Ideal Rage Card Game Instructions / Assembly

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Ideal Rage Card Game Instructions / Assembly | Manualzz
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EXAMPLE OF SCORING:
Using the example of play as nated previously, Player A did not accurately bid and
only took one of the two tricks they had hoped to win (+0). Ha does not get any points PLAYERS
for bidding, hut he does get one point for the single trick he won. This makes his
score for the round one point {0 + 1= 1}. Player B did take the number of tricks that HAND SIZE
ha predicted he would (+10). For winning two tricks, he receives two mora points. я
Therefore, Player B gets twelve points for the round {10+ 2 = 12). Player C accurately
bid ong trick (+10). He also receives one point for the single trick he won. In that trick,
there was the Bonus Rage Action card, an extra 5 point bonus. For this round, Player 9
C scored sixteen points {10+ 1+ 5= 16).
WINNING: The game ends after ten rounds. The final round is scored. The player
with the highest scora is the winner. In the case of a tie, the player who had the most
rounds in which ha bid correctly is the winner.
SCORE SHEET EXPLAINED:
Bid prediction
Rarmsing score total
criar N / in air md
ut ME Pad Fg vl
VARIANTS
« ACTION CARD VARIANT: A player may play an Action card even ifhe has a
card in their hand that follows suit.
» Each player writes his bid on a piece of paper. Tha bids ars only disclosed after
the last trick of the round is taken. Therefore, itis unclear during the round how
many tricks each player would like to wir.
» If à player wins all tha tricks in a round, he receives two points Tor sach trick
taken, instead of only one. This does not count in the last round where there is
only ona trick.
No: OX8-28280
©2013 POOF*-Slinky®, Inc. À product of
«10» РО. Вох 87097
Canton, MI 48187-0097 нал,
www.poof-sinky.com
Made In China
O
Permission granted to photocopy this score sheet,
NUMBER OF PLAYERS: 210 6
AGES: B+
EQUIPMENT: One RAGE deck of 110 cards as follows — E colored sets of 16 cards
(numbered 0 to 15 — red, green, purple, orange, yellow and blue}, and 14 Action cards
(2 Wild Rage, 4 Change Raga, 4 Out Rage, 2 Bonus Rage and 2 Mad Rage).
KEY WORDS: RAGE is a trick-taking card game, and the following definitions will be
helpful to thase unfamiliar with trick-taking card games.
« TRICK: Each player (lays une card from his hand face up — fhis makes one trick
* ROUND: A round (or hand) is made of the same number of tricks as each player
has cards to play. (example: A player starts with 5 cards = 5 tricks = 1 round)
* SUIT: A suit is made of cards of the same color (yellow, blue, red, green, orange
and purple}.
» LEADING: When a player starts a trick by playing a card, this is known as leading.
» FOLLOWING SUIT: Aftar a player leads a card, the remaining players MUST
follow suit, which maans, each player must play the sams color of card es that
which is led, if they have one. If they cannot follow suit, they can play any card in
their hand.
* TRUMP: K a playar does not have a card of tha color lad for the trick, they may
play a card in the trump color {the color of the card that is on the top of the
Trump Pile), and thus win the trick. If several trump cards are played in a trick,
the trump card with the highest value wins the trick.
» BIDDING: After the players have been dealt their cards, they consider how
many tricks they plan to win this round (zero to the number of cards in their
hand).
WINNING THE TRICK: The player who played tha highest card in the color which
led the trick wins the trick, unless a trump card is played. Then the highest card
in the trump color wins the trick.
OBJECT: Be the player with the highest score by accurately bidding on the number of
tricks you will win per round.
SETUP: Choose a player to he scorekeeper and write the names of the players along
tha top of the score sheet (ses attached score sheet). Choose someone to be the first
dealer. Then the cards are shuffled and 10 cards are dealt to each player. After each
round, the player on the dealers left becomes the new dealer.
DEAL: In the first round, each player is dealt ten cards. In the second round, each player
is dealt nina cards. In the third round, each player is dealt sight cards, then seven cards,
etc., until the tenth and final round when each player receives only one card.
After the deal, the remaining cards are placed face down in the middle of the table to
form the Trump Pile. The top card from this stack is turned over and placed on top of
the pile. This card determines the trump color for the current round. If an Action Card
is turned over, continue to turn over cards until a colored card is revealed.
BIDDING: After the players have sorted their cards by color and value, they consider how
many tricks they plan to win this round ranging from zero to the total number of cards in _
hand. Bidding begins with the player to the dealer's left Each player states aloud his bid.
Note: it is possible for the total number of bids from all of the players 10 exceed the
number of available tricks. The score keeper writes the bids on the score sheet.
PLAY:
1} The player to the left of the dealer leads with a card from his hand by placing
it face up in the center of the play area. Play passas to the left
2) All players in turn, must lay down one card face up from their hands into the
center of the play area.
3) Each player MUST follow suit. If it is not possible to follow suit, the player may
play any card from his hand including a trump or action card.
4) When all players have played one card, the trick is complete.
5) The trick is won by the highest numbered card of the lead suit. But, if any trump
cards are played in the trick, the trick has been trumped, and the highest trump
card wins the trick.
6) The player who wins the trick gathers the cards played and places them in a
separate pile face down to help keep track of the number of tricks won.
7) The player who won starts the next trick by leading with a card from his hand.
(Note: The first card of a trick may be an Action card. The second card played in
a trick begun with an Action card may be any other card. The first color or Wild
Rage card played will determine the lead suit of the trick. If only Action cards, not
including Wild Rage, are played, the first card played in the round wins the trick.)
RULES FOR USING ACTION CARDS: A player may ONLY play an Action card if they
cannot follow suit or they are leading. Action cards do not belong to any of the six
suit colors.
» OUT RAGE: When this card is played, the trump card on the trump
pile is tumed face down. There is no trump for this trick or the rest
of this round! Any trump cards played in the trick are counted as
normal color cards. The player who played the highest card of the
color that led the trick wins the trick Future tricks are played
without a trump color until a Change Rage card is played.
* BONUS RAGE: The winner of the trick which includes this Action
card has five points added to his score atthe end of the round.
+ CHANGE RAGE: When this card is played, the player immediately
searches the Trump Pile and places a new color card of his choice
as the trump color on top of the trump pile. The new color must be
a different color than the previous trump. The new card determinaes
the trump color for this and any further tricks. The previous trump
color is no longer valid for this trick.
« MAD RAGE: The winner of the trick which includes this Action
card has five points subtracted from his score atthe end of the round.
* WILD RAGE When the Wild Rage is played, the player must
announce what color it will be. The selected color may be the trump
color. Wild Rage is considered to ba the highest value of the color itis
called out to be. If both Wild Rages are played in a single trick and are
called the same color, the second Wild Rage is considered to be of à
lower value than the first
EXAMPLE OF PLAY:
TRUMP PLAYER A'S HAND PLAYER B'S HAND PLAYER C'S HAND
In round seven, Player C deals only four cards to each player. Players review their
cards to predict the number of tricks they hope to win. Player A announces that he
will win two tricks. Player B predicts two tricks. Finally, Player C claims to win one
trick. Player A, who is to the left of the dealer, leads.
Player A chooses to lead with a Blue 15. Player B does not
have any blue cards, so may play any card from his hand.
Player B chooses to play the Yellow 0 (the trump suit).
Currently, Player B is winning the trick with the trump
card. Player C plays a Blue 2 because he must foliow
suit of the leading card (the Blua 15). Tha trick is now
complete and Player B wins [Player B's yellow 0 may be a
low value card, but because itis a trump card it still beats
the other cards played). Since Player B won the trick, he
gets to lead (start) the next trick.
Player B leads this trick with a Green 10. Player C doesn't
have any Green cards and may play any card from his
hand. Player C plays the Change Rage card. Atwhich
point, Player C searches through the Trump Pile and
places a Red card on top of the Trump Pile as the new
trump suit. Player A has to follow with the Green 12
{matching the suit that lad}. Having the highest value card
of the suit that was led, Player A wins this trick.
Player A leads the third trick with the Bonus Rage card.
Seaing as the trick was led with an Action card, Player B
can play any card from his hand. This will determine the
lead color for this trick. He plays the Orange 7, which is
currently winning the trick. Player C trumps tha Drange
7 with a Red 15. Player C wins the trick and will lead the
final trick. Player C will note that he received a Bonus
Rage card for winning this trick.
TRICK 4 Player C leads with his last card, an Out Rage Action card.
| Immediately, the red trump card is turned over to indicate
that there is no trump for the rest of the round. Player A
lays down the Yellow 5 card. Player B follows up with a
Wild Rage card. Noting that there is not a trump color any
mora, Player B declares that tha Wild Raga card is of tha
same color that was led, yellow, and wins the final trick.
(Recall that the Wild Rage is considered to be the highest
value of the coloritis called aut tc bo).
With all of the cards played, the round is now complete. The players count up the
numbers of tricks they won: Player A won one trick, Player B won two tricks and
Player C won one trick (a trick that included a Bonus Rage card which will give
Player C a five point bonus).
SCORING: After all tricks in the round are completed (the players no longer have
cards in their hand), the round is scored. Each player receives points as listed below:
+1 point for each trick won.
+5 points for each Bonus Rage Action card in the tricks won.
-5 points for each Mad Rage Action card in the tricks won.
+10 points for correctly predicting the exact number of tricks they would win.
Exception: Only +5 points for correctly predicting that they would win zero tricks. +0 points
for failing to correctly predict the number of tricks they would win. The total number of
points is recorded on the score sheet

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