Game Rules - Haywire Group

Game Rules - Haywire Group
| MEN Players |
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(7) Avg. Game
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Game Rules
Box Contents:
(54) Lightning-Fast Cards * (1) 59-Second Sand Timer
Object
The first player to get rid of all their cards
(from their HAND and DRAW PILE) wins the
round. If done in less than 59 seconds, the
player gets 10 points; if done in over 59
seconds, the player gets 5 points. The first
player to reach 50 points wins the game.
Setup
The game is best played with both players
facing each other.
Grab a piece of paper and a pencil and
write down both players names. Use this to
keep score.
@ Both players draw a card; player with the
highest card value is the dealer. If a player
draws a wild card, draw again.
Dealer shuffles the deck and deals four
piles face down, side by side: five cards
first (REFRESH PILE), then one card
(ACTION PILE), then one card again (ACTION
PILE), then five cards (REFRESH PILE).
O Both players are then dealt a 21-card DRAW
PILE face down.
© Players take the top five cards from their
DRAW PILES; this is now their HAND. (Note:
a player may have no more than five cards
at one time in their HAND.)
SETUP DIAGRAM:
PLAYER TWO's
PLAYER 2 (DO a woo
DRAW PILE HOLD INYOURHANDY)
21 cards
@ N { \
REFRESH 'ACTION | |ACTION| REFRESH
PILE PILE PILE PILE
5 cards 1 card 1 card 5 cards
PLAYER 1
PLAYER ONE'S DRAW PILE
HAND \ 21 cards
(DO NOT SHOW OPPONENT,
HOLD IN YOUR HAND!)
Game Play
» Get ready, this is a FAST game!
O Dealer flips the 59-second timer.
As soon as the dealer flips the timer, both
players QUICKLY and SIMULTANEOUSLY flip
the ACTION PILE cards, each one flipping the
card to their right.
As fast as they can, players get rid of cards
from their HAND by adding them to EITHER
ACTION PILE, placing cards either one
number higher or one number lower in value
on the top ACTION PILE cards.
O As you play cards from your HAND, take new
cards from YOUR DRAW PILE. Never exceed
five cards in your hand at any time.
© When NEITHER player can make a move,
both players SIMULTANEOUSLY flip the top
cards from the REFRESH PILES to the top
of the ACTION PILES, flipping the card from
the pile to their right.
Play resumes and continues until a player has
no cards left.
As soon as a player gets rid of all their cards
(from their HAND and DRAW PILE) they must
quickly announce that they are “out.” Both
players check the 59-second timer to deter-
mine if the winning player has finished before
the sand has run out. Score accordingly (see
below).
8) Loser deals next round.
Scoring
IF the winning player gets rid of their cards
in less than 59 seconds:
10 points.
If the winning player gets rid of their cards in
over 59 seconds:
5 points.
Winning
After each round, add the appropriate
number of points to the winning player's
score tally.
» The first player to reach 50 points wins the
game!
Special Cards
‘l1 or 14° Card
The 1 or 14' card may be used as a
one or as a l4, and it may be played
on top of itself.
M Wild Gard
The wild card may be used at any
Wip) time, for any value. When using it,
players must call its value aloud.
©2005 Haywire Group, Inc.
Wicked Good Games™
Springfield, MA USA
www.haywiregroup.com
de © -
yi = Good Games) MADE IN CHINA
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