Fundex Games RAGE User's Manual

Fundex Games RAGE User's Manual
™
GAME INSTRUCTIONS
NUMBER OF PLAYERS: 2 to 8
AGES: 8+
EQUIPMENT: One RAGE deck of 110 cards as follows – 6 colored sets of 16 cards
(numbered 0 to 15 – red, green, purple, orange, yellow and blue), and 16 Action
cards (2 Wild Rage, 4 Change Rage, 4 Out Rage, 2 Bonus Rage and 2 Mad Rage).
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 be scorekeeper and write the names of the players
along the top of the score sheet (see 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 dealer’s left becomes the new dealer.
DEAL: In the first round, each player is dealt ten cards. With each card, a player
could win a trick. In the second round, each player is dealt nine cards. In the third
round, each player is dealt eight 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, each player
considers 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 their bid. The score keeper writes the bids on the score sheet.
1
PLAY: (Underlined words are explained further in the definition section)
1) The player to the left of the dealer leads with a card from their hand by placing
it face up in the center of the play area. Play passes to the left.
2) All players in turn, must lay down one card face up from their hand 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 their 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 in front of them.
7) The player who won the trick starts the next trick by leading with a card from
their 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.)
DEFINITIONS: RAGE is a trick-taking card game, and the following definitions will
be helpful to those unfamiliar with trick-taking card games.
• TRICK: Each player plays one card from their hand face up – this 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: After a player leads a card, the remaining players MUST follow
suit, which means, each player must play the same color of card as that which is
led, if they have one. If they cannot follow suit, they can play any card in their hand.
• TRUMP: If a player does not have a card of the color led 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 the 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.
2
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.
+5
bonus
rage
• BONUS RAGE: The winner of the trick which includes this Action card
has five points added to their score at the end of the round.
+5
-5
• MAD RAGE: The winner of the trick which includes this Action card
has five points subtracted from their score at the end of the round.
mad
rage
-5
out
rage
• OUT RAGE: When this card is played, the trump card on the trump
pile is turned 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.
change
rage
• CHANGE RAGE: When this card is played, the player immediately
searches the Trump Pile and places a new color card of their 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 determines
the trump color for this and any further tricks. The previous trump
color is no longer valid for this trick.
!
!
W
wild
rage
• 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 be the highest value of the color it is 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 a lower value than the
first.
3
W
EXAMPLE OF PLAY:
7
+5
7
2
15
Player A’s hand
15 2
!
W
change out
rage rage
Player B’s hand
W
5
12
Trump
0 10
wild
7 rage
2
!
+5
0
15
15
10
5 12
15 bonus
rage
2
10
0
15
12
2
5
2
Player C’s hand
In round seven, Player C deals only four cards to all players. Each player reviews
their cards to predict the number of tricks they hope to win. Player A announces
that they will win two tricks. Player B believes that they will win two tricks. Finally,
Player C claims to win one. Player A, who is to the left of the dealer, leads.
15
15
0
A
0
Player
2
15
Player
2
0
B
Player
2
C
Trick Two:
10
10change
!
12
rage
C
12
Player
A
12
Player
!
B
10
Player
Player A chooses to lead with a Blue 15. Player B does not have
any blue cards, so may play any card from their 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 follow suit of the leading card (the Blue 15).
The trick is now complete and Player B wins (Player B’s yellow 0
may be a low value card, but because it is a trump card it still
beats the other cards played). Since Player B won the trick, they
get 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 their hand. Player
C plays the Change Rage card. At which 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 led). Having the highest
value card of the suit that was led, Player A wins this trick.
12
12
New
Trump
Suit
12
Trick One:
4
Trick Three:
+5
7
bonus
rage
7
B 15
15
+5
Player
7
C
15
Player
Trick Four:
out5
rage
5wild
W
rage
Player
B
W
A
5
Player
Player A leads the third trick with the Bonus Rage card. Seeing
as that the trick was led with an Action card, Player B can play
any card from their hand. This will determine the lead color for
this trick. They play the Orange 7, which is currently winning
the trick. Player C trumps the Orange 7 with a Red 15. Player C
wins the trick and will lead the final trick. Player C will note that
they received a Bonus Rage card for winning this trick.
Player C leads with their 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 more, Player B
declares that the Wild Rage card is of the 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 color it is called out
to be).
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.
5
EXAMPLE OF SCORING:
Using the example of play as noted previously, Player A did not accurately bid and
only took one of the two tricks they had hoped to win (+0). They do not get any
points for bidding, but they do get one point for the single trick they won. This
makes their score for the round one point (0 + 1 = 1). Player B did take the number
of tricks that they predicted they would (+10). For winning two tricks, they receive
two more points. Therefore, Player B gets twelve points for the round (10 + 2 = 12).
Player C accurately bid one trick (+10). They also receive one point for the single
trick they won. In that trick, there was the Bonus Rage Action card, an extra 5 point
bonus. For this round, Player 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 score is the winner. In the case of a tie, the player who had the
most rounds in which they bid correctly is the winner.
SCORE SHEET EXPLAINED:
Running
score total
Number of cards
each player is dealt
in the round.
Bid prediction
Tricks won this round
4
Bonus Rage or
Mad Rage value
VARIANTS
• ACTION CARD VARIANT: A player may play an Action card even if they have a
card in their hand that follows suit.
• Each player writes their bid on a piece of paper. The bids are only disclosed after
the last trick of the round is taken. Therefore, it is unclear during the round how
many tricks each player would like to win.
• If a player wins all the tricks in a round, they receive two points for each trick
taken, instead of only one. This does not count in the last round where there is
only one trick.
©2006 Fundex Games, Ltd. • P.O. Box 421309 • Indianapolis, IN 46242
MADE IN USA
Questions or comments? Write to us at the address above, call 1.800.486.9787 or
email [email protected]
www.fundexgames.com
ITEM: 8280
In an effort to continually improve our products, items may vary from those shown.
6
PLAYERS
9
8
7
6
5
4
3
2
1
TOTAL
Permission granted to photocopy this score sheet.
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