RACK-O rules

``` INSTRUCTIONS
FOR 2 TO 4 PLAYERS
= E A E
CONTENTS
60 RACK-O cards
4 card racks
1 card tray
Be the first player to score 500 points by going RACK-O! Go RACK-O by replac-
ing the cards in your rack so that their numbers read in any numerical progres-
sion from a LOW number to a HIGH number. (See Figure 2 for an example of
going RACK-O.)
NS
1. CARDS: RACK-O cards are numbered from 1 to 60. The number of cards
you use in the game depends on how many people are playing.
AN LL
In a 3-player game ................ 02... use cards 1 to 50
In a 2-player дате ........................ use cards 1 to 40
2. CARD TRAY: Place the card tray in the center of the table within reach of
all players. One side of the tray will hold the Draw Pile. The other side will hold
3. RACKS: Each player takes one card rack. This is where you will put your cards
as they are dealt.
4. CHOOSING A DEALER: Each player draws a card from the deck. The player
with the lowest card is the dealer. NOTE: The dealer also plays the game.
5, Return all drawn cards to the deck.
6. The dealer shuffles the cards and deals the cards out FACEDOWN one at
atime, until each player has ten cards. As each cardis dealt, a player immediate -
ly places it in the designated slot of his or her rack.
DESIGNATED SLOTS: The first card dealt to you is placed in slot #50 on your
rack, the second card is placed in slot #45, and the third card is placed in slot
#40, and so on. See Figure 1.
7. The dealer places the undealt cards
FACEDOWN (number-side-down) into
the left side of the card tray. This is now
the Draw Pile. The top card of the Draw
Pile is then turned FACEUP (number-
side-up) and placed in the other com-
partment of the tray to start the Discard
Pile.
Your cards COULD look like this at the start
of a round.
= The game is played in Rounds. Each Round consists of players trying to go
RACK-O by arranging cards from LOW to HIGH in any numerical progression
in their racks.
TO PLAY A ROUND
1. Player to the left of the dealer goes first.
2. ON YOUR TURN: You must pick ONE card, either the top card from the Discard
Pile or the top card from the Draw Pile, and try to place it in your rack.
If you take the top card from the Discard Pile, you must exchange it for one
of the cards in your rack. Remove the card you wish to exchange, place it
FACEUP on top of the Discard Pile and place the new card into the now-empty
If you take the top card from the Draw Pile, you may exchange that card for
one in your rack, as explained above, or place it FACEUP in the Discard Pile
if you choose. Your turn is then over.
3. Players keep taking turns until one player goes RACK-O and the Round ends.
NOTE: Ifthe Draw Pile is used up before any player goes RACK-O, the Discard
Pile is turned over in the tray and used as a new Draw Pile. Remember to turn
over the top card to start a new Discard Pile.
4. TO WIN A ROUND: A Round ends when one player goes RACK-O. In order
to go RACK-O, you must have all ten cards in your rack reading from a LOW
card inthe #5 slotto a HIGH card in the #50 slot, in any combination of increas-
ingly higher cards. When a Round ends, everyone must score points.
SCORING
The player who goes RACK-O scores 75
points: 5 for each of the ten cards in his
or her rack, and 25 points for going
RACK-O. The other players score 5
points for each card arranged in their
rack from LOW to HIGH, starting with
the card in the #5 slot, and ending
where the succession of higher cards
has first been broken.
This is an example of going RACK-O. |
: FOR EXAMPLE: Figure 3 shows a score
of 30 points -- card 37 in the #30 slot is
followed by card 22 in the #35 slot. No
points are scored for the last 4 cards in
the rack, even though they are arrang-
ed 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 re-
maining nine cards are in order.)
NOTE: Keep track of your scores on a
This player scores 30 points. piece of paper.
TO START A NEW ROUND:
Player to the left of the Dealer takes the Dealer’s duties. Cards are shuffled
and dealt, and play proceeds as explained previously until a player goes
RACK-O.
7 Keep playing Rounds until a player scores a total of 500 points. The first player
to score 500 points wins the game. NOTE: When two or more players score
more than 500 points, the highest total wins.
7 e 2-PLAYER GAME--For more fun and competition, add the following rule:
A player may not go RACK-O (for a score of 75 points) unless he or she has
a run of at least three cards in consecutive order included in his or her rack.
Figure 4 shows a run of three cards, 28, 29, and 30.
e PLAYING A GAME WITH PARTNERS-- Four players 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.
e BONUS RACK-O--When playing with BONUS RACK-O rules, try to score ex-
tra “Bonus” points by including a sequence of runs of three to six cards in your
rack before going RACK-O. (See Figure 4 for an example of a 3-card run.)
All the rules of REGULAR RACK-O
are used. But BONUS RACK-O re-
quires more strategy because
players must decide whether to go
RACK-O with a score of only 75 or
wait to improve their score with
bonus points. The Bonuses are
scored only by the player who goes
RACK-O. As in Regular RACK-O
rules, players who don’t go RACK-O
receive only 5 points for each of the
cards in their racks in LOW to HIGH
combination.
The Bonuses scored for runs are as
follows: |
RUN GOING RACK-O POINTS BONUS POINTS TOTAL
3-CARDS 75 pts. 50 pts. 125 pts.
4-CARDS 75 pts. 100 pts. 175 pts.
5-CARDS 75 pts. 200 pts. 275 pts.
6-(or more) CARDS 75 pts. 400 pts. 475 pts.
NOTE: If you go RACK-O with two or more runs in your rack, you receive a Bonus
for only ONE of them (the longest, if there is a difference).