Scandaroon Rules of Play

Scandaroon Rules of Play
Scandaroon Rules of Play
Overview
Scandaroon is an engaging and quizzical game for 3 or 4 players played over 4
rounds. Players are dealt a hand of cards each round with which they will compete
to create their own high scoring row, while seeking to minimise their opponent’s
scores. Players are awarded victory points for specific achievements during the
game, such as getting the highest score in a single round or winning a “no trumps”
round - and victory points may change as the game develops.
Scandaroon has a scoreboard, a set of wooden markers for each player and a pack
of special cards, each of which has a scoring value, a suit, and an effect or ability
that will modify the scoring values of other cards.
Components
Player pieces in four colours (blue, green, red, yellow):
4 Victory Point Markers (cubes)
Current Score Marker (disk)
Pass Marker and Score Pile Marker (pawns)
Action Piece (cylinder)
Current Trump Marker (large white cube)
Highest Score Marker (white disk)
25 Extra Point Markers (small white cubes)
Game Board
Deck of 51 cards
4 Trump Suit cards
4 Play Aids
Setting up the game
Set up the playing area as illustrated on page 8.
Each player takes the player pieces of their chosen colour.
Shuffle the four Trump cards, reveal the top one and put it face-up on top of the
others, which should be kept face-down. The top card shows the Trump suit for the
start of the first round.
Put the Current Trump Marker on the appropriate square
on the Current Trump Track.
Choose a starting player randomly. This player shuffles
the play deck and deals 5 cards face down to each player.
Players can look at their cards in hand, but should keep
them hidden from other players. Place the rest of the cards
next to the board to form a Draw Deck, leaving space next
to it for a discard pile.
Playing the game
In Scandaroon you don’t
collect tricks, you don’t
automatically pick up
cards when you play
them, nor do you refresh
your hand at the end of
your turn. Normally you
will only receive more
cards at the end of a
whole round of play.
The starting player takes the first turn.
During the game each player will choose cards from his or her hand and place them
onto the table to make a single row of face-up cards. These cards are that player’s
scoring cards for the round.
The player taking his or her turn is called the active player. The active player may do
one, and only one, of the following in his or her turn:
1.
2.
3.
4.
Put a card into play; or
Use the ability of one card in his or her scoring row; or
Play his or her Action Piece; or
Pass
These activities are explained in detail below.
When a player has finished the turn, move the score
markers on the Score Track to indicate any changed
scores for that round. If players forget to move the score
markers, re-calculate the affected players’ scores and
adjust the score markers.
The scores of more than
one player may change
when a card is played.
1 Put a card into play
The active player chooses any card from his or her hand
and puts it into play face-up. Most cards are placed into
the active player’s scoring row, though some can be
placed into an opponent’s scoring row.
The first card played into a scoring row must be placed on
the left side of the playing area, allowing space for further
cards to be placed in a row to the right of the first card. If
a card is to be added to a scoring row, it must be placed
to the right of the card furthest to the right in the scoring
row. There is no limit to the length of a player’s row of
cards in play.
Some cards have their face value printed in red and have
a red border; these are end-of-row cards. If the right-most
card in a row is an end-of-row card, no-one can play more
Example 1: putting
cards into play
Scoring Row
Next
card
Place
here
only
cards into that scoring row.
The active player can place a card with a “play
anywhere” symbol
into any player’s scoring row; it
must still be placed to the right of the card furthest to the
right in the row.
Example 2:
End-of-row card
Cards with effects
Some cards have permanent effects that apply all the time
that they are in play, for example
+2,
+1
When one of these cards is put into play, place Extra Point
Markers on any affected cards. Card effects and abilities
are listed on the Play Aid.
Cards with two suits
Cards printed with two suits count as having both suits.
Face Value “0” cards
The value of this card
depends on the number
of cards in play with its
suit. Whenever another
card of this suit enters or
leaves play, remember
to adjust the Extra Point
Markers and score track.
2 Use the ability of a card in play
The active player uses the ability of one card in his or
her scoring row. This may result in a card or cards being
discarded, boosted, swapped, manipulated or drawn (see
the Play Aid for a description of card abilities).
Cards with abilities
Cards with abilities have a curved arrow
at the foot
of the card. This symbol indicates that, when the ability
is used, the active player must remove the card with
the ability from his or her scoring row and place it in the
discard pile. Card effects and abilities are listed on the
Play Aid.
3 Play the Action Piece
All cards with abilities
have these symbols:
followed by icons
showing the details of
the ability.
Each player has a single Action Piece that can be used
once per game by its owner; the Action Piece can only be
used by the owning player and cannot be given, traded
or transferred to another player. Using the Action Piece
The Action Piece has
counts as the player’s turn.
a powerful, one-shot
When the active player wishes to use the Action Piece, he effect; use yours wisely!
or she chooses a card in hand or in their own scoring row
to discard and places the chosen card into the discard pile.
The effect of the Action Piece depends on the suit of the
discarded card, as follows:
Add 4 to the active player’s score pile. The active player places the
Action Piece on the score pile to show it has been used.
Replace cards in hand. The active player chooses up to 3 cards from
his or her hand, places them in the discard pile and draws the same
number of cards from the Draw Deck. Put the Action Piece back in the
game box to show it has been used.
Protect a card in play. The active player chooses a card in any
scoring row and places the Action Piece on it. This card can no longer
be affected by abilities, nor discarded in order to use its own ability (if
any). Its value can be changed by effects or doubled if it is a trump.
At the end of the round, put the Action Piece back in the game box to
show it has been used.
Steal a card in play. The active player chooses an unprotected
card in any scoring row with a face value equal to or less than the
discarded card and takes it into his or her hand. Put the Action Piece
back in the game box to show it has been used.
Play any one of the four Action Piece
effects.
There is only one card in
the pack with no suit!
4 Pass
The player places the Pass Marker on the final card in his or her scoring row.
A player who has passed cannot play cards, use abilities or use an Action Piece
later in the same round.
The cards in the scoring row of a player who has passed cannot be affected by
the abilities of any cards in play nor by Action Pieces not yet played. They can be
affected by cards with effects and by changes to the
current trump suit.
Current trump suit
End of a round
When all players have passed, the round ends. Players
do the following:
•
•
•
Check their scores.
Put cards in their score piles.
Adjust VP markers.
Some cards have the
ability to change the
current trump suit, so it will
not necessarily match the
trump suit at the start of
the round. Use the Current
Trump Track to show the
current trump suit.
Check scores
Each player checks their score by adding up the values
of all the cards in their scoring row.
Example 3: scoring
values
Face value: 3
Current Value: 5
Final value, if it
The ‘face value’ of a card is its unmodified score as
matches the trump suit: 10
printed at the top of the card.
Final value, if it doesn’t
The ‘current value’ of a card is its face value modified by match the trump suit: 5
A card’s value may be modified by other cards in play.
the effects of all other cards in play. Use the Extra Point
Markers to show these effects.
The ‘final value’ of a card is its current value, doubled if it matches the current trump
suit.
Put cards in score piles
The player with the highest score in the round puts the highest face value card from
their scoring row into their score pile. If there are two or more players tied for highest
score, all tied players do this.
Unless there was a tie for highest score in the round,
the player with the second highest score in the round
puts the lowest face value card from their scoring row
into their score pile.
Lowest face value card
could be 0!
Put the players’ Score Pile Markers on top of their score piles to show that they
are different from cards in play; it’s best to keep the score piles separated from the
scoring rows (see Playing Area diagram).
Adjust VP markers
There is a Position Track to record the award of VPs at the end of each round, a VP
box to record the award of VPs for winning No Trump rounds and two additional VP
boxes to help keep track of potential awards at the end of the game.
Position Track VPs
Award the following VPs to the players and change their VP markers on the Position
Track accordingly at the end of each round:
3 VPs for 1st
2 VPs for 2nd
1 VPs for 3rd
0 VPs for 4th
If two or more players are tied, then the tied players earn
the specified VPs, but the next rank(s) are skipped. For
example, if two players tie for 1st, they both get 3 VPs
each and the next player down is 3rd and will earn 1 VP.
These VPs are earned during the game and cannot be
lost.
Number of rounds
The game has 4 rounds,
so one of the suits or No
Trumps will not be played.
Score Pile VPs
Look at the Score Piles and add up the face values of the cards
for each one. The player who has the highest total puts one of his
or her VP markers on the “3” space on the Score Pile VP space;
the player with the second highest total puts one of his or her VP
markers on the “1” space on the Score Pile VP box. Remove VP markers from the
Score Pile box of players who no longer have the highest or second highest totals in
their Score Pile.
At the end of the game the winner of the Score Pile box is awarded 3 VPs, the
player who came second is awarded 1 VP. These VPs are scored at the end of the
game, so the VP marker in the Score Pile box shows the current leader.
If two or more players have equal highest, all tied players get 3 VPs and no-one else
gets any; if there is a tie for second, all those tied players get 1 VP.
No Trump VPs
If the round started or ended with No Trumps, then the winner of
the round places a VP marker in the No Trumps VP box. More
than one player can earn the 2 VPs for winning a No Trumps
round, but a single player cannot gain these points more than once.
These VPs are earned during the game and cannot be lost.
Highest Score VPs
If the winner of the round scored equal to or greater than the
score of all previous winners of a round, then move the white
Highest Score Marker to the winner’s position on the score
track and place the winner’s VP marker in the Highest Score VP box. Remove the
previous winner’s VP marker from the box, if the new winner’s total was greater than
the previous winner’s.
At the end of the game the winner of the Highest Score in a round is awarded 2
VPs. These VPs are scored at the end of the game, so the VP marker in the Highest
Score box shows the current leader.
If two or more players have equal highest, all tied players get 2 VPs.
Start the next round
Unless four rounds have been played, start the next round.
•
•
•
•
Select a new starting player.
Shuffle the cards (round 3) and deal new cards.
Select a new trump suit.
Start player’s turn.
Select a new starting player
Hand size
Hand size is made up to 5
(or 6 for the player who lost
the round), so you don’t
always deal 5 new cards to
each player.
The player to the left of the player who won the previous
round is the new starting player. If more than one player won the round, then the
player to the left of the previous starting player is the new starting player.
Shuffle the cards
Put the remaining cards in play into the discard pile and retain any cards in hand.
At the start of Round 3 only, the starting player makes a new Draw Deck by
gathering up the Draw Deck and discard pile and shuffling the cards. At the start of
Rounds 2 and 4, the starting player takes the previous Draw Deck (only) and deals
new cards without shuffling.
Deal new cards
The starting player deals new cards, so that each player’s hand is made up to 5
cards. The player who came last in the previous round is dealt an extra card, so will
start the new round with 6 cards in hand.
Select a new trump suit
If the previous round’s trump suit card was the Turban, the next round will be No
Trumps. Turn over the Turban trump suit card to indicate this and put the Current
Trump Marker into the No Trumps box on the Current Trump Track.
If the previous round’s trump suit card was not the Turban, put the old trump suit card
on the bottom of the Trump pile and turn up the next card to show the trump suit for
the next round.
Start player’s turn
The new starting player takes the first turn in the new round.
End of game
At the end of the fourth round, count up each player’s VPs. The player with most VPs
wins. If there is a tie for most VPs, then the winner is the tied player with the higher
position on the Position Track; if it’s still a tie, the winner is the tied player with the
highest value score pile; if it’s still a tie, the tied players have drawn the game.
© Surprised Stare Games Ltd. 2007
Score pile
Score track
Cards in play
this round
Discard pile
Draw deck
Position
track
Current
trump track
Trump deck
Cards in
hand
Playing Area
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