., Danvers, MA 01923.
Colors and parts may vary. Made in CHINA.
CONTENTS
• One 60-card deck of Rack-O cards
• Four plastic Rack-O racks
• Instructions
Item #1141
6/3/13 3:32 pm
ABOUT THE GAME
RACKS
Rack-O is among the most beloved card games. It’s been
a favorite for players of all ages since the 1950’s. This classic version features the original rules, gameplay and look
players adore.
Each player uses one rack. The numbers appearing on
each rack: 5, 10, 15, 20, 25, 30, 35, 40, 45, and 50 are used for
scoring only.
OBJECT OF THE GAME
Cut for the deal. Low card deals first. The dealer shuffles
cards and deals out ten to all players.
Important Note: As each card is dealt, each player immediately places it in a slot in his rack. Each player must
insert his first card in slot #50, second card in slot #45,
third card in slot #40, and so on until his rack is filled with
all ten cards.
To be the first player to replace cards in your rack by drawing cards from the pile whose numbers read in any numerical progression from LOW to HIGH. (See Figure 1.)
DEAL
HOW TO PLAY
The undealt portion of the cards (the Stockpile) is placed
face down in the center of the table. The top card is then
laid face up beside it to start the Discard pile. Players take
turns beginning to the left of the dealer. A player must
take one card, either the top card from the Stockpile, or
the top Discard. If he takes the top Discard, he must exchange it for one from his rack, which he discards (face-up
to the Discard pile). If he takes the top card from the
Stockpile, he may exchange that card for one from his rack,
or discard it if he chooses.
as card 37 in the #30 slot is followed by card 22 in the #35
slot. No points are scored for the last four cards in the
rack even though they are arranged correctly. (Sometimes
a player may score only 5 points in a round, because the
card in the #10 slot is lower than the card in the #5 slot;
even though the remaining nine cards are in order.) The
first player to score a total of 500 points or more wins the
game.
WHEN CARDS ARE EXCHANGED, THE PLAYER
MUST PLACE THE NEW CARD IN THE SLOT FROM
WHICH THE OLD CARD IS TAKEN.
If the Stockpile is used up before any player goes “Rack-O”
the Discard pile is turned over, and used as the Stockpile
again.
WINNING A ROUND
A round ends when one player goes Rack-O! In order
to go Rack-O a player must have all ten cards in his rack
reading from a LOW card in the #5 slot to a HIGH card
in the #50 slot, in any combination of increasingly higher
cards. Figure 1 shows one of the many combinations a
player could have to go Rack-O and win a round.
FIGURE 3
FIGURE 1
SETUP
CARDS
Rack-O cards are numbered from 1 to 60. If 4 are playing,
use all 60 cards. If 3 are playing use cards 1 to 50, and if 2
are playing use cards 1 to 40. (See rules for 2 players.)
Rack-O_rules2013.indd 2
FIGURE 2
Figure 2 shows a rack full of cards at the beginning of a
round. Note that the cards are in no particular order.
SCORING & WINNING THE GAME
The player who goes Rack-O scores 75 points, 5 for
each of the ten cards in his rack, and 25 points for
going Rack-O.
The other players score 5 points for the cards, in their
rack, in LOW to HIGH sequence. Starting with the card
in the #5 slot, and ending where the succession of higher
cards has been broken. Figure 3 shows a score of 30 points
RACK-O FOR TWO PLAYERS
Play is the same with the addition of this rule: A player may
not go Rack-O (for a score of 75 points) unless he has a run
of at least 3 cards in sequence included in his rack. Figure
4 shows a run of 3 cards (28, 29,30).
6/3/13 3:32 pm
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