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Rank
Name
Designer
50
Tichu
Urs Hostettler
77
The
Resistance
Don Eskridge
Need
Legend for Need column: R (Rainbow Deck only), D (Rainbow Deck Deluxe), S (Rainbow Deck SuperDeluxe)
Min
Max
Mechanic
Contents
Players Players
Betting/Wagerin 3
6
R * colour 0,2,4,6 x 1-K (common cards 2-10,
g, Hand
J,Q,K,A)
Management,
* red, orange, green, blue joker (phoenix,
Partnerships,
mahjong, dragon, dog)
Trick-taking
Partnerships,
Simultaneous
Action
Selection,
Voting
5
10
D * colour 6 x value 1-6 (resistance)
* colour 0 x value 1-6 (spy)
* 5 x jokers (team cards)
* 1 meeple (leader)
* colour 11 x 1-10 (vote-approve and missionsucess cards)
* colour 10 x 1-10 (vote-reject and missionfailure cards)
* 3 x red, blue chips (failure, success markers)
* 1 x black chip (current mission)
* 3 x cardback (5 squares to denote 5 missions)
Setup
Gameplay
Endgame
Scoring
* The original game is for 4 players, 2 vs 2
game.
* Deal 8 cards to each player. A player may call
Grand Tichu (bets he is the first to go out). If he
wins, he gets 200 pts. Else, -200 pts.
* Before a player plays his first card, he can call
Tichu. If he wins, he gets 100 pts, Else, -100
pts.
* Each player passes 1 card face-down to each
other player. Player with Mahjong leads the first
trick.
* For 3 players, one of the player play with a
dummy player (cards face-up). He gives 2
cards to his opponents.
* For 6 players (3 vs 3), each player pass 2
cards to his 2 partners. Dog passes lead to a
partner of your choice. Last player remaining
gives all cards in hand and score piles to
opponents. 5th player to go out gives all his
score piles to the first player who went out.
Double victory no points. If all 3 went out first,
they get 300 pts.
* Player who leads the trick plays singe, pair,
consecutive pairs, 3 of a kind, full house or
straight of at least strength 5. Players then play
with a higher value combination. A player who
have passed may play again. If all other players
passed in succession, player takes all the cards
played and leads the next trick.
* Mahjong: Value 1. When played, player may
wish for any other rank (2 to Ace). The next
player who can legally play the wished for card
MUST do so.
* Dog: May only be played as a lead.
Immediately transfers lead to your partner. If
your partner is out of game, the lead rotates
clockwise until it hits a player still in the game.
This transfer may NOT be bombed.
* Phoenix: A wild card. As a single card, it is
considered +0.5 of the previously played card.
Played as a single card lead, it is 1.5.
* Dragon: Can only be played as a single card.
Highest value single card. If it is the winning
card, the winner must place the won cards in
scoring pile of one of his opponents.
* 4 of a kind and straight flush of at least 5
cards are bombs. Phoenix cannot be part of
bombs.
* Round ends when
all but 1 player has
run out of cards.His
cards in hand go to
the opponents,
while the cards in
his scoring pile go
to the first player
who went out.
* 5, 10 and K are
worth 5, 10 and 10
pts. Dragons =
25pts, phoenix =
-25pts.
* If both member of
the team go out
first, they get 200
pts. No card points
are totalled.
* First team to reach
1000 pts wins.
* Deal resistance and spy cards to players face- * Leader selects the required number of players
down to assign roles.
to go on the mission. He hands the team cards
* For 5/6/7/8/9/10 players, use 2/2/3/3/3/4 spies to the selected players.
and 3/4/4/5/6/6 resistance cards.
* Players place their vote cards face-down and
* There are 5 missions.
reveal simulaneously.
* Number of players to go on each mission is as * If selection is rejected, the leader moves to
follows: 5p:2-3-2-3-3, 6p: 2-3-4-3-4, 7p: 2-3-3-4- the left player and new selection starts. If
4, 8/9/10p: 3-4-4-5-5
selection is rejected 5 times in a row, the
mission is considered failed.
* If selection is approved, the selected players
place a mission card face-down. If there is at
least 1 failure card, the mission fails. Put all the
success and failure mission cards together,
shuffle and deal back to the selected players.
* Leader moves to the left, and the next round
begins.
Resistance has 3
mission successes,
or spies have 3
mission failures.
90
Battle Line
Reiner Knizia
Hand
Management,
Set Collection
R * colour 0-5 x value 1-10 (troop)
* colour 10 x value 1-10 (tactics)
* 9 face-down cards (flags)
2
* Place 9 flags in a row between 2 players
* Deal 7 troop cards to each player.
* Prepare troop pile and tactics pile
* A player places a troop or tactics card, place it A player claims 3
at his side next to a piece, and draw 1 card
adjacent flag, or any
from either deck.
5 flags.
* If unable to play troop card, he may pass or
play tactics card.
* Comparison same as schotten totten.
* If tie, last player to play the card loses.
Morale (played as a Troop card):
Leader (Alexander and Darius) (1,2) – wild
value and colour. Only 1 may be played
Companion Calvary (3) - value 8, wild colour
Shield Bearer (4) - value <=3, wild colour
Environment (played at his side next to an
unclaimed flag):
Fog (5) - flag is decided based on total value
Mud (6) - flag is decided based on 4 cards
Guile (played at his side, next to the tactics
pile):
Scout (7) - Draw 3 cards from 1 or both decks.
Choose 1 and put the others back.
Redeploy (8) - move any troop or tactics card to
another flag, or discard it face up at his side,
next to the tactics draw pile.
Deserter (9) - discard any of opponent troop or
tactics card at opponent's side next to the
tactics pile.
Traitor (10) - steal any troop card to place at
own empty side next to a flag
114
King of Tokyo
Richard
Garfield
Card Drafting,
Dice Rolling
2
6
S * 150 tokens (life tokens)
* 0,2,4,6,8,10 x K (monsters)
* 2 x jokers (tokyo and tokyo bay)
* 154 face down cards (victory points)
* 6 x dies
* Deal 10 life tokens to each player.
* During each turn, each player rolls 6 dies,
* A player gets 20
then may reroll 2 more times. Any dice can be VP or is the last
rerolled. 1,2,3 represent victory points (VP). 3 x monster standing.
1 or 2 or 3 gets the corresponding Vps. Each
subsequent same number is worth 1 VP. 5
represents life. 6 represents attack. 4
represents nothing (energy cubes in actual
game).
* Monsters in Tokyo attack all monsters not in
Tokyo. Monsters not in Tokyo only attack
monsters in Tokyo. The monster being attacked
may choose to get out of Tokyo, and the
attacker moves in. Moving into Tokyo gets 1
VP. Starting your turn in Tokyo gets 2 VP.
However, monsters in Tokyo may not heal with
dice. For the 1st player moving into Tokyo, only
1 attack is needed.
* For 5,6 players, Tokyo Bay is added to Tokyo
City. Tokyo refers to both. If any of these 2
region is empty and there is an attack, the
attacker must move in. If only 1 region is
occupied, Tokyo city must be occupied first.
* Player who first
gets 20 VP wins or
is the last monster
standing.
179
For Sale
Stefan Dorra
Auction/Bidding, 3
Simultaneous
Action Selection
D * sequence 1-30 (property)
* poker suit 5,6 x 1-15 (cheque, value 1 =
cheque value 0)
* 84 x chips ($1 coin)
* Each player receives $18/$14 coins for 3-4/56 players.
* Randomly remove 6/2 cards for both property
and cheque cards for 3/4 players.
202
Lost Cities
Reina Knizia
Card Drafting,
Hand
Management,
Set Collection
2
R * colour 0-4 x value 1 (marker card), 2-10
(number card), J-K (multiplier card)
Deal 8 to each player. Place the 5 marker cards * A player must either
Player draws the
in a row between the 2 players.
1) Add a number card next to marker with same last card from draw
colour. Card's value must be larger than that of pile.
previous card. Multiplier cards can be placed
first prior to other cards, up to 3 possible.
Multiplier effect for a row point is 2/3/4 for 1/2/3
multipler cards.
2) Discard a card on top of marker card with
same colour. Then player draws card from draw
pile or discard pile. Player may not draw the
card he discarded this turn.
The point for each
row with card is -20
plus all the
numbers. Final
score is the sum of
all row points.
237
SchottenTotten
Reina Knizia
Hand
Management,
Set Collection
2
R * 0-5 colours x value 1-9
* 9 face down cards (boundary card)
* Deal each player 6 cards from draw pile.
* Place boundary cards in a row between 2
players.
* A player must put 1 card on his side on a
boundary card, then draw a card
* There cannot be more than 3 cards for each
boundary at each side
* Before placing a card, player may claim >= 1
boundary with 3 cards placed, if he has (or can
prove he has) the superior set of cards. Place
the boundary card to his side.
* Ranking is same colour consecutive values >
same value > same colour > consecutive
values > any random set
* If there is a tie, the higher total wins, if still tie
then the player who placed the 3rd card first
wins
A player claims 3
adjacent
boundaries, or total
5 boundaries. This
player wins.
Winner scores 5,
loser scores 1 for
each boundary
claimed
268
Coloretto
Michael
Schacht
Card Drafting,
Set Collection
2
R * colour 0-6 x value 1-9 (colour card)
* colour 11 x value 1-10 (+2 card)
* 3 x joker (wild card)
* colour 10 x value 1-5 face down (row card)
* 5 score reference card
* 1 end of round card (actual playing card
rotated 90)
* Put num of row cards in common area equal
to num of players.
* Each player gets 1 card of different colour.
* For 3 players, remove 1 colour.
* For 2 players, remove 2 colours and each
player takes 2 cards of different colours. There
are 3 row cards (with numbers 1,2,3).
* A player must either
1) Draw a card and put on a row
2) Take a row, provided the row has at least 1
colour card and stay out of the round
* Once all players took a row each, put all row
cards back and start again
Following the player sequence from last round.
* For 2 players, after each player has taken a
row, the cards on the 3rd row are discarded.
The value on each row card indicate the
number of colour cards that can be placed on
that row.
Once the last 15th
card is drawn,
discard and draw
again. That round is
the last round.
Top 3 rows with
most cards get
positive points, the
rest of the rows get
negative points
* 1 card = 1 pt
* 2 card = 3 pt
* 3 card = 6 pt
* 4 card = 10 pt
* 5 card = 15 pt
* >=6 card = 21 pt
6
5
* Phase 1: Number of properties equal to
Both phase 1 and 2
number of players are turned face up. Players are completed.
bid to buy these using coins. They must
increase bid of previous player or drop out the
bidding by passing. If pass, pay half of bid
(rounded up) and take the lowest card. Last
player left in the auction gets the most valuable
property but pays the full bid. He starts the
bidding for next round of auction of new
properties. Repeat until all properties are
bought.
* Phase 2: Number of cheques equal to number
of players are turned face up. Each player
chooses a property to sell, and all players
reveal together. Highest cheque goes to player
with highest property, and so on. Repeat until
all properties are sold.
* Player who has
the most money
(coins + cheques)
wins.
* +2 add 2 points
* Wild cards can
represent any
colour
285
Medici
Reina Knizia
Auction/Bidding, 3
Set Collection
6
D * poker 1-5 x value 0,1,2,3,4,5,5 (cloth, fur,
grain, dye, spice lot tiles)
* joker (gold card)
* colour 0,2,4,6,8,10 x 7 chips (counters)
* colour 0,2,4,6,8,10 x 1 chip and card backs
(market stalls with 8 levels each)
* poker 1-5 x value 0,0,1,1,..9,9 (to form the
money track)
* Each player gets the 7 counters of same
colour.
* Place 1 counter for each market stall, and 2
counters on the money track.
* For 3/4/5/6 players, each player gets
40/40/30/30 florins as money.
* Choose a starting player. * For 3/4/5/6
players, remove 18/12/6/0 lot tiles face-down.
For subsequent rounds, player with lower
money starts first.
* Each player take turns to reveal lots for
auction. He can reveal 1-3 lots for auction.
There must be at least 1 player who is eligible
to bid for these lots. Bidding starts from the
player on the left of the active player. Each
player gets 1 chance to bid or pass. He cannot
bid more than he has. If everyone passes, the
lots are discarded and put face-down. He
cannot bid for lots that would cause him to
exceed the 5 lot limit for his ship.
* Winning bidder place the lots in his ship (5
spaces). He pays the bid and moves up his
counter at the market stall by corresponding
number of positions depending on the number
of tiles of that good. If he reaches the top 3
positions, he gets bonus florins of 5,10 or 20. If
he has 5 lots in his ship, he is out of future
auctions for that day.
* A day ends when * Add the value of
all but 1 player has the lots in each
5 lots in his ship.
ship. Players get
The last player
points by ranking
picks enough tiles to their total values.
top up to 5 lots in
3P=30/15,
his ship. If not
4P=30/20/10, 5P,
enough tiles,
30/20/10/5,
scoring still occurs. 6P=30/20/15/10/5.
* For ties, the
corresponding
payments are
added and divided,
rounded down.
* Player in highest
position of each
market stall gets 10
florins, 2nd place
gets 5. For ties,
awards are added
and divided,
rounded down.
285
No Merci
Thorsten
Gimmler
Auction/Bidding, 3
Press Your
Luck, Set
Collection
5
D * sequence 03 to 35
* 55 chips
* Each player gets 11 chips.
* Remove 9 cards face-down randomly from the
game so that only 24 cards are used.
VARIANT: 3 of the cards are 10,20 and 30.
* Reveal top card of draw pile face up.
* A player must either
1) Keep the card and any chips in play, reveal
the next card and repeat this process
2) Put a chip and play continues clockwise.
* Chips are hidden from view. Cards taken are
face up and observable by all players.
Last revealed card
from draw pile is
taken.
* Number on each
card gets as minus
points
* A chip is +1 point
* Consecutive cards
count as minus
points according to
the lowest absolute
number
355
Haggis
Sean Ross
Betting/
2
Wagering, Hand
Management,
Trick-taking
3
R * 0,2,4,6,8 colour x value 2-10 (common cards,
3,5,7,9-1 pt)
* 0,2,4 color x value J,Q,K (wild cards, J-2 pts,
Q-3 pts, K-5 pts)
* For 2 players, remove 1 complete suit and 1 * Play daidi. Play sets (1 to 8 cards of same
set of J,Q,K.
rank) or sequences of consecutive sets (at least
* Each player gets 1 set of J,Q,K. Deal 14 cards 3 for singles, at least 2 for pair and beyond).
to each player. Put the remaining 8/3 cards for * Bombs can be played anytime, but the cards
2/3 players aside as the Haggis.
go to the opponent. The bombs from weakest
* Each player may make a bet that he goes out to strongest are 3-5-7-9 (4 different suits), JQ,
first (0,15 or 30). If he loses, the first player who JK, QK, JQK, 3-5-7-9 (same suit).
goes out or a player who did not bet gets the
points.
* A player goes out.
He gets the Haggis
and also all cards in
the last player
remaining.
* A player earns 5
pts for each card in
the hand of player
with most cards
remaining in hand.
* Player earns
points for the
3,5,7,9,J,Q,K
captured.
* First player to
reach 250 wins.
365
Hey That's My Alvydas
Area Enclosure, 2
Fish
Jakeliunas,
Grid Movement,
Günter Cornett Modular Board
4
D * 24 x dice value 1, 6 jokers (30 x 1 fish ice tile)
* 20 x dice value 2 (20 x 2 fish ice tiles)
* 10 x dice value 3 (10 x 3 fish ice tiles)
* 4 color x 4 chips (penguins)
* Get 4/3/2 penguins each for 2/3/4 players.
* Distribute the ice tiles evenly to create
alternate rows of 7-8 tiles in hexagonal pattern.
* Players take turn to place a penguin at a 1
fish ice tile until all penguins have been placed.
* Each player moves a penguin in any straight * All players have
direction for any number of connected ice tiles, retrieved their
then collect the starting ice tile.
penguins.
* Penguins cannot go through empty tile areas
or other penguins.
* If a player canno move any of his penguins,
he picks up the penguins and the tiles they are
at.
* Player with most
fishes wins. If tied,
player with most ice
tiles wins.
394
Can't Stop
Sid Sackson
Dice Rolling,
2
Press Your Luck
4
* Each player chooses a colour and takes all
D * 4 colours x 11 tokens
* 3 x black tokens
the chips of that colour.
* 4 dice
* Use cards with values 2 to Q to form
2/4/6/8/10/12/10/8/6/4/2 spaces for 11 columns
numbered 2 to 12 (shown below)
* Each card contains 2 spaces.
_____7
____678
___56789
__4567890
_34567890J
234567890JQ
* A player rolls 4 dices. Then he combines to
form 2 pairs of numbers. The sum for each pair
represents the columns on which the player
must place the markers. If there are no
coloured chips on that column, put it at the first
space away from the top. If there is, put the
marker one space above the coloured chip. *
The player may continue to roll and do the
same. He must place the 3rd marker on another
column if a new number is formed.
* As long as one of the 2 pairs formed equals to
one of the 3 columns that the markers are at,
he must advance that column and decide
whether to continue to roll. If the pairs do not
equal all the 3 columns, he removes all the
markers and end his turn. At any time, if a
player can place a marker, he must.
* If the player decides to end the turn, he
replaces the markers with his coloured chips.
* Once a player reaches the 1 space above the
top most space in the column, he claims that
column and all other coloured chips are
removed. All players may not place markers or
chips in that column anymore.
* If after a roll, a player cannot place or move a
marker, he is busted and has to end his turn.
411
Sticheln
Klaus Palesh
Hand
Management,
Trick-taking
3
8
R * poker suit 1-6 x value 0-19
* Each player take turns to play a card. Need
All cards are played
not follow suit.
* Highest card in trump suit wins. 0 cannot be a
trump suit.
* Every other colour played different from the
first lead colour is a trump colour.
* The player who first played the highest valued
card with suit different from the leading suit
wins.
Number of cards in
non-pain colour
minus total
numerical value of
all pain cards
419
Qwirkle
Susan
Pattern Building, 2
McKinley Ross Pattern
Recognition,
Tile Placement
4
R * poker suit 1-6 x 3 copies of dice value 1-6 (the * Deal 6 cards to each player, with the rest
2 variables are poker suit and dice value)
forming the draw pile.
* Each player declares the largest number of
cards that share 1 attribute (poker suit or dice
value). The player with the highest number
starts. If tie, the older player starts.
* During his turn, each player does 1 of 3 things
1) Add a tile to the grid, then draw a card to
bring hand back to 6.
2) Add 2+ cards to the grid in the same line (a
line defined as 2+ adjacent cards). These cards
must share 1 attribute, but do not have to touch
each other. Draw 2 cards back to 6 cards hand.
Each line must have only 1 of each poker suit
or each dice value.
3) Trade any number of cards. Draw the
number of cards to be traded, then shuffled the
unwanted cards back into the draw pile.
* When creating or
adding to a line,
each tile in the line
scores 1 pt.
* If there are 6 tiles
in the tile, bonus of
6 pts.
* Whoever clears
his hand first gets
bonus 6 pts.
* Player with highest
score wins.
Players/numbers
3/0-8
4/0-11
5/0-14
6/0-14
7/0-17
8/0-18
* Deal 15 to each player, 14 if eight are playing.
Remaining cards are shown and set aside.
* Each player chooses a card with his pain
colour. All players place it face-up
simultaneously.
* A player reaches
the top of any 3
columns (eg. the
13th space for
column 7)
* The draw pile is
depleted and a
player uses all his
tiles.
* The first player to
claim 3 columns
wins.
443
High Society
Reina Knizia
Auction/Bidding 3
5
R * poker 1-5 x 1,2,3,4,6,8,10,12,15,20,25
(curreny cards)
* colour 11 x 1-10 (luxury cards)
* colour 10 x J,Q (-5, thief misfortune cards)
* colour 10 x 0 (1/2 misfortune red-border card)
* colour 10 x 1,2,3 (3 x “x2” recognition red
border cards)
* Each player takes all 11 currency cards of
same colour.
* Shuffle the luxury, recognition and misfortune
cards together.
* Reveal a card, and players start to bid for this * The 4th red border
card.
card is revealed.
* Player may play >=1 card as his bid.
Subsequent players must lay a higher bid or
pass. If player passes, his bid goes back to his
hand. To increase bid, add new cards.
* Winner of bid takes the card and place it face
up in front of him. His bid is discarded.
* If all players pass without placing a bid, last
player gets the card for free.
* Winner of bid starts the next round of bidding.
* For misfortune cards, the first player who
passes takes the card and his bid back to his
hand. Other players lose their bids. If player
gets a Thief, discard a luxury card. If he does
not have one, discard the 1st luxury card he
purchase. Both Thief and luxury card are
discarded.
* Total the currency
cards. Player with
the least amount
loses immediately.
* Remaining players
total their luxury
cards, substract -5 if
any, double if any,
½ if any in this
sequence.
* Player with highest
total wins. If tie,
player with highest
single luxury card
wins.
454
Incan Gold
Bruno Faidutti, Press Your
3
Alan R. Moon Luck,
Simultaneous
Action Selection
8
D * jokers 1-5 (temple cards 1-5)
* poker suit 1 x dice value
1,1,1,2,2,2,3,3,3,4,4,4,5,5,5 (quest cards –
hazard)
* poker suit 4 x value 1,2,3,4,5,5,7,7,9,11,11,13
(quest cards – treasure)
* colour 8 x value 4,5,7 (quest cards – treasure
14,15,17)
* colour 11 x value 1-8 (player card - torch)
* colour 10 x value 1-8 (playe card – camp)
* colour 2 x 1-5 (artifact card)
* orange chips x 25 (gold gem, 10 pts each)
* black chips x 25 (black gems, 5 pts each)
* red, green, blue, purple chips x 25 for each
colour (green gems, 1 pt each)
* Each player gets 1 torch (stay) and 1 camp
(leave) card.
* Shuffle the quest cards with 1 more artifact
card (1 artifact in 1st round, 5 artifacts in 5th
round).
* Place the temple cards face down, then turn
over the 1st temple to indicate the 1st round.
* Reveal 1 quest card. If it is a hazard, reveal
another quest card.
Hazard – red
Treasure – blue, purple
Player card – black, grey
Artifact – yellow
* Each player chooses either torch or camp
5 rounds are
card, then reveal them together.
played.
* If a player leaves, he gets the treasures he
has found so far and put into his tent (hidden
area). He also shares the treaures that remain
on the cards on the path to the exit. If it cannot
be divided equally, the remainder is placed on
any quest card.
* After settling the players who leave, reveal the
next quest card. If it is a treasure, share it
equally among the players still exploring. Put
the gems explored near the quest cards, not
near the players to indicate they have not got
the gems, only discovered them. If there is
remainder, place it on the card to be available
for players leaving the tunnel later.
* If it is a hazard card, place it at right angles to
make it easy to identify. If it is the 2 nd similar
hazard card, all the players still in the tunnel
lose everything they have, and the next round
begins. The hazard card that triggered the end
of the round is removed from game.
* A round also ends if all players leave the
tunnel.
* Artifacts can only be claimed by a player
leaving the tunnel, and only if 1 player is
leaving. Put the artifact card in front of the
player. Any artifacts left in the tunnel when the
round ends is removed from game.
* Shuffle the quest cards for the next round.
* The 1st 3 artifacts
to leave the temple
is worth 5 pts, any
further artifacts
worth 10 pts.
* Player with the
most points wins. If
tie, the player with
the most artifact
wins.
458
Wizard
Ken Fisher
Betting/
3
Wagering, Hand
Management,
Trick-taking
6
R * colour 0-3 x value 1-13
* colour 10 x value 1-4 (Wizard card, Z)
* colour 11 x value 1-4 (Fool card, N)
* Deal 1 card to each player for 1st round, 2
cards for 2nd round etc. For every round, the
deal rotates in clockwise direction.
* Cards not dealt form a pile in the middle.
* Reveal 1 card as trump colour. Fool - no
trump, Wizard - dealer calls trump.
* Fool - lowest trump, lower than all 1. Wizard highest trump, higher than all 1.
* At the start of each round, player predicts the All cards are played
number of tricks he can get. Note this down in a
note, or using chips.
* Player can always decide when to play Z and
N
* First wizard played wins
* Any card can be played when opened with Z.
Winner goes to first Z played.
* 2nd card color determines the colour to follow
when opened with N. If all fools, first fool wins.
Exact number of
tricks willl earn 20
pts plus 10 pts/trick.
Else, -10/trick over
or under. Highest
pts win
468
Wyatt Earp
Richard Borg, Card Drafting,
Mike Fitzgerald Hand
Management,
Set Collection
2
4
D * 0-6 colours x dice value 6 (posters)
* 0-6 colours x dice value 1,1,2,2,3,3,5
(outlaws)
* 0-6 colours x dice value 4 (photo)
* 8 colours x dice value 1,1 (stagecoach robber)
* 8,9 colours x dice 2,2,2,2 (bank robbery)
* 8,9 colours x dice 3,3,3 (fastest gun)
* 10 colour x dice 1,1,1 (most wanted)
* 11 colour x dice 1,1,1,1,2,2,2 (Wyatt Earp)
* 3 x jokers (hideout)
* 150 chips ($1k tokens)
* Place the 7 posters in a circle. Place $1k
token on each poster.
* Deal 10 cards to each player. The remaining
cards form the draw pile. Reveal 1 card to
create discard pile.
* During each turn, a player
* Hand ends when a
1) Draw 2 cards from draw pile, or top card from player discards his
discard pile.
last card or has no
2) May play as many Outlaws cards as he
cards in hand OR a
wants, and at most 1 Sheriff card. The first
player needs to
Outlaw cards for each colour-coded Outlaw
draw from draw pile
must be played as a set of at least 3 Outlaw
but there is 0 or 1
cards. Once played, anyone can play any
card left and the
number of that Outlaw cards. Place num of
draw pile is
cards – 1 x $1k tokens on the corresponding
exhausted once
poster.
before.
3) Discard 1 card.
* Claim tokens, $1k
* Outlaw – 2 capture points (CP) each
is added to each
* Photo – 4 CP. Adds $1k token to poster.
poster, and every
* Stagecoach Robbery – 1 CP. If successful
player gets new
shot, adds $3k tokens to poster.
hand of 10 cards.
* Bank Robbery – 2 CP. If successful shot,
adds $1k token to poster.
* Fastest Gun – 3 CP. If success shot, adds
$1k token to poster. Remove any existing
Fastest Gun on the table.
* Most Wanted – (1) Asks other player in
clockwise or anti-clockwise order for one
speciifc Outlaw card. (2) If successful shot,
steal an Outlaw card on the table from another
player. As a result, if Sheriff cards are no longer
attached to a Outlaw, those Sheriff cards are
discarded.
* Hideout – All CP for that Outlaw is not
counted.
* Wyatt Earp – (1) Draw 2 cards from draw pile.
(2) Search and take 1 card from discard pile.
(3) If successful shot, remove a Hideout from
your territory. This option can be played during
another player's turn as a reaction to a Hideout
being played.
* Tokens are
claimed at the end
of each hand.
* Count the CP for
each Outlaw.
* If <8 CP for any
Outlaw, no tokens
can be taken.
* If 8+ CP, any
player with 5+ CP
more than any other
player gets all the
tokens from that
Outlaw. Else, all
players who have 4CP less than the
highest player gets
to share the reward.
Player with highest
CP gets $2k, then
1$k for each
remaining eligible
player. Continue
until there is not
enough money to
pay 2 or more
players with same
CP.
* Play until a player
has $25k or more
tokens.
473
Die Sieben
Siegel
Stefan Dorra
3
5
S * poker suit 1-5 x value 1-15 (common)
* 5 x red, 3 x yellow, 3 x green, 3 x blue, 3 x
violet chips (seals)
* 4 x dice (white seals)
* 6 x black chips (seals)
* 1 black dice (Saboteur)
* For 3/4/5 players, use 1-9/1-12/1-15
* Deal 15 cards to each player.
* Each player takes turns to pick the chips that
he predicts will indicate the number of the
colored tricks he will get, OR take the Saboteur.
If there is no available chips, he gets it from any
player. That player receives a white chip which
can act as jokers.
* Players must follow leading colour.
All 15 cards are
* Red is always trump. If no trump cards played, played.
then highest number wins. Winner takes trick
face down in his own discard pile.
* If the player wins a trick, he can throw a seal
(back to the bank) which has the colour of the
winning card or the leading colour of the trick.
Else, he gets a black chip. White chips
represent any colour.
Colored seal/2
penalty, black/3,
white/4. Saboteur
gets 4 penalty
minus total of black
chips other players
have.
Trick-taking
510
Balloon Cup
Stephen Glenn Hand
Management,
Set Collection
513
Cash n Guns
Ludovic
Maublanc
Player
4
Elimination,
Simultaneous
Action
Selection,
Variable Player
Powers
513
Turn the Tide
Stefan Dorra
Hand
3
Management,
Memory,
Simultaneous
Action Selection
D * colour 0 x 1-13 (red balloons)
* colour 2 x 1,2,3,5,6,7,8,9,11,12,13 (yellow
balloons)
* colour 4 x 1,2,4,6,7,8,10,12,13 (green
balloons)
* colour 6 x 1,3,5,7,9,11,13 (blue balloon)
* colour 8 x 1,4,7,10,13 (purple balloon)
* 13 red, 11 yellow, 9 green, 7 blue, 5 purple
chips (victory cubes)
* colour 1 x 3 (trophy)
* colour 3 x 4 (trophy)
* colour 5 x 5 (trophy)
* colour 7 x 6 (trophy)
* colour 9 x 7 (trophy)
* 1 bag
* 4 jokers (balloon hop tiles – front is flatland,
back is mountain)
* Place the chips in a bag.
* Place the balloon hop tiles in a row between
the 2 players – heart, star, club, diamond
(numbered 1,2,3,4) in flatland, mountain,
flatland, mountain.
* Randomly draw and place victory cubes on
the balloon hop tiles. 1 cubes on tile 1 to 4
cubes on tile 4.
* Deal 8 balloon cards to each player, with the
remaining as draw pile.
* Place the trophy cards face up near the
board.
* Each player selects a balloon card and place * A player claims a
it next to a balloon hop tile, either on his or his third trophy card.
opponent's side. Then he draws a card and
ends turn.
* A player has to play a card if he can, even at
the opponent's side. If he cannot play, he must
show his cards to his opponent to prove it. If
true, he ends his turn without playing any card.
Else, he must play a card.
* The colours and numbers of the victory cubes
determine the exact colours and number of
cards that must be placed on each side of the
tile.
* If the tile is a mountain, the player with the
highest sum of balloon cards gets the victory
cubes. If it is flatland, then the lowest sum
player wins the cubes.
* If the sums are the same, then the player who
last placed a card on either side wins the
cubes.
* After the victory cubes are won for a tile, the
balloon cards are discarded. The tile is flipped
to the other side, and puts randomly drawn
victory cubes on it, the number of cubes
depending on the number on the tile. At this
point, players check if they have enough victory
cubes to claim the trophy cards. Play then
continues to the player who lost the tile scoring.
* After claiming a trophy card and place it face
up near the player, the victory cubes go back to
the bag. A player may exchange 3 victory
cubes (any number of sets of 3) of an already
claimed trophy colour for 1 victory cube of
another colour he is trying to claim trophy for.
* If there are not enough victory cubes to fill a
balloon hop tile, then remove that tile.
* The player who
claimed the third
trophy card wins.
6
D * colour 0,2,4,6,8,10 x K (Bang! Bang! Bang!)
* colour 0,2,4,6,8,10 x 1,2 (Bang!)
* colour 1,3,5,7,8,11 x 1-5 (Clic Clic Clic)
* 15 red chips ($5)
* 15 orange chips ($10)
* 10 green chips ($20)
* 25 blue chips (shame markers)
* 25 black chips (wound markers)
* Each player gets a set of 8 cards, and 5
banknotes.
* At the start of a round, reveal 5 banknotes into * 8 rounds are
the pool, then chooses a Bullet card and put
played.
face-down.
* One player (godfather) counts to 3, upon
which players aim at a player of his choice.
Count to 3 again, upon which players can either
lay down their guns, discard their played Bullet
card face-down, get a Shame marker OR do
nothing. Players who are aiming a player that
has layed down also lay down their guns and
discard their card face-down.
* The rest of the players reveal their cards.
Players touched by a Bang Bang Bang card is
hit and gets a Wound marker. Then players are
hit by Bang! cards. One hit, one wound marker.
If Clic Clic Clic, nothing happens.
* Each shame
marker= -$5
5
D * sequence 1-60 (weather cards)
* colour 10-11 x value 1-12 (Tide cards)
* 24 chips (Life token)
* Deal 12 cards to each player. Remove the
remaining cards from game. Get the number of
life preservers.
* 25-36=1 life, 13-24=0.5 life, 37-48=0.5 life
* Reveal 2 Tide cards
Play until all players
* Each player puts a weather card face-down
played all sets of
and all reveal at the same time.
cards.
* Largest weather card gets the lower Tide
card. 2nd largest weather card gets the 2nd
Tide card.
* Compare the Tide cards of all players. Largest
Tide card minus 1 life token.
* After 12 cards are played, pass Tide cards
and life tokens to the left player.
Total the life
preservers left for all
rounds. Highest
score wins.
2
522
Werewolf
Dimitry
Partnerships,
8
Davidoff,
Player
Andrew Plotkin Elimination,
Role Playing,
Variable Player
Powers, Voting
540
Cartagena
Leo Colovini
562
Hanabi
Antoine Bauza Co-operative
Play, Hand
Management,
Memory, Set
Collection
Hand
Management,
Modular Board
24
R * joker (moderator)
* colour 10 x 1-2 (werewolf)
* poker 1 x 20 (villagers)
* colour 2 x 1 (villager – seer)
* Deal one card to each player (villager card
count may vary depending on number of
players).
* Try to get odd number of players, including
the moderator.
* Moderator need to conduct the game.
* When both
Everyone closes their eyes during the night
werewolves are
phase.
killed, or there are
1) “Werewolves, open your eyes. Pick someone equal number of
to kill. Close your eyes”.
werewolves and
2) “Seer, open your eyes. Pick a person to ask villagers.
about.” Moderator thumbs up if that person is a
werewolf, thumbs down if not. “Seer, close your
eyes”.
3) “Everyone open your eyes.” Point to the
player who has been killed. He reveals his card
and is out of the game.
* During the day phase, the players vote for a
player to kill. He reveals his card and is out of
the game. Players out of the game may not
speak.
2
5
D * poker suit 1-6 x 1-17 (common cards)
* poker suit 1-5 x 12 chips(6 pawns, each pawn
is 2 stacked chips)
* poker suit 1-6 x 6 chips (markers for the
board)
* 9 cardbacks (put side by side to form a 2x18
U-shaped track, total 36 spaces)
* Put markers next to each square on the board
to assign a colour to each square. There should
be 6 different colours for each set of 6
consecutive squares.
* Deal 6 cards to each player from the draw
pile. These cards are placed face-up.
* Deal 12 cards face-up in a row next to the
draw pile. The card just next to the draw pile
should be the most recent revealed card.
* A player has 1 to 3 moves per turn. Each
* A player who has
move can be either
all 6 pirates out of
1) Play a card and advance a pirate to the next the passage wins.
vacant space marked with the same colour as
the card played. If that space is occupied, move
to the next one. If there is no such space, move
him out of the passage.
2) Move a pirate backwards to the first space
occupied by 1 or 2 pirates. Vacant spaces and
spaces occupied by 3 pirates are ignored. If the
space is occupied by 1 pirate, draw 1. If 2
pirates, then draw 2 cards. Always pick the
oldest cards from the 12 revealed cards on the
table.
2
5
D * poker suit 1-5 x dice value 1,1,1,2,2,3,3,4,4,5
* 5 jokers
* 8 blue chips
* 3 red chips
* For 2-3/4-5 players, deal 5/4 cards to each
player.
* Players are not allowed to look at their own
cards. Face it away so that other players can
see.
* Place the blue chips on the box lid, and red
chips besides the box.
* During each turn, a player does one of below
1) Give information to another player
Remove a blue chip from lid and place next to
the box. If no available chips, this option cannot
be taken. Choose either a colour or number,
then point out all the cards having this colour or
number.
2) Discard a card.
Place a blue chip from next to box back on the
lid. If no available chips, this option cannot be
taken. Draw a card without looking at it.
3) Play a card
If the card begins or adds to a firework, draw a
card. If it does not add to a firework, discard the
card and put a red chip on the lid. Then draw a
card.
Fireworks
* All cards in a firework must be the same
colour. There is only 1 firework of each colour.
A firework must be built in order from 1 to 5. A
firework may not contain more than one card of
each value.
* If a firework is completed, put a blue chip on
the lid.
* If the werewolves
are killed, the
villagers win. Else,
they lose.
* Game ends when The team scores
1) The 3rd red token the sum of the
is placed on the lid highest value card
OR
for every fireworks.
2) The team
completes all five
colours of fireworks
OR
3) A player draws
the last card from
the deck. Each
player gets one
more turn, including
the player who drew
the last card.
Players cannot draw
more cards during
these final turns.
562
Ikebana
Antoine Bauza Co-operative
Play, Hand
Management,
Memory, Set
Collection
2
5
D * poker suit 1-5 x dice value 1,1,1,2,2,3,3,4,4,5 * Each player gets 6 prestige points.
* 5 jokers
* 27 yellow + 3 black chips (1 prestige point)
* 15 blue chips (5 prestige points)
* 15 red chips (10 prestige points)
* 5 green chips (50 prestige points)
* During each turn, player can either
1) Draw a card
Draw a card and add to your bouquet OR
refuse it, pay a prestige point to player on the
left, discard in your own discard pile face-up
(only top card is seen) and draw another. To
refuse the 2nd card, pay 2 prestige points to the
2nd player on your left. And so on. You cannot
pay prestige points to yourself. Skip to the next
player.
2) Buy a card
Buy the top card of another player's discard pile
by paying prestige points equal to the card
value to the player.
575
Onirim
Shadi Torbey
Card Drafting,
Co-operative
Play, Hand
Management,
Set Collection
1
2
R * poker 1,2,3,4 x dice value 1,1 (doors)
* poker 1,2,3,4 x dice value 2,2,2 (keys)
* poker 1,2,3,4 x dice value 3,3,3,3 (moon)
* poker 1 x dice value 6,6,6,6,5,5 (sun)
* poker 2 x dice value 6,6,6,6,5,5,5 (sun)
* poker 3 x dice value 6,6,6,6,5,5,5,5 (sun)
* poker 4 x dice value 6,6,6,6,5,5,5,5,4 (sun)
* colour 10 x value 1-10 (dream card –
nightmare)
* A player's turn has 3 phases
* Player gets all 8
* Player wins if he
1) Play a card along his own row or discard a
doors on the table, has all 8 doors, else
card. The played card's symbol (key, moon,
or he is unable to
he loses.
sun) must not be the same as the previous
draw a card from
card. If there are 3 adjacent cards of same
the deck when he
colour, he searches the deck for a door of the needs to.
same colour. For discard, if it is a key card, look * For 2p, each
at the top 5 cards of the deck, discard 1 of
player must have 4
them, and put the 4 remaining cards on top in doors, one of each
any order. For 2p, a player may also sawp a
colour.
card from his Personal resource with a card
from the Shared resource.
2) Draw a card. If it is a door card, put it into the
Limbo pile unless you have a key card of the
same colour. If so, discard the key card and get
the door card. If it is nightmare card, you can do
any of the options below before discarding it.
a) Discard a key card.
b) Place one of your door cards into the Limbo
pile.
c) Reveal the first 5 cards, if there is any door
and/or dream cards, these are put into the
Limbo pile. Remaining cards are discarded.
d) Discard your whole hand. Draw until you
have 5 labyrinth cards. Any other cards are put
into the Limbo pile.
You always end with 5 cards after the draw
phase.
3) Shuffle the Limbo pile back into the deck.
* The original game is a 1p game.
* Draw 5 cards. Put any door or dream cards in
the Limbo pile, and draw to 5 Labyrinth cards.
Shuffle the Limbo pile back to the deck.
* For 2p, draw 8 labyrinth cards, then each
player gets 3 (personal resource). 2 cards are
shared resource, put face-up on the table.
Effectively, each player has 5 cards to play
with.
* Round ends when
every player has 5
cards in their
bouquet.
Combination:Points
Pair: value x 2
Trio: value x 3
Square: value x 4
Quinte: value x 5
1,2,3,4: 8
2,3,4,5: 12
1,2,3,4,5: 15
* Each card can
only be used in one
combination. The
sum above is
multiplied if below
applies.
Colour: Mutiplier
2 colours: x2
1 colour each: x3
Same colour: x4
586
Babel
Uwe
Rosenberg,
Hagen
Dorgathen
Action Point
Allowance
System, Set
Collection
2
D * colour 1 x value 1-10 (temple card, level 1)
* colour 2 x value 1-9 (temple card, level 2)
* colour 3 x value 1-8 (temple card, level 3)
* colour 4 x value 1-7 (temple card, level 4)
* colour 5 x value 1-6 (temple card, level 5)
* colour 6 x value 1-5 (temple card, level 6)
* colour 7-11 x value 1-12 (tribe card)
* colour 7-11 x value K (territory marker)
* 2 colour x 1 chip (or coin)
* Each player take a level 1 temple card and
place it face-up to start temple column. This
level 1 temple card must be played in the first
turn. The rest form the temple draw pile.
* Deal 5 cards from tribe draw pile to each
player.
Player performs these in sequence
* Draw 3 tribe cards
* Take actions
* Draw and place 2 temple cards in his column,
larger level first. He needs to announce the
number of cards he has if he has 4 or more
tribe cards.
1) >= 15 total
temples levels and
opponent has < 10.
2) Highest total
temple level if the
last temple card is
drawn
3) >=15 total
Actions, in any order, are
temples levels and
1) Move - Play tribe card to tribe discard pile
opponent has >=10.
and move figure to corresponding colour
Then enter into
territory
End-phase. Victor is
2) Settle - Play tribe card on his side next to the first to 20 total
territory where his figure stands
temple levels, or
3) Build temple card in his side of territory
loser is first to fall
where figure stands. Take temple cards from
below 10.
either player's column. Build in order, 1, 2 to 6.
Max level possible equals to number of his tribe
cards in that territory.
4) Migrate (once per turn) - move topmost 3
tribe cards from 1 territory to another
5) Skill - discard 1 of set of 3 consecutive tribe
cards after using the tribe's ability in territory
where figure stands
Assyrians – Destroy Temple: place opponent's
temples face down on top of temple draw pile
Hitites – Rob Temple Level: place opponent's
topmost temple on your temple, can skip level.
Tribe card including discarded must be equal or
higher than the stolen temple level.
Medes – Emigrate: discard all tribe cards from 1
tribe from opponent
Sumerians – Switch Sides: steals all tribe cards
from opponent that match his topmost tribe
card
Persians – Jump a Level: jump 1 temple level
All - opponent discard half his cards, rounded
down
617
Felix: The Cat Friedemann
in the Sack
Friese
Auction/
3
Bidding, Betting/
Wagering,
Secret Unit
Deployment
5
S * colour 10 x 0,2,3,4,6 (mouse cards)
* colour 0,2,4,6,8 x 3,5,8,11,Joker,0 (good cat
cards, joker = 15, 0 = value 0)
* colour 1,3,5,7,9 x 5,8 (bad cat cards, -5,-8)
* colour 1,3,5,7,9 x Q,K (small dog, large dog)
* 108 chips (mice coins)
* 1 die (start player marker)
* Lay the mouse cards in a row from 0 to 6. 0 is
the Cat in the Sack card. For 4 players, use the
2,4,6. For 3 players, use 3,6.
* Place coins equal to the value on each card.
* Each player takes a colored set of cat cards
and 15 coins.
* Starting player gets the start player marker.
* The person sitting to each player's left
randomly remove 1 unseen card in that player's
hand from game.
* For 3 players, set up a dummy player hand.
Randomly remove 1 unseen card from this
hand.
* Start player places a cat card face down
* All players run out
below the Cat in the Sack card. Other players of cat cards.
take turns to do the same, at the next adjacent
mouse card. Place a similar coloured chip next
to the cat card to indicate the colour of the cat
card. For 3 players, the 1st card is a random
card from the dummy player hand. The last
player card will not have a mouse card on top.
* Once all cards are placed, reveal the card
under the Cat in the Sack.
* Start player starts to bid. Minimum is 1 mouse.
Subsequent bid must be higher. If the player
pass, he gets back what he has used for
bidding, plus the coins from the mouse card
that is currently having the lowest number of
mice, then reveal the next cat card. If all players
pass in the first round, the start player reveals
all cards and see if he wants to pay 1 mouse to
get these cards. If he passes, discards all these
cards and begin a new round without any
mouse coins on the mouse cards.
* Bid winner pays the bid to the bank and
claims the sack. Before claiming, check for
dogs. Large dog chases away most positive
valued cat, both cards are removed. Small god
chases away most negative valued cat, both
cards are removed. Bid winner also takes the
start player marker.
* Total the points on
the cat cards plus
mouse coins. Player
with most points
wins. If tie, the tied
players only
compare the points
for the cat cards.
638
Kingdoms
Tile Placement 2
4
D * poker 1-4 x dice value 1,1,1,1,2,2,2,3,3,4
(castle)
* colour 11 x dice value 1,1,2,2,3,3,4,4,5,5,6,6
(resource +1 to +6)
* colour 10 x dice value 1,2,3,4,5,6 (hazard tiles
-1 to -6)
* joker heart (dragon)
* joker diamond (gold mine)
* joker club (mountain)
* joker spade (mountain)
* 19 red chips (copper coins value 1)
* 12 red chips (copper coins value 5)
* 20 red chips (copper coins value 10)
* 8 red chips (copper coins value 50)
* 4 red chips (copper coins value 100)
* Each player chooses a colour and takes 4/3/2
rank 1 castles for 2/3/4 players. He also takes
all the rank 2,3 and 4 castles.
* Deal 50 gold and 1 non-castle card face down
to every player.
* Players play cards on a 6 row 5 column grid.
* Each player can either
1) Place a castle
2) Draw and place a non-castle card
3) Place a non-castle card
* If the player cannot take any of these 3
actions, he may pass.
* Mountain: Divides its row and column into two
parts, each of which is scored separately.
* Gold mine: Doubles the score of the row and
column
* Dragon: Cancels all resource tiles in its row
and column.
* Each player
scores points in a
row or column with
their castles. Add
the value of all
resource tiles,
subtract the hazard
tiles, then multiply
by total ranks of all
castles.
* Play total of 3
rounds. For the 2nd
and 3rd round,
remove all the rank
2,3 and 4 castles
played from game.
* Player with the
most gold play first
in the 2nd and 3rd
game. Each player
draws a non-castle
card at the start of
the round.
Reina Knizia
* A round ends
when there are no
more empty spaces
on the board.
702
Parade
Naoki Homma Hand
2
Management,
Set Collection,
Tile Placement
6
R * colour 0,2,4,6,8 x value 0-J (J=value 10)
* Deal 5 cards to each player from the draw
pile.
* Lay 6 cards face-up from draw pile in a row.
This is the parade. The draw pile is placed at
one end to indicate the start of the parade.
* A player place 1 card at end of parade. If
necessary, cards are removed from parade and
placed in front of player. Draw 1 card from draw
pile.
* If the cards in parade is larger than the placed
number, the difference is equal to the number
of cards at the front of the parade that will be in
the removal mode. For these cards in the
removal mode, (1) any cards of same colour
OR (2) number less than or equal the played
card goes to the player. These cards are clearly
displayed in front of player. The cards that do
not fulfill one of these 2 criteria remain in the
parade.
* A player collected
cards of all 6
colours, or draw pile
is depleted. Then 1
last turn for all
players, including
the player who
created the
endgame condition.
Players do not draw
a card at end of
their last turn.
* Players end with 4
cards in hand.
Choose and discard
2, and lay the rest
together with other
cards in front of
them.
* For player with
largest number of
cards of a colour, he
gets 1 penalty/card.
The rest gets the
total sum of face
values as penalty.
Player with least
penalty points wins.
724
You're Bluffing Rudiger Koltze Auction/
3
Bidding, Hand
Management,
Memory, Set
Collection,
Simultaneous
Action Selection
5
R * colour 0,5 x value 1-10 (money cards $0 and
$5
* colour 1,2 x value 1-10 (money cards $1)
* colour 10 x value 1-5 (money cards $10)
* colour 11 x value 2,5 (money cards $20,$50)
* colour 4,5,6,7 x value 1-10 (animal cards, 10
kinds)
* Deal each player 2x$0, 4x$1, 1x$5 cards.
* Rooster=1, Goose=2, Cat=3, Dog=4,
Sheep=5, Goat=6, Donkey=7, Pig=8, Cow=9,
Horse=10
* A player can either
* No horsetrades to
1) Auction off the top animal card. Other
be made and all
players bid simultaneously on this card. Each animals are
next bid must be higher than the previous. The auctioned off.
auctioning player may buy the card by paying
the highest bidder. If not, the highest bidder
pays bid to the auctioning player. No change is
allowed, so it is possible a player pays more
than the bid.
2) Do a horse trade with a player who has the
same kind of animal (same number) as he
(challenging player) has. The number of horses
traded is always the lower number of horses
owned by the 2 players. He places any number
of money cards face-down. The challenged
player can
a) Accept the offer, take money and hand over
the animal.
b) Place a bid. Both players exchange and keep
their bids. Player with higher bid gets the
animal. If equal, repeat this process. If still
equal, challenging player gets the animal.
* When the donkey (value=7) is turned over for
auction, deal everyone additional money worth
$5/10/20/50 for the 1st/2nd/3rd/4th donkey.
* When there are no animals to auction off,
players can make horse trade if they can.
* Each complete set
of animal (4 cards)
scores the square of
its value. Sum the
animal values, and
mulitply by the
number of different
kinds of animals
collected.
733
Loco
5
D * colour 0-4 x value 1-6
* 5 colour x 5 chips
OR colour 0-4 x value 10-K
* Sort the chips by colour on the table
* 2 or 4 players, remove 2 cards
* 3 players, remove 3 cards
* Deal the rest evenly.
* A player places a card of same colour face-up 6th card of any
in a stack next to the chips, then collect any
colour is placed
chip
* All chips and cards must be fully displayed.
Each chip is worth
the number of
points on the top
card of the stack.
Reina Knizia
Stock Holding
2
740
Money!
Reina Knizia
Auction/Bidding, 3
Set Collection,
Simultaneous
Action Selection
756
Kupferkessel
co.
Gunter
Burkhardt
Modular Board, 2
Set Collection
757
Skull and
Roses
Herve Marly
Betting/
3
Wagering, Hand
Management
5
6
R * colour 0-6 x value 2,J,Q,3,8,9,4,5,6 (7 x
20,20,20,30,30,30,40,50,60 currency card)
* 5 x joker (bluff card)
* colour 0-5 x 1 (10 currency card)
* If 3/4 players, use 5/6 currencies.
* Each player takes a bluff card.
* Deal 6 to each player from draw pile.
* Reveal 4 cards from draw pile and place on
* Draw pile is used
right of draw pile. Reveal another 4 cards and up.
put to the left of draw pile.
* Player choose a bid from their hand (>=1
currency card, bluff card optional). All players
reveal their bid together.
* Starting from highest bid, each player may
- exchange bid cards for one of the sets
displayed on left or right of deck
- exchange bid cards with another player's bid.
That player may then take the next turn since
he has the highest bid now
- no exchange. Player takes back his bid
* Reveal new cards for next round of bidding.
* For each currency
type, if the total
value is >=200,
player gets total
value. If <200, 100
is subtracted from
the total value
(cannot go -ve).
* 10 coin cards keep
their values
* If player has 3
cards of same
currency (2 or 3),
player gets 100
bonus pts.
* If player has all 9
notes of a currency,
he will get 500 pts in
total.
* Player with highest
score wins.
S * colour 0,2,4,6,8,10,11 x dice value
1,1,2,2,3,3,4,4 (ingredient cards)
* 4 cardbacks (corner cards)
* red,black x meeple (red and black pawns)
* Deal 32 ingredients cards face-up and form a
6x6 grid, together with the 4 corner cards at the
corners.
* Place the pawns next to the top left and
bottom right corner cards.
* Each player draws and reveals 1 ingredient
card. If it is his own colour, put it under the draw
pile and reveal another. This card starts the
Magic Kettle.
* A player must move his pawn clockwise
according to the number of this top card in his
Magic Kettle. Each outer edge and each corner
card counts as 1 space.
* After movement, he must take a card from the
row which is pawn is next to. No cards taken if
he lands next to the corner cards. The card
taken is placed in his Magic Kettle face-up,
forming the top-most card. Below cards are not
visible. Replace the empty space with a card
from the draw pile.
* If the card taken has dice value 2 and not a
red or black card, then play can choose to
perform a special action. It is based on the card
value.
1) Value 1-6=Exploding kettle: The other play
takes the topmost card in his kettle and place it
face-down under the draw pile. If there is no
draw pile left, the card is removed from game.
2) Value 7-Q=Magic wand and magic hat:
Player ends his turn and takes another turn. He
may not take more than 2 turns in a row.
* Player with most
ingredients of value
1 (exclude black
and white) gets 5
pts. If tie, no pts.
* All ingredients in
player's own colour
(black or red)
scores double their
value (positive or
negative).
* Single cards of an
ingredient gets
penalty pts for their
value.
* 2 cards of an
ingredient scores
0pts.
* 3 cards of an
ingredient scores
the sum of the
values.
* 4 cards of an
ingredient scores
sum of values plus
5 bonus pts.
D * colour 0,2,4,6,8,10 x 1-3, L (3 roses and 1
skull)
* 6 black chips (winner markers)
* Each player chooses and place a card facedown.
* Players take turns to either
A player gets 2
1) Play a second card face-down on top of his winner markers.
first
2) Start a bid
* The bid is the number of cards that can be
revealed without getting a skull. A player may
not bid if he has passed.
* Highest bidder reveal the number of cards
according to his bid, starting with his own cards.
If he reveals a skull from his own pile, he
chooses to discard one of his own cards.
Another round begins. If he reveals a skull from
another player's pile, that player randomly
chooses one of the bidder's cards to discard.
Cards are discarded face-down. If he does not
reveal any skulls, he gets a winner marker.
* In all cases, the challenger gets to go first next
round.
* A player takes the
last card from any
row. He may
choose to discard
this card instead.
Player who first gets
2 winner markers
wins.
766
Pickomino
Reina Knizia
Dice Rolling,
2
Press Your Luck
7
S * Sequence 21 to 36 (worm tiles, 21-24 with 1 * Place all tiles face up
worm, 25-28 with 2 worms, 29-32 with 3 worms,
33-36 with 4 worms)
* 8 dice (the 6 is a worm which is worth 5
points)
* A player rolls all 8 dice, then decides which
No tiles left on the
number to lock in. All dice of that number are
table.
locked in. Then he rerolls the other dices and
lock-in another number that is not any of the
numbers he has already locked in.
* Once satisfied with his locked-in dice and
there is at least 1 worm in these dice, he then
uses the sum of these dice (worms are worth 5
pts) to get a tile on the table equal to or less
than this sum. He may also steal a tile equal to
this sum from another player. He can only get a
tile with value less than the sum, if there is no
tile of same value on the table or in front of
other players.
* He then puts the tile claimed in front of him
face up and on top of the previous tile he got.
Only the top tile can be stolen by other players.
* If the player is unable to lock in a number, or
all 8 dice are locked in but there is no worm, or
all 8 dices are locked or all 6 values are locked
in but there is no suitable tile to claim, he has to
place his top tile back on the table, and turn
over the highest tile on the table to remove it
from game. If he does not have a tile, his turn
just ends.
Player with the most
worms wins.
768
R-Eco
Susumu
Kawasaki
Card Drafting
2
5
R * colour 0-7 x 1-10, J (single waste cards)
* colour 0,2,4,6 x Q, colour 1,3,5,7 x Q,K
(double waste cards)
* colour 0,2,4,6 x K (disposal facility cards)
* colour 0,2,4,6 x 18 chips (rewards)
* joker 0-3 (-2 reward)
* Arrange the rewards in the sequence
0,1,2,3,3,-2,4,5
* For 3/4 players, remove a 3. For 2 players, all
3s.
* Place the disposal facilities in a row. Once
side is factory, the other side is dump.
* Deal 3 waste cards to each player.
* Each player must
* All rewards of a
1) Play at least 1 garbage card (all of same
facility has been
colour) to the corresponding facility. Count the claimed.
number of wastes. If 4 or more, take the top
reward and remove all waste cards.
2) Take all garbage cards. If more than 5 cards
in hand, discard face-down down to 5. These
are penalty points.
3) Refill the garbage. Add cards equal to
number of wastes + 1. If draw pile is exhausted,
shuffle back the discard pile.
* Sort the tokens by
color. If only 1
token, need to
discard.
* Face-down cards
worth -1 pt. If no
face-down cards,
get 1 point per
player with facedown cards. For 2
players, this bonus
is 4 pts.
* Player with most
pts win. If tied,
player with least
face-down cards
wins.
783
Pick Picknic
Stefan Dorra
Auction/Bidding, 2
Dice Rolling,
Simultaneous
Action Selection
6
D * colour 0,2,4,6,8,10 x dice value 2,3,3,4,4,5,6
(fowl cards, value 2 is -2)
* colour 1,3,5,7,9,11 x 4,5,6, dice values (fox
cards)
* 6 x jokers (poultry yards)
* 26 blue chips
* 13 yellow chips
* 27 green + 12 black chips
* Place the poultry yards in a row.
* For 2-3/4-6, deal 6/5 fowl and fox cards to
each player.
* Randomly place a chip on each of the poultry
yards.
Card-play phase
* Each player place a card face-down in front of
himself. For 2 players, place 2 cards (cannot be
a fowl and fox of same colour).
* Cards are revealed simultaneously. The
colours of the cards played determine which
yard the animal looks for food.
Feeding phase
* A fowl that is alone in a yard gets all the food.
Player gets the chips (food) and place in front
of him. All played cards are discarded.
* If more than 1 fowl in a yard, players can
negotiate who gets what. If no agreement, each
player roll a die and add their card value to the
die roll. Player with highest sum gets all the
food. If tie, repeat the duel.
* Fowl with -2 value only feeds if it is alone in a
yard. If it is not alone, it flees but will take a
green grain if it is available.
* A fox who ends up with other fowl (including
-2 fowl) in a yard gets all the fowl cards and
places them in his supply.
* If there are more than 1 fox, duel first being
getting the fowls.
* Round ends when * Each player add
the grains and fowls their grains and
are distributed.
fowls.
* For new round,
* Yellow/blue/green
add a grain to each = 3/2/1 points
yard randomly.
* Fowl points = card
Each player draws a values
card. With 2/3
* Player with most
players, draw 2
points wins.
cards.
* Last round is when
there is less than 6
grains left for
distribution.
Ronald
Wettering
788
Lifeboats
798
Keltis The Card Reiner Knizia
Game
Player
Elimination,
Simultaneous
Action
Selection,
Voting
3
6
S * colour 0,2,4,6,8,10 x value 0 (lifeboats)
* colour 0,2,4,6,8,10 x value 1-7 (lifeboat cards)
* cardback (lifeboat)
* jokers x 6 (lifeboat cards)
* colour 0,2,4,6,8,10 x value J,Q,K (captain's
hat)
* colour 0,2,4,6,8,10 x 5 chips (sailors)
* colour 0,2,4,6,8,10 x 4 chips (officers, 2 chips
stacked)
* colour 11 x value 4-6 (island, 6=left, 4=middle,
5=right)
* 15 coins (leaks)
* Black meeple (start player token)
* Everyone chooses a colour from colour 0-6,
then takes the corresponding 5 sailors and 2
officers. If 5/6 players, take 4 sailors.
* Each player also takes 7 lifeboat cards, 1 of
each colour, and 3 captain's hat cards.
* Place the lifeboats in a row at the start line.
* Players take turns to place their sailors and
officers on each lifeboat (5 spaces on each
boat).
* Each turn consists of 3 phases.
* When all lifeboats
1) Lifeboat leaks: Players choose a colour and are either sunk or
put face down. All players reveal together, boat arrived at an island.
with colour that is majority of votes gets a leak.
For all ties, start player decides. If all seats are
taken on the boat, the players who have at
least 1 seaman in the boat gets to vote who is
thrown out of the boat. For this vote, each sailor
gets 1 vote and each officer 2 votes (eg. Green
player plays yellow lifeboat card to vote yellow
sailor out. Green player has 1 sailor, 1 officer
so he has 3 votes against yellow). Officers are
removed only if player has no remaining sailors
in that boat. Replace the removed seaman with
a leak.
2) Lifeboat moves: Players vote to move a
lifeboat. When a lifeboat reaches an island (3
boat lengths away), seaman are placed on the
island and the boat is placed on the first empty
landing stage at right border of the gameboard
(sequence of boat arrival is important).
3) Seamans change boat: Starting player
chooses a seaman from any boat and put it
behind the boat. Other players also take turns
doing this, unless they cannot. In this case, they
do nothing. Then, in reverse order, players put
their seaman back into another boat. If he
cannot do so, he loses the seaman. After all
players reboard their seaman, check if there
are more leaks than seamen. If yes, the boat
sinks.
* Captain's hat can be used to outvote all
others, if only 1 is played. It does not go back to
hand after play. If more than 1 played captain's
hat, they cancel out and usual vote rules apply.
If all players play captain's hat, start player
decides.
* Players get pts
based on their
seaman that arrived
at the island.
* Left island:
6p/sailor, 8p/officer
* Middle island:
4p/sailor, 6p/officer
* Right island:
5p/sailor, 7p/officer.
* Player with most
pts win. If tie, player
whose lifeboat
arrived on an island
first wins. If boats of
all these players are
sunk, all of them
win.
Hand
Management,
Set Collection
2
4
R * colour 0,2,4,6,8 x value 1,2,8,9,10
* colour 0-9 x value 3,4,5,6,7 (common cards),
K (End card)
* colour 10 x value 1-11 (Point card)
* colour 11 x value 1-9 (Wishing stone)
* Place wishing stones on the table, in order
* Deal 8 cards to each player from the draw
pile.
* For 2 players, remove non-stone 30 cards.
A player must either
* play a number card, either increasing or
decreasing order, for a row without End card in
front of him
* discard a card into the corresponding poker
suit discard common pile, or Point card discard
common pile
* discard 2 cards with same value and get the
corresponding value stone
* play a End card on a row with or without End
card
* play a Point card on a row with similar value
top card, regardless of poker suit
* play a Point card in a Point row without any
order
* Cards in
row/points
1/-4
2/-3
3/-2
4/1
5/2
6/3
7/6
8/7
9+/10
* Each point card in
a Point row is worth
1 point
* Wishing
stone/points
0/-4
1/-1
2/0
3/4
4/6
5+/10
* Winner with mos
points wins.
Then, draw a card from draw pile or the discard
pile to 8 cards in hand.
* End cards played
in any 5 rows. Last
player who played
end card does not
draw cards.
* Last card from
draw pile drawn.
805
The Great
Dalmuti
Richard
Garfield
4
8
R * colour 0 x 1
* colour 0-1 x 2
* colour 0-2 x 3
* colour 0-3 x 4
* colour 0-4 x 5
* colour 0-5 x 6
* colour 0-6 x 7
* colour 0-7 x 8
* colour 0-8 x 9
* colour 0-9 x 10
* colour 0-10 x 11
* colour 0-11 x 12
* 2 x jokers (jesters)
* Deal cards evenly to each player
* Plays like Daidi, no limit to number of cards to
* 1 is ranked the highest, 12 the lowest. Jesters play
are ranked 13.
* Lower number is higher rank
* First player plays one or more cards of same
rank to the center of the table. Jesters are wild,
and may be played with any other cards. * Each
player in turn must now either play the same
number of cards of a better rank, or pass. Play
continues around the table until everyone has
passed. At that point, the cards are cleared and
whoever played the last set of cards leads the
next round.
839
Gang of Four
Lee Yih
842
Famiglia
853
Qwixx
Hand
Management
3
4
R * poker suit 1-3 x value 1-10
* 1 x joker (multicolour 1)
* colour 2,4 x value Q (phoenix)
* colour 0 x value K (dragon)
* Deal 16 cards to all players. For 3 players,
deal to a dummy player.
* Player with multicolour 1 starts first. For
subsequent rounds, the winner of previous
round starts first. The direction of play
alternates between clockwise and anticlockwise.
* Play daidi, putting cards in combination of
A player plays his
1,2,3,4,5.
last card
* Red > Yellow > Green
* Player with last card must declare, else he
cannot play his last card. He adds 1 penalty
point at the end of the round.
* Player just before player with last card must
play non single cards if possible.
* Dragon can only be played as single card. It is
the highest card. Phoenix can be played as
single or a pair (in a full house too). Yellow
phoenix > green phoenix.
* Multicolor 1 > all 1s. Can be any colour when
part of a flush.
Remaining
cards/penalty factor
times cards left
1-7/x1, 8-10/x2, 1113/x3, 14-15/x4,
16/x5
Friedemann
Friese
Card Drafting,
Deck/Pool
Building, Hand
Management
2
R * poker 1-4 x dice value
0,0,0,0,joker,1,1,1,1,2,2,2,3,3,4 (joker=0,
red=famiglia, blue=accountant, yellow=brutes,
green=mercenaries)
* Each player gets one 0 value card of each
family, and then reveal 6 cards face-up from
draw pile (Street).
* A player may reveal 2 cards of same colour
and value, play one of the two cards face-up in
front of him, and then get a card of same colour
but one value higher on the Street.
* Before doing this, he may play a card face-up
in front of him to activate its special ability.
1) Famiglia(red): No special ability. It scores
higher VP.
2) Accountant(blue): Swop number of cards
between play area and hand equal to its value.
3) Brutes(yellow): Reduce the value of all cards
in the Street by its value.
4) Mercenaries(green): It can represent any
colour with values lower than its original value.
* Instead of playing cards to get a card, he can
also get a value 0 card from the Street. If there
is no value 0 cards, discard one card from the
Street and place that many new cards in the
Street.
* Players score the
VP of their cards in
their play area and
in hand.
* Red: For value
0/1/2/3/4, score
1/3/6/10/15 VP.
* Blue/yellow/blue:
For value 0/1/2/3/4,
score 0,1,3,6,10 VP.
Steffen
Benndorf
Dice Rolling,
Paper-andPencil
2
S * red,orange,green,blue x 1 die
* purple,black x 1 die (white dice)
* Paper and pencil
* Write 4 rows of numbers. First 2 rows are red * A player rolls the 6 dice. Then he performs 2 * When a player
* Each misthrow is
and orange rows, from 2 to 12. The next 2 rows actions in this sequence.
marks his 4th
-5pts.
are green and blue, from 12 to 2.
1) Announce the total of the 2 white dice. Any Misthrow, or 2
* The number of
player may strike off a number in any row
colour-rows have
crosses in each row
corresponding to this.
been completed and scores as below.
2) He may choose to add 1 white die and 1
2 dice removed.
1=1pt
coloured die together, and strike off the
2=3pts
corresponding sum on the row whose colour
3=6pts
corresponds to the coloured die.
4=10pts
* The numbers must be crossed out from left to
5=15pts
right. Numbers left out may not be crossed
6=21pts
afterwards.
7=28pts
* If he wants to cross out the last number on the
8=36pts
extreme right, he must have made at least 5
9=45pts
crossess in that row. If he does cross out that
10=55pts
last number, that colour is now closed off for all
11=66pts
other players and they may not cross any
12=78pts
numbers from this coloured row. Remove the
* Highest score
corresponding coloured die.
wins.
* If he crosses no numbers in his turn, may a
Misthrow marking.
5
After everyone
except one has
gone out. 1st person
to go out is the
winner.
* When draw pile is
depleted, form a
draw pile from the
discard pile and
play till the new
draw pile is
depleted. Then the
game ends.
The players are
ranked. For
example, the person
who first went out
becomes The Great
Dalmuti. The 2nd
player who went out
sits to the left of the
Great Dalmuti, and
so on. Play for
several rounds.
862
Circus Flohcati Reiner Knizia
Press Your
Luck, Set
Collection
3
5
R * colour 0-9 x value (number card)
* colour 11 x value 1-9 (action card)
* A player may reveal top card of draw pile and
place face up in common area, and repeat. If
the revealed card's colour matches the colour
of any cards in play, discard the revealed card
in discard pile and he cannot take a card.
* Player must take a card to end his turn.
* Before ending the turn, player may form trios
from his hand (3 cards of same value) or call a
gala show (at least 1 card of each colour).
* Action cards: 1-3=Choose and keep an
opponent's colour card, face up. 4-6=Random
keep an opponent's colour card, face up. 79=Reveal cards until a card matches in colour,
discard this card. Then player chooses a card
to keep. Repeat until a new action card is
played.
864
Poison
Reina Knizia
Hand
Management
3
6
R * poker suit 1-3 x dice value
* Deal potion and poison cards evenly to all
1,1,1,2,2,2,4,4,5,5,5,6,6,6 (dice value 6=potion players.
value 7). (potion card)
* colour 10 x value 1-8 (poison card, each value
4)
* 3 x joker (cauldron)
* A player must play 1 potion or poison card.
All cards in players'
* Each cauldron only accepts 1 colour. Poison hands are played.
do not have colour. There can only be one
cauldron for each colour.
* If sum is <=13, turn passes on. Else, get all
cards in the cauldron and keep it face-down in
score pile. He may not look at these cards later.
But the last card played remains.
902
StreetSoccer
Corne van
Moorsel
Roll/Spin and
Move
2
909
Pit
Edgar Cayce,
George S.
Parker, Harry
Gavitt
Set Collection,
Trading
3
8
A player calls gala
show or when a
player who reveals
the last card from
the draw pile ends
his turn.
Trio=10pts, Gala
show=10pts,
highest value of
each colour
* Discard potion
cards with colour
that is the majority
among all players.
* 1 point for Potion
card, 2 points for
Poison card in score
pile.
* Lowest score wins.
S * red, blue x 5 chips (players)
* cardbacks (form a 10 x 6 field)
* 1 black die
* 1 blue die (soccer ball)
* Form a 10 x 6 field.
* A player does the following
* The center 2 squares at the extreme ends are 1) Roll a die (except for the first turn). This is
the goalpost. The 4 center squares are the
the steps available for your turn.
middle of the field.
2) Choose 1 of your 5 players to move
* Each player take turns to place their players. 1 orthogonally. He can change direction anytime
goalie at the goalpost, 1 in the middle, at least 1 and even move outside the lines, but may not
in own half and 1 in opponent's half.
move back to original position.
* Both players roll a die. The one with higher
3) If your player reaches a ball, he can kick the
die-roll gets to go first, steps is the difference
ball and it moves by unused pips PLUS 1
between the die rolls.
(always plus 1 before a kick/pass). It can move
in any direction and may reach a spaced
occupied by your player, and can change
direction once (eg. Diagonal to straight). The
ball always end on the field, not on a square
with a player.
* A player has to use all his pips (except if
scoring a goal), upon which his turn ends.
* A goal is scored when a ball passes one of
the 2 squares at the goalpost. After a goal is
scored, the defeated goalie is placed at one of
the 2 squares with the ball. You throw at least a
2.
* Only the goalie can move to the 2 squares at
the goalpost. Only 1 player can be in your
penalty area (4 squares in front of the
goalpost). You may not surround the ball such
that your opponent cannot reach the ball
without moving outside the lines.
* Game ends 25
* Player with more
turns. If tie, play for goals wins.
maximum 10 turns.
Whoever scores
first wins.
R * colour 0-7 x value 1-9 (commodities)
* colour 10 x value K (Bull)
* colour 11 x value Q (Bear)
* Use as many suits as players
* Deal evenly to all players
A player has all
cards of a
commodity. This
player rings a bell,
or slams the table.
A player shouts a number to indicate the
number of cards he wants to swop. These
cards must be of the same commodity. He then
swops with any player who also happens to
want to swop that number of cards.
* Bull and head
causes penalty of
-20 when an
opponent completes
the set
* Bull can act as a
wild card, 10th card
for winning player
* Points (50, 55, 60,
65, 75, 80, 85, 100
for colours 0-7)
936
Bargain Hunt
Uwe
Rosenberg
Trick-taking
3
937
En Garde
Reiner Knizia
Hand
Management
2
993
Ivanhoe
Reina Knizia,
Andy Lewis
Auction/
Bidding, Hand
Management
2
1001 Bananagrams Rena
Tile Placement 1
Nathanson,
Abe Nathanson
1002 Abalone
Michel Lalet,
Laurent Levi
Grid Movement 2
R * poker suit 1-6 x value 1-9
* 2 joker (super special offer)
* Play 6/4 rounds for 3/4 players
* Deal 8 to each player and put remaining cards
out of game.
* For first round, each player puts 1 card faceup in their bargain pile in sequence.
* Player places cards of their bargain number
on the bargain pile. Each card is worth 1 point.
The rest are put face-down in odds and ends
stack. Each card is worth -1 point.
* The first color must be followed. If no cards of
led colour, player place card of another card
and declare if it is trump or not. Can only have
1 trump in a trick.
* When same number is played, player can
decide if it is higher or lower than the previous
* The first super special offer played is highest
trump.
All cards are played. 1 pt/bargain card, -1
Clear: discard cards pt/odds and ends
(3/2 for 3/4 players) stack
of a certain number
from odds and ends
stack, and put the
rest to the bargain
pile to change the
bargain. Shuffle
discard under draw
pile, and start next
round. Deal 8, or
equal number to
each player. For last
round, player can
clear twice.
D * colour 0-4 x value 1-5 (number card)
* 6 x face down cards (to form a board with
steps 1-23)
* 2 colour x 1 chip
* Deal 5 cards to each player
* Place 1 chip each at step 1 and 23
A player can either
* move his fencer. Can advance or retreat.
Cannot move off board or over opponent.
* attack. When advance lands on the
opponent's position. Play one or more cards of
same value to strengthen attack. Opponent can
parry by playing same set of cards, but does
not replenish hand.
* advance and attack. Similar to attack, except
you play a card to move first once. Opponent
can parry or retreat. If retreat, opponent's turn
ends.
* If attack is successful, round ends.
* Replenish hand to 5 cards.
A player cannot
The player who
defend an attack, or attacks successfully
cannot make a legal wins the round. F no
move, or last card of one attacks
draw pile is drawn. successfully, player
who has more cards
that can attack wins.
Else, the player who
moved furthest
down the board
wins. Else, draw.
Play for 5 rounds.
5
D * poker 1,5 x dice value
3,3,3,3,4,4,4,4,5,5,5,5,6,6 (sword, jousting)
* poker 2,4 x dice value
2,2,2,2,3,3,3,3,4,4,4,4,5,5 (morningstar, axe)
* poker 3 x 1-14 (no weapon, all value 1)
* poker 6 x 1,1,1,1,2,2,2,2,3,3,3,3,4,4
(supporter - squire)
* 4 joker (support – maiden value 6)
* colour 0,2,4,6,8 x 5 chips (tokens)
* Deal 8 cards to each player. Left of player
starts the game. For future rounds, winner of
previous tournament starts the round.
* The starting player first announces colour in
which the tournament will be contested (cannot
be purple if previous tournament is purple).
Only cards of that colour or supporter cards
may be played in this tournament.
* Subsequently, a player does the following
1) Draw a new card. No hand limit.
2) Play cards. The total card value must be the
highest at this time in order for him to remain in
the tournament. Else, he is out of the
tournament.
3) May withdraw from the tournament (can do
so without playing a card). If he has played a
Maiden (only 1 maiden may be played), he has
to return a token. Player is out of the
tournament.
* Tournament ends
when only 1 player
remains. He gets a
token of the
tournament colour.
If it is purple, the
player may take any
token.
* All played cards
go to a face-up
discard pile.
* The winner is the
player who has a
token of each
colour.
8
R * letters 1 to 162
* Deal 21/15/11 cards to each player for 2-4/5- * Each player uses their cards in real-time and
6/7 player game
together to form crosswords in front of them.
Words can be left to right or top to bottom.
* Once a player uses all their letters in a
crossword, everyone draws 1 card.
* There are less
cards in the draw
pile than players.
* First player with no
cards in hand wins
and misspelt words
wins.
* If he has any
misspelt words, he
is out of the game
and the other
players continue.
D * 61 tiles (to form the hexagonal board)
* 14 red chips, 14 blue chips (pawns)
* Form a hexagonal board with 5 units at each
side.
* Place the pawns in rows of 5,6,3 (5 near
player).
4
* A player can move 1-3 pawns that are in a
* A player has 6
straight line in any direction.
pawns removed.
* If the movement is parallel to the pawns and
the number of pawns is greater than the
opponent pawns, the opponent pawns are
pushed.
* When the pawns are pushed out of the board,
they are removed.
* Player with 6
pawns removed
loses.
1014 That's Life
Michael
Kiesling,
Wolfgang
Kramer
Modular Board, 2
Roll/Spin and
Move
1026 Divinare
Brett J/ Gilbert Card Drafting,
Hand
Management
1035 Modern Art:
The Card
Game
Reina Knizia
Commodity
Speculation,
Hand
Management
6
S * colour 0,1 x value 1-8 (negative route cards)
* colour 0 x value 9,10 (negative route cards)
* colour 4 x value 1-8 (positive route cards)
* colour 2 x value 1-6 (fortune route cards)
* 2 cardbacks (start and end cards)
* poker suit 1-6 x 3 chips (pawns)
* 8 coins (guards)
* 1 die
* Each player takes 3/2 pawns for 2-4/5-6
player game and place them on the start card.
* Place the cards in the following formation.
pppppnnnn
p_______n
p___sn__n
p____n__n
o____n__n
o____n__n
o____n__n
o__nnn__e
* p=positive, n=negative, o=fortune, s=start,
e=end. Cards are arrange most positive to most
negative from the start towards the end. The
last 2 cards near the end are n9 and n10.
* Place guards on the p7, p8 and fortune cards.
* A player rolls a die and then moves either one * All players have
of his own pawn or a guard. That guard must
moved their pawns
have at least 1 other pawn on that route card. to the end.
* If a player moves a pawn and his pawn was
the last pawn from the initial route card, he
takes that card. Cards are shifted to close the
gap.
* Once the last pawn has crossed a route card,
that card is removed from game.
* Players sum the
values of their
cards. 1 fortune
cards can be used
to convert the 1
most negative card
into positive.
2
4
D * colour 0 x value 1-6 (chiromancy)
* colour 2 x value 1-12 (astromancy)
* colour 4 x value 1-10 (tasseomancy)
* colour 6 x value 1-8 (crystallomancy)
* colour 0 x value 1-6 (prediction board, 1/2+6
single bonus)
* colour 2 x value 4-12 (prediction board,
4/5+11/12 double bonus, 6+10 single bonus)
* colour 4 x value 3-10 (prediction board, 3/4
double bonus, 5+9/10 single bonus)
* colour 6 x value 2-8 (prediction board, 2/3+7
single bonus, 8 double bonus)
* 16 blue chips (3 pt token)
* 21 orange+21 green chips (1 pt token)
* 20 red chips (-1 pt token)
* 25 black chips (bonus marker)
* 4 red,orange,green,blue chips (prediction
tokens)
* The original game is for 4p. Each player takes
4 prediction tokens.
* As many rounds as players will be played.
Each player will be first player once.
* Deal 24 cards evenly to each player. Put the
12 remaining cards aside face-down for this
round.
* A player does the following
* All players have
1) Play a card next to the corresponding board. played their cards.
Overlay so that players can see how many
cards.
2) Move your prediction token on that board.
You must move it to any unoccupied space, or
back to the central space on that board. The
number predicted is that number of cards of this
suit played this round.
* When each player has 6 cards in hand at the
start of the round, each player pass 3 cards
anti-clockwise. 4 cards in hand – pass 2 cards.
2 cards in hand – pass 1 card.
* For 3p, 8 cards in hand – pass 4. 4 cards in
hand – pass 2.
* For 2p, 12 cards in hand – discard 2 from
hand face-down. 8 cards in hand – pass 4. 4
cards in hand – pass 2. At the end of the round,
reveal these 4 cards and put next to their
boards.
* For perfect
prediction, get 3 pts.
For predictions +1/1, get 1 pt. All other
spaces get -1 pt. If
central space, no
tokens taken.
* For the
double/single bonus
spaces, get 2/1
yellow or red
tokens.
2
5
D * poker suit 1 x value 1-17 (red art)
* poker suit 2 x value 1-18 (orange art)
* poker suit 3 x value 1-19 (green art)
* poker suit 4 x value 1-20 (blue art)
* poker suit 5 x value 1-21 (violet art)
(value 1: draw 1 card, value 2: play 1 more card
of same artist, value 3: add 2 to any artist,
value 4: all players simultaneous play 1 card,
value 5,6: play 1 more card face down of any
artist
* colour 0,2,4,6,8 x value K (artist cards)
* 34 chips (value tokens)
* Place the 5 artist cards in a row. They have a * A player take turns to play 1 art card and
virtual number each (17 to 21 indicating the
builds a tableau in front of him, sorted by artist.
number of cards the colour has).
If the card has a special action, perform it.
* Deal 13 art cards to each player. Reveal 1
card face up. The rest forms the draw pile.
* There are 4 rounds in the game. Deal
13/13/13/13 (1st round), 6/6/4/2 (2nd round),
6/6/4/2 (3rd round), 3/0/0/0 (4th round) for 2/3/4/5
players. The remaining cards from previous
round remain in players' hands. Each ronud
starts with 1 revealed card from the draw pile.
* A round ends
when the 6th card of
any artist is played.
* Players can add
cards equal to the
number of different
artists he has
played cards for.
* Place 3/2/1 value
tokens to the artist
card with the most
cards played. Tie is
broken by the lower
virtual number on
the artist card.
* Each player earns
points according to
the cards they
played times the
artist value.
* Play 4 rounds, the
player with the
highest score wins.
1053 Loot
Reina Knizia
Auction/Bidding, 2
Hand
Management
5
R * poker 2-5 x 1,1,2,2,2,2,3,3,3,3,4,4,6 (pirate
ships)
* poker 1,6 x
2,2,2,2,2,3,3,3,3,3,3,4,4,4,4,4,5,5,5,5,5,6,6
(gold coins)
* joker 1,2 (1=7,2=8 gold coins)
* Deal 6 cards from draw pile to each player.
A player can
* Draw a card from deck
* Play a merchant card, which becomes yours if
it is not attacked before your next turn
* Play a pirate card, the colour has to be one
that is not yet used
* Play a pirate captain on similar colour pirate
ship you played previously
* Play the admiral as a captain, but only on your
own merchant ships.
* At the beginning of the turn, if the player has
the most pirate ships on a merchant ship or the
last played captain, he gets the merchant ship
Merchant ships are collected face-down. Other
cards go to discard pile
Draw pile depletes
and a player has
played his last card.
When draw pile is
depleted, player can
discard nonmerchant cards.
Total merchant gold
coins collected
minus those in
hand. Highest gold
coins win
1080 Lexio
Thomas H.
Jung
Hand
Management
3
5
D * poker suit 1-4 x 1-15
* 65 chips - red (25pt), green(5pt), yellow (1pt)
* Each player gets 4 yellow chips, 4 green
chips, 5 red chips.
* For 3/4/5 players, deal 12/13/12 cards to each
player, with range 1-9/1-13/1-15.
* Smallest number is 3. Highest numbers are
9,10,11,12,13,14,15,1,2.
* Combinations available are single, pair, triple,
straight, flush, full house, four card, straight
flush.
* Colour hierarchy is red>green>yellow>blue
* 1 can be used as the last number of a straight
* Player with black 3 plays first. He puts down a
combination. It does not have to put black 3.
* Next player puts the same number of cards
but stronger combination. He can choose to
pass for the moment.
* If everyone passes except one player, he
becomes the starter and puts a new
combination.
* If a player clears
his hand, the round
ends. He wins this
round.
* Play 5 rounds.
Game also ends if a
player loses all his
chips.
* If a player has a
card of value 2
remaining in his
hand, he must pay
chips equal to x2 his
remaining cards.
Player with the
most chips wins.
1106 Raj
Alex Randolph Simultaneous
2
Action Selection
5
R * poker suit 1-5 x value 1-15
* colour 10 x value 1-10 (Treasure)
* colour 11 x value 1-5 (Cobra -1 to -5)
* Deal the 15 cards of the same colour to each
player
* For 2 players, randomly remove 3 cards from
15 cards each starting hand, and randomly
unknown 3 treasure OR vulture cards.
* Treasure and cobra cards are placed facedown in the middle.
* Reveal a treasure/cobra card
All cards are played Treasure points
* Each player chooses a card and place it faceminus cobra points
down
* Reveal all cards, highest number wins a
treasure card, lowest a cobra card
* Similar cards cancel out each other. The next
card takes effect.
* If all cards are the same and cancel each
other, open another treasure/cobra card. If the
sum of these cards is >=0, the highest number
takes these cards. If < 0, the lowest number
takes these cards.
K. C.
1110 Havoc The
Hundred Years Humphrey
War
Card Drafting,
Hand
Management
2
1118 Triumvirate
Card Drafting,
Trick-taking
2
Travis
Worthington
6
D * poker suit x value 1-18 (common cards)
* poker suit x value 1-K (Dog cards)
* 1 die (peacekeeper marker)
* 100 chips (VP tokens)
* For 2/3/4/5/6 players, use 1-8/1-10/1-13/115/1-18 common cards and 6/6/8/10/12 Dog
cards.
* Deal 7 common cards and 1 dog card to each
player.
* Reveal 3 cards face-up to form the Recruiting
area.
* Shuffle the Dog cards into the draw pile.
* VP tokens are awarded for each battle for the
winner and 2nd/3rd players according to below.
* Battle 1: 5/3/0
* Battle 2: 5/2/1
* Battle 3: 6/4/0
* Battle 4: 6/3/2
* Battle 5: 8/0/0
* Battle 6: 7/4/2
* Battle 7: 9/6/0
* Battle 8: 9/5/3
* Battle 9: 11/8/5/3
* The active player (peacekeep) increase the
* 9 battles are
Peacekeeper marker by 1 if no battle was
fought.
started last round. If it is already at 3 for 2-4p (2
for 1-2p), then set the marker back to 1.
Discard the loweset battle card. All other
players discard 1 card.
* Every player, starting with Peacekeeper, must
take turns to either
1) Recruit troops: Draw 2 cards from recruiting
area or draw pile. No hand limit. Then discard 1
card onto recruiting area. If the recruiting area
is full (4 cards for 2-3p, 5 cards for 4+p), then
player must draw at least 1 card from there.
Player may in addition also either
a) Discard 1 dog cards and take a card from
Recruit area or draw pile.
b) Discard 2 dog cards and take any card from
the discard pile.
2) Cry Havoc: Take the Peacemaker marker
and set it to 6, indicating Havoc. Play at least 2
cards to begin the next battle. Other players
must play at least 2 cards to join the battle. If
they do not want to join, they draw 1 card each.
Players take turns to add cards until a
maximum of 6 cards are played. If a player
passed, he may not add cards again. Dogs=0
value. Highest hand wins. If tie, player with
least cards in hands wins. If tie, split points
rounding down.
* After battle, beginning with active player,
players can use Dog cards played during the
battle but not used as part of their ranking. He
can use 1 dog card to take any face-up card
into hand, or use 2 dog cards and take 1 nondog card from the discard pile. All played cards
are discarded.
* Winner of battle becomes the next active
player. Winner performs any action on battle
card.
* If necessary, refill recruit area to 3 cards from
draw pile.
* After the 8th battle, deal 2 more cards to each
player. Up to 2 dogs can be used to get 2 cards
from draw pile. Players play the best hand that
they can for the last battle.
D * colour 0,2,10 x value 0-8 (caesar, pompey,
crassus, 0=mob, 3,5,7=legion,
1,2,4,6,8=senator)
* colour 0,2,10 x 3 chips (consul makers)
* colour 8 x 3 chips (game scoring markers)
* colour 6 x 1 chip (dealer marker)
* Set aside 5 cards face-down, then deal 11
cards to each player.
* First player gets the dealer marker. Nondealer leads the hand.
* A player leads the trick and the other player
must follow suit if possible. Highest card wins,
ties are won by the first card. If it is a Mob, it is
a trump if the other card is from another suit.
Winner of trick leads the next trick.
* Cards played remain on the table face-up. If
there are 3 tricks of a colour, the hand ends.
Put the corresponding consul marker on the
table. This Triumvirate member has been
elected as consul.
* Player with most
VP wins.
* The hand ends if * A round ends
there are 3 tricks of when a leader has 3
the same colour.
consuls and
* Each player then becomes emperor.
optionally pledge a Pledges are
card by putting it
revealed, total the
face-down in front of rank of the legions
him.
of the same colour
* Pick up the played as the emperor.
cards and set-aside Player with highest
cards, deal to the
total wins a game
players even,
marker.
leaving only 3 cards * First player to get
face-down on the
2 game marker
table for the 2nd and wins.
subsquent hand.
* The dealer
alternates.
Betting/
3
Wagering,
Press Your Luck
6
* Deal 6 cards to each player.
S * poker 1-4 x 1-18 (balloon) cards
* poker 6 x 1,2,4,6,9,12,15,20,K (Clouds, K=25, * Place pawns on Cloud 1.
dice=2,2,2,3,3,3,4,4,0)
* joker x 4 (wild)
* dice x 4 (1-4 represents
red,orange,green,blue, 5-6 are blank)
* colour 0,2,4,6,8,10 x meeple (pawns)
* On a player's turn, he rolls dice equal to
Player who reaches
number shown on the current Cloud.
50pts first wins.
* Before rolling, all players except the acting
player decides whether to stay or jump out. If
they jump out, the score pts as shown on the
board.
* After the dice are rolled, the acting player
must play cards to match the dice. He must
play the cards if he has. He may play a Wild
card to replace all other cards to match the
dice. If he cannot match the dice, the balloon
crashes. A player cannot jump out unless he is
the last person in the balloon.
* If the balloon has no people, the player left of
active player becomes the next active player.
The signals the end of the round and all players
draw 1 card.
* If the balloon reaches Cloud 9, it goes back to
Cloud 1.
1120 Gloria Picktoria Alan Moon
Set Collection
2
5
S * colour 0-9 x value 1-9 (goods)
* 5 x joker (wild)
* colour 0-4 x K (doubler)
* colour 10 x value 1-10 (scoring card)
* 1 dice (fox)
* Shuffle the wild and goods cards together.
Reveal the top 3 cards. Then deal 4 cards
(wild+goods) to each player.
* Each player gets 1 doubler card. Remove the
remaining doubler cards.
* Shuffle the scoring cards with the wild/goods
cards to form the draw pile.
A player can perform 3 actions, the options are All scoring cards are * Player who has
(default 1 action unless specified)
drawn
most of a type of
1) take 1 out of 3 face up cards on the table
goods (include wild
and add to his hand. Replace the card taken
but not doubler)
from draw pile.
score 3 pts, 2nd
2) take top card of draw pile and add to his
most score 1 pt.
hand. It counts as 2 actions
* If only 1 player has
3) construct a treasure chest - show a card to
that goods type, he
all players and place it face-down. This is a
scores 4. If 2
treasure chest.
players tie for 1st
4) play a card face-up on one of his own
place, each gets 2
collections, either a treasure chest or an
points. The second
existing row of cards with same goods. Every
longest gets no
card in a collection must be of the same goods.
points.
Each player cannot have more than one of
* For doubler, score
each type of goods pile. The last player to add
is doubled for that
a card face up places the fox on that row of
collection.
cards.
* During 3rd scoring
5) move the fox to another of your own
period only, each
collection (1 action) or move it to any collection
player lose 2 pts for
of your left neighbour (2 actions). The fox may
every empty
only be moved once per turn.
treasure chest and
* The fox first goes to the last player who
1 pt for each card in
created a collection.
his hand.
* Player may pass the fox to any collection of
* Player with highest
the left neighbour after his turn is completed.
total score for the 3
He may do so even if he has moved the fox
scoring periods
within his collections during his turn.
wins.
* A doubler card can be added to a collection
with at least 1 good. No more cards can be
played to a goods pile after a doubler card has
been played there. A doubler can be used as a
treasure chest.
* When 4th scoring card is drawn, place in
separate stack and draw another card, then
perform a scoring. Similarly for 7th and 10th
scoring card drawn. If the scoring card is
revealed during a player's turn, his turn is
interrupted and he continues only after the
scoring is completed. For the 3rd scoring, the
game ends immediately after the scoring.
1122 David & Goliath Reinhard
Staupe
Trick-taking
3
6
R * poker 1-5 x value 1-18
* For 3/4/5/6 players, use 1-9/1-12/1-15/1-18
cards.
* Deal 15 to each player
* Each player must follow the colour if able to. All cards are played
* Last highest number goes to the player who
played the last lowest number. The rest goes to
the player who played the highest number.
* All captured cards are arranged, face-up and
visible
* Winner begins next trick.
1120 Cloud 9
Aaron
Weissblum
* If there is 1/2
cards of the colour,
the face value is
scored. Else, each
card is worth 1 pt.
* Player with highest
score wins.
1172 The Bucket
King
Stefan Dorra
Hand
Management
1193 Shanghaien
Roman Pelek, Dice Rolling, Set 2
Michael
Collection
Schacht
2
6
D * colour 0-9 x value 1-8,Q,K (Q=1, K=8)
* colour 0,2,4,6,8 x 18 chips (buckets)
* Deal 12 cards to each player, and 15 buckets * A player plays 1 to 3 cards of the same colour
(3 of each colour)
(must be same colour as previous player, if
* Player build a pyramid from the 15 buckets
there is) and draw a card. The total must be
higher than the previous player, if there is.
* If the bidding comes full circle, additional
cards can be added. If he is not able to or he
chooses not to, he loses a bucket of that colour
and begins a new round by discarding 1 to 3
cards and draw a card.
* If any bucket loses support (2 buckets
underneath), they are lost too. If you have to
lose a bucket which you do not have, choose
any other bucket.
* A player cannot have more than 1 pyramid,
thus if 2 pyramids are formed the player must
choose to keep only 1.
* The cards played are removed from game.
A player loses all
buckets (3-4
players), 2 players
loses all buckets (56 players)
Winner is the player
with most number of
buckets left (or the
height, or the last
man standing by
elimination variant)
S * colour 0-7 x dice value 1,2,3,3,4 (tavern
cards)
* 6 dice
* red,blue x 6 chips (to stand in as dice placed
next to the cards)
* Players pick 6 chips of same colour.
* A player can either
* Reveal 6 cards (tavern). The starting player
1) Roll and add dice, if you have at least 2 dice.
decides which card correspond to dice value 1. Roll 2 dice, choose 1 and put a marker next to
the corresponding tavern card. Remaining
markers indicate the dice that you have left.
2) Shanghai to end the round, if you have
placed at least 2 dice. If no dice added to a
card, it is removed from game. If only 1 player
die is placed, he gets the card. If there are dice
from both players, the player with more dice
wins .If tie, add the neighbouring dice values to
see who is higher. If still tie, remove the card
from game.
* Sort the cards obtained according to their
colour.
* A round ends
when all 6 cards
have been
distributed. The
player who chose to
Shanghai deals out
6 new cards, and
the other player
gets to go first in a
new round.
* Game ends after 8
rounds when draw
pile is empty.
* If both players
have sailors in a
nationality, the
player with stronger
Sailors removes his
sailors from game
and receives his
opponent's sailors.
If tied, remove all
the sailors of that
nationality.
* If only a player has
sailors from a
nation, he keeps his
cards.
* Players add their
Sailor values as VP,
player with most pts
wins.
1241 Neue Heimat
Klaus Zoch
Auction/Bidding 2
1254 Court of the
Medici
Richard James Hand
Management
2
5
D * colour 0,2,4,6,8,10 x value 1-6 (floor cubes)
* poker suit 1-5 x joker (special cubes – mayor,
cancel, building permit 1,2,3)
* 6 dice (cubes to indicate owner of colour)
* colour 11 x dice value 1,1,2,2,3,3,4,4,5,5,6,6
(rooftops with number)
* colour 9 x 5 cards (rooftops without number)
* 60 non black chips (cheque)
* imaginary 3 column x 10 row board (1 st
column - 1st and 7th space with white fence, 2nd
column - 3rd and 5th space with white fence, 3rd
column - 2nd space with white fence. Use black
chips to indicate these spaces)
* Random reveal 24 floor cubes and put them in * A player chooses a cube or rooftop and holds * When 2 rows are
a 3 x 8 layout. The remaining floor cubes are
an auction. Other players take turns to bid.
completed, OR all
out of the game.
Each player can only bid once.
roofs are used, OR
* Remove 5 rooftops randomly face down from * Once the highest bidder is determined, the
all 24 floor cubes
the game. Put the rest face down next to the
player can either get the bid money, or play the are used and all
board.
bid money to the bidder instead and get the
have roofs.
* Put the special cubes face up.
piece. Then the next player picks a piece and
* Each player gets 12 cheques.
starts an auction.
* Floor cubes can only be taken from each of of
the rows (total 6 possible cubes). Rooftops can
only be auctioned if there are houses without
roof. A rooftop without number has value 0. The
floor cubes can be placed starting from the
bottom of the board, without gaps within the
column. A floor cube can only be placed on
another floor cube with a higher number. Once
there are 4 houses in a column and they all
have roofs, it is considered to be complete. The
building permit can extend or decrease the
maximum number of houses at that column.
The cancel cube nullifies the building permit.
* The player who gets the rooftop or floor cube
must immediately place it on the board. The
special cubes or mayor can be placed or
removed from game.
* The player who places the first floor cube of a
new colour gets the corresponding owner
indicator cube. A player can own more than 1 or
0 colour.
* At the beginning of the turn, a player may
store a cheque. He may not use it again, but it
is worth 1 point at the end of the game.
* Only the player
owning the topmost
level scores for
each house. The
total is the number
of pips on every
floor cube, plus any
roof.
* All houses in
completed columns
score positive. All
houses in
incomplete columns
score negative.
* For the column
with the mayor, the
score is doubled –
can be positive or
negative.
* Total points from
the houses plus the
stored cheques is
the final score.
Player with highest
score wins.
R * colour 0,1,6,7 x value 1-10,J,Q(1=Ladies-inWaiting rank1, J=Jester rank 1-10, Q=Ministers
rank 0)
* colour 0,6 x value K (Duke rank 15)
* Each player gets a set of 25 cards.
* Deal 4 cards from your deck and place faceup in the middle of the table (inner court).
* Draw 5 cards from your deck.
* Add value of all your nobles at the inner court.
Jester is worth 1 pt. Player with highest total go
first. If tie, flip a coin.
* Add the values of
all nobles in play.
Player with highest
total wins. If tie,
player with most
nobles wins. If tie, it
is a draw.
* A player must play a card. He can either
1) Send a noble to court. Play a card to your
outer court, away from the inner court.
2) Build an alliance. Place a card on top of any
card or stack of cards on the table.
3) Conspire. Place a card on top of any card or
stack of cards on the table, then eliminate any
other card or alliance whose value equal the
total value of the cards in your conspiracy.
Place those cards in discard piles of their
respective houses.
4) Plan for the future, if there is card left in your
draw pile. Place a card face-down at bottom of
your deck. If both players play this
consecutively 3 times in a row, the game is a
draw.
* After playing a card, draw a card. If you draw
the last card from your deck, reveal to your
opponent. You may not play a noble greater
than this noble.
* Jester: Determine a value from 1-10 when it is
played. Whenever a noble is played, that player
can set new values for any Jester in play.
* Lady-in-Waiting: If it is used to build an
alliance, separate all the nobles from each
other.
* Minister: If it is used to add to an alliance with
2 or more nobles, these nobles are discarded
except the Minister.
* When either
player cannot play a
card, or a House no
longer has a noble
in the inner court.
1292 Coyote
Spartaco
Albertarelli
Bluffing,
Deduction
2
6
R * colour 0-2 x value 0,J (0=0, J=10)
* colour 0-3 x value 1-5
* colour 0-1 x value Q (J=15)
* colour 0 x value K (K=20)
* colour 10-11 x value 5 (minus 5)
* colour 10 x value J (minus 10)
* Each player draws a card but without looking
it, puts it facing outwards, either holding it or
putting on his forehead.
* A player take turns to declare the total value * A player is
* Last remaining
of all cards. The next player must increase the eliminated if he has player wins.
bid or “call” by saying “Coyote”. If someone
3 penalty tokens.
calls the bid, all cards are revealed and the
values are totaled. If value is equal or higher
than the last bid, the challenger loses. Else, the
active player wins. Loser gets a penalty token.
1316 Take 5!
Wolfgang
Kramer
Hand
Management
2
6
R * sequence 1-100
player/hand/on table
2/14/7
3/12/9
4/12/12
5/12/15
6/10/15
A player can
All cards in hand
* Place 1-3 cards on any of the rows
are played
* If the 5th card on a row is placed, player has
to collect the row
* 1 "+5" and 1 "x2" card can be put on each
row. They do not count towards the 5 card total
* default=1green, ?
2=2green, ?
5=2red, ?0=3red, ??
=5red
* +5 first, then x2
1319 Rummikub
Ephraim
Hertzano
Set Collection
1-Jan
3-Jan
R * poker suit 1-4 x values 1-K (number card)
* 2 x joker (wild card)
* Deal 14 cards to each player from draw pile.
* A group is >=3 cards of same value diff suit, a A player clears all
run is >=3 cards of consecutive numbers same his cards.
suit
* A player needs to open game by making a
group and/or run, totalling 30 points. If not, he
draws a card and end turn.
* After opening, a player must either
1) Play >=1 card on groups or runs on the table.
2) Draw a card.
* Manipulation of cards on the table is allowed
as long as legitamate groups or runs remain on
the table
* If manipulation fails within a time limit, player
gets 3 cards as penalty
* Wild cards can be replaced with a number
card, and wild card retrieved to be used within
the same turn.
Each player totals
all numbers in their
leftover cards (wild
cards are 30). This
score is negative.
Winner gets positive
total of all other
players' scores.
1320 Corsari
Leo Colovini
Set Collection
2
4
R * colour 0-9 x value 1-11
* Deal 12 to each player
* Deal 7/8/9 cards face up in a column for 2/3/4
players
* These cards are the Tavern, top-most card is
the Tavern colour
* Reveal top card from draw pile as discard pile.
* A player must either draw card from draw pile,
discard pile or top most Tavern card and put
into his hand.
* Then he discard 1 card face up into the
discard pile.
A player sets sail: Any player with
Discard 1 card
more total value
face-down (after
than ending player
drawing a card),
records the value as
divide the rest into penalty pts. When
prisoners (Tavern less or equal,
colour), crew (diff
subtract 10 from the
numbers, at most 2 total value then
colours), stowaways record the result as
(total value). Other penalty pts. His
players do the
stowaway cards go
same, but before
to the ending player.
that they can add to * If ending player
the ending player
has less than all
crew of the ssame 2 other players, he
colours (same
has no penalty.
player cannot add Else, he has 10
same number, but penalty pts plus his
different players can stowaway and those
add same number) received from
* The player who
others as penalty
drew the last card pts.
from the draw pile * A player is out of
must set sail
the game once he
immediately.
has >100 penalty
* When the last card points. Last player
from Tavern is
remaining wins.
drawn, the hand
* If a player sets sail
ends and is not
without any
scored.
stowaways, he
instantly wins! For
tie, the ending
player wins.
1322 Nicht die
Bohne!
Simultaneous
Action
Selection,
Trading
3
6
D * colour 0,2,4,6 x value 1-10 (common)
* colour 0-7 x value J (-)
* colour 0,2,4,6 x value Q (-)
* colour 0,2,4,6 x value K (x2)
* poker 1-4 x joker (niche die bohne)
* 1 chip (bean chip)
* Deal all cards evenly
* A player places Bean chip on top of a face-up All 60 cards have
card from his hand.
been taken.
* Other players choose a card and place it facedown. Then all cards are face-up at the same
time.
* The player who placed the bean chip chooses
any other card other than the bean chip card
and place it face up in his score area. The
player of just taken card does the same.
* The last player gets the Bean chip card and
Bean chip. He then starts the next round.
* Sum the total for
each colour.
* 1 or 3 minus turns
the colour to
negative, 2 or 4
minus positive.
* X2 double the
score for that
colour.
* Niche die bohne
will cause that
colour to be 0.
* Add the scores for
the colours
together. Highest
score wins
1337 Kakerlakenpok Jacques
er
Zeimet
Hand
Management,
Set Collection
2
6
R * colour 0-7 x value 1-8
* Deal all cards to all players.
A player chooses 1 card of a colour and pass
to any player, stating the colour.
That player can either
1) Accept the card: Declare true or false. If
believe or doubt correctly, 1st player takes back
his cards and place it face-up. If believe or
doubt wrongly, player takes the cards and place
it face-up.
2) Pass the card on: Peak at the card, then
pass to another player. 2nd player must also
state a colour. 3rd player has 2 options again.
Passing can be done until card is passed to
every player once. Last player only has option
1.
* Whoever ends up laying the card face-up
starts the next round.
* A player has 4
cards of same
colour in front of
him.
* A player has no
more cards in his
hand to start a
round.
Player with 4 cards
of same colour in
front of him or no
cards in hand to
start a round loses.
1347 Njet
Hand
Management,
Trick-taking
3
4
D * colour 0,2,4,6 x 0-9 (common cards, 0=1)
* 15 black chips (Njet stones)
* red,orange,green,blue x 1 chip (character)
* colour 0,2,4,6 x J,Q,K (to form board for start
player, trumps, supertrumps)
* colour 10 x value 1-4 (to form board for
number of points)
* colour 11 x value 1-2 (to form board for laying
cards)
* joker (to form board for laying cards)
* Form the board.
1st row shows the starting player 4 colours.
Starting player chooses a partner (may choose,
for 3p game).
2nd row shows the number of laying cards 0,1,2.
Put these cards aside face-down before round
starts.
3rd row shows the trump.
4th row shows supertrump. 1s are supertrumps
but count as lowest cards in their colours.
5th row shows number of points per trick/booty
1,2,3,4.
* Each player gets a character chip.
* Deal 10 cards to all players.
* For 3p, remove the 2s. Each player gets 12
cards.
* The game is played in 2 phases.
* Njet phase: Each player take turns to place
the stones on the board, until there is 1 left for
each row.
* Trick-taking phase: Players must follow suit if
possible. If both 1s are played, the second 1 is
higher. Winner leads the next trick. Tricks won
are kept face-down.
* Booty cards are 1s. Each capture 1 is kept
face-up.
* Round ends when * Count the number
all cards are played. of tricks and booty,
* Player left of
then multiple by the
previous dealer
points number
starts the next
shown at the 5th
round.
row.
* Game ends after 8 * Player with most
rounds (6 rounds for points wins.
3p).
* For 3p game,
single player
doubles his score.
Horst-Rainer
Stefan Dorra
1356 Rook
George S.
Auction/Bidding, 2
Parker, Grace Card Drafting,
Parker
Hand
Management,
Partnerships,
Trick-taking
6
R * poker 1-4 x 1-14
* joker (rook bird card)
* Original game is for 4 players, 2 vs 2 game.
* Remove the 1,2,3,4, and add the rook bird
card for 41 cards total.
* Deal the cards to the players as well as to a
nest. Once the nest has 5 face-down cards,
stop dealing cards to it.
* For 5/6 players, do not use Rook bird card.
Deal 6/2 cards for the nest. 150 pts wins the
game. Minimum bid is 30pts, max is 100pts.
* For 2/3 players, remove 1,2,3 and add Rook
bird card. Deal 12 to each player (dummy for 2
player, half the cards for dummy face-up). For
the remaining 8 cards, put 5 in nest and the
other 3 out of the game. 300 pts win the game.
Minimum bid is 50, max is 100. The winner of
the bid plays for himselft. The other 2 players
(or 1 player 1 dummy) are partners. The
dummy cards are face-up, where the other
player controls what to play.
* Each player bid for the points that he thinks
* Round ends when * First team to reach
his team can win. Only Counters score pots.
all cards are played. 300 pts wins.
The value/pts are 5=5pts, 10=10pts, 14=10pts, * Play until a team
Rook=20pts.
reaches 300 pts.
* If the team bid but fail to equal or higher the
bid, they lose pts equal to the bid. If they get
higher, they get all the pts from their Counters.
If the team did not bid successfully, they still get
pts for their Counters.
* Players start to bid at 70 pts to decided the
trump colour. Highest possible is 120. Players
bid in increments of 5. Players who passed
cannot bid again.
* Highest bidder announces the trump colour
and adds the 5 cards into his hand, then
discards 5 cards face-down back into the nest.
The person who wins the last trick gets these 5
cards.
* Player left of dealer starts the first trick. Rook
bird takes the trick. If Rook bird card is led,
other players must play a trump if possible. If a
trump colour is led and you have no trump
cards, you must play the Rook bird.
* Tricks won are kept face-down. Winner of trick
leads the next trick.
1357 Cheeky
Monkey
Reina Knizia
Press Your
Luck, Set
Collection
2
6
R * colour 3 x value 1-3 (elephant)
* colour 4 x value 1-4 (walrus)
* colour 5 x value 1-5 (giraffe)
* colour 6 x value 1-6 (zebra)
* colour 7 x value 1-7 (kangaroo)
* colour 8 x value 1-8 (wild pig)
* colour 9 x value 1-9 (hyena)
* colour 10 x value 1-10 (cheeky monkey)
* A player reveals a card from the draw pile. He * Draw pile is used
can reveal as many as he wants. If he gets the up.
same animal twice, all cards go back to the
draw pile.
* If he stops, he puts his animal cards stack is a
pile, in his preferred order.
* If he draws an animal that matches the top
card of another player's stack, he can get that
player's animal and add to your own cards
drawn this turn.
* If he draws a monkey, he can
1) Claim any matching top card from another
player's stack.
2) Swap the monkey with any animal on top of
another player's stack.
* If all the revealed animal cards are the same
kind, he can secure the herd by ending his turn
and putting all his cards at the bottom of his
stack.
* Players score 1 pt
for each animal.
* If he has the most
of an animal, he
gets the bonus pts
equal to
corresponding value
of each animal.
1359 Get Bit
Dave Chalker
Hand
4
Management,
Simultaneous
Action Selection
6
D * colour 0,2,4,6,8 x value 1-7 (common cards) * For 5/4 players, remove the numbers 7/7+6
* joker (Shark card)
from the common cards.
* 4 x red,orange,green,blue,violet chips (limbs) * Each player chooses a colour and gets all
cards of that colour.
* Stack 4 chips of the same colour to represent
each player with limbs.
* Place each stack in front of the shark.
* During each round, there are 3 phases.
* 2 players left.
Phase 1: Each player chooses and reveals a
card at the same time on the table.
Phase 2: Players with cards that tie do not
move. Players with the lowest move their stack
to the front of the line (furthest from the shark).
Then the 2nd lowest move and so on.
Phase 3: The player nearest to the shark loses
a limb. Remove a chip. If he has no more limbs,
he is out of the game. Else, he moves to the
front of the line. He picks all the cards he has
played and put back to hand. If any player has
2 or less cards in hand, he also picks the cards
he has played into hand.
* Player furthest
from the shark wins.
1455 Crazy Chicken Michael
Schacht
Hand
Management,
Set Collection
2
R * colour 0-9 x value 5,Joker (value 20)
* colour 0-8 x value 4,0 (value 18)
* colour 0-7 x value 3,K (value 16)
* colour 0-6 x value 2,Q (value 14)
* colour 0-5 x value 1,J (value 12)
* colour 0-5 x value 6 (value 6)
* colour 0-6 x value 7 (value 7)
* colour 0-7 x value 8 (value 8)
* colour 0-8 x value 9 (value 9)
* Deal 3 cards to each player, the rest in 2 face- 1) Player draw 2 cards from 2 different piles,
down pile of equal height. 2 discard piles space either from draw piles or discard piles.
between these 2 piles
2) Then lay >= 2 card face-up of same type in
front of themselves OR discard 1 card. There
cannot be groups of cards with same type in
play. Player must lay more cards than an
existing played set of same type. If player do
so, opponent with less card discards laid cards
from that type onto one of the 2 discard piles.
* When the players discard a card, 1st card
goes to 1st discard pile, 2nd card goes to 2nd
discard pile. If there are 2 discard piles, then
the player can choose which pile to discard to.
* A player may not add to his own existing sets.
However, he may discard a set and play a
similar set of higher card count.
1 player has played
6 different types, or
both played 9
different types in
total, or only 1 draw
pile left (discard
piles ignored)
1463 Pick and Pack Simon Hunt
Abstract
Strategy
2
R * colour 0-4 x dice value 1 x 10 copies (apple
trays)
* colour 0-4 x dice value 2 x 8 copies
* colour 0-4 x dice value 3 x 7 copies
* colour 0-4 x dice value 4 x 6 copies
* colour 0-4 x dice value 5 x 4 copies
* colour 0-4 x dice value 6 x 1 copies
* colour 8,9 x value 1-6 (action tiles)
* colour 10,11 x value 1-6 (action tiles)
* Deal the apple trays face-up to form a 6x6
grid.
* Place the grabber on the 6 apples card.
* The players sit at right angles to each other.
One controls the columns, one controls the
rows.
* Place the 12 action tiles face-up at 6 spaces
above and 6 space below the 6x6 grid. There
are eventually 2 action tiles per column.
* Each player also has 4 crate spaces in front
him to place apple trays.
* A player cannot
* Total all the
move to any square, apples, including
or a player has used Premium and
all his premium and Wholesale effects.
wholesale tiles.
Highest score wins.
1475 Relationship
Tightrope
Reina Knizia
Hand
3
Management,
Simultaneous
Action
Selection, Tricktaking
1531 Ka-Ching!
Horst-Rainer, Auction/Bidding, 2
Klaus Palesch Set Collection
5
* A player can move the grabber horizontal to
any of the 5 other spaces. If he lands on an
apple tray, he gets the apple card and place it
in his crate with the few trays. If tied, he can
choose.
* If he stops over an empty square (only
possible if he has at least 1 action tile in that
column), he can use an action tile in that row.
* The action tiles are as follows
1) Premium: Put this tile on top of any crates.
No further trays may be added. Each apple is
worth 2 pts instead of 1 pt.
2) Wholesale: Put this tile on any of opponent's
crate. That crate's total is halved (rounded
down).
3) Quality Control: Steal 1 topmost apple tray
from any opponent's crate and place it on one
of his own crates.
4) Order Mix-up: Swap 1 topmost apple tray
with opponent.
5) Malfunction: Flip over any apple tray or
action token on the board.
6) Rush order: Put in a location next to your
crates. Discard this action token at any time to
move the grabber again.
D * sequence 1-50 (common)
* Deal 9 common cards to each player.
* colour 10 x value 1-9 (relationship)
* Shuffle the relationship and forgiveness cards
* colour 6 x value K (blue forgiveness, value 0) together to form a relationship pile.
* colour 0 x value Q (red forgiveness, value 0)
* 25 x red chips (balance)
* 25 x blue chips (balance)
* Reveal a card face-up from relationship pile. All 9 relationship
* Each player takes turn to play a card. Highest cards are played.
gets blue chips equal to relationship value
number, lowest gets red chips equal to
relationship value number. Player then returns
any pairs of blue and pink chips that he has.
* When blue or red forgiveness card is
revealed, reveal the next card. Either blue or
red (same colour as the revealed card) chips
will not obtained for this trick (value 0).
* Whoever played the highest card begins the
next trick.
R * poker suit 1-5 x value 2,3
* colour 0,2,4,6,8 x value 4,5,6 (point card)
* 2 x joker (wild value 2)
* colour 0-9 x value J ($1 cash card)
* colour 0-4 x value Q ($2 cash card)
* colour 0-5 x value K ($5 cash card)
* colour 0-7 x value 10 ($10 cash card)
A player must either
* Buy 1 card (any last free-lying card) by paying
the number on the Point card, then place it
face-up in front of him.
* Sell 2 cards of same colour and get money by
mutiplying the 2 Point card values. Place these
cards face down out of the game. Player may
sell together with a wild card with value 2.
* Deal the Point cards face-up in 5 columns
with 7 cards in each column, overlapping.
* Each player gets a Joker face-up in front of
him, and 5x$1, 1x$5, 1x$10 in hand.
* Add the value of
each chicken in
player's own area.
* Player with highest
score wins.
1 red or blue chip is
1 pt. Lowest pt wins.
If the score is 0 for
current round,
player can change
the score of a
previous round to 0.
Play as many
rounds as there are
players.
Only 2 columns left. Total money earned
Each player may
sell 2 cards of same
colour one last time.
1546 Rat-a-Tat Cat
Ann Stambler, Card Drafting,
Monty
Memory, Set
Stambler
Collection
2
6
R * poker suit 1-4 x value 0-8
* colour 0-8 x value 9
* colour 0-8 x value J (swap)
* colour 0-6 x value Q (peek)
* colour 0-4 x value K (draw 2)
* Deal 4 to each player, who place them facedown in a line
* Reveal a card face up from draw pile as the
discard pile
* Peek at the 2 outer cards once
* A player must either
1) Replace the top discard card with one of his
cards
2) Draw a card from draw pile and use it to
replace one of this cards, or use it if it is a
Power card, or discard it
* Peek: See one of your cards
* Swap: May swap a card with another player
* Draw two: Allowed to draw twice, if the 1 st
draw is discarded.
A player saying "rat- Add all values on 4
a-tat cat". Other
cards. The lowest
players have one
score wins.
last turn, then all
players turn over
their cards. Replace
Power cards by
replacing from draw
pile.
1554 Knights of
Charlemagne
Reiner Knizia
Hand
Management,
Partnerships,
Set Collection
2
4
D * poker suit 1-5 x value 1-5 (common)
* 10 x black chips (treasure)
* 1+2+3+4+5 x black chips (manor estate,
stacked chips)
* 1 x red, 1 x yellow, 1 x green, 1 x blue, 1 x
violet (cities estate)
* 1 x violet chip (cathedral)
* Estate in 1st row (left-to-right numbers 1-5,
then the 5 colours), then treasure in 2nd row
below. One treasure corresponding to each
estate.
* Cathedral at the extreme left
* Discard 2 randomly (unseen) from draw pile,
then deal 8 cards to each player.
A player must
All deck and hand
* places a card with same number or colour as depleted
an estate tile next to it
* draw a card
1557 Too Many
Cooks
Reina Knizia
Hand
Management,
Set Collection
2
5
D * colour 2,4,6 x dice value
1,1,2,2,3,3,4,4,5,5,6,6 (Pea, Onion, Mushroom,
6=0)
* colour 3,5,6 x dice value 0 (0 Boil over)
* poker 2,3,4 (pea, onion, mushroom value 10)
* colour 0 x dice value 1,1,2,2,3,3,4,4,5,5 (chilli)
* colour 1,3,5,7,10 x dice value 1-5 (menus,
black – no soup today)
* 125 chips
* Each player gets 5 chips and a set of 5
different menus in front of him.
* Deal all cards to each player.
* Each player chooses a menu, then the round
starts. Play 5 rounds, so every menu has to be
used.
* A player plays a card, then announce the total
value of all cards played so far. A 10 played as
first card is a 0.
* If a Pea, French Onion or Mushroom card is
played, players must follow suit. If a Chilli card
is played, this restriction is lifted.
* A 0 Boil Over! card resets the total to 0.
* When a player's card brings the total to 10 or
more, he wins the trick and keeps all the cards
face-down. He begins the next trick.
* Score from 1 to
last colour.
* Player with most
knights get the
estate, the 2nd gets
the treasure.
* For 2 player tie,
each tile scores 1.
For 3 player tie,
nobody scores.
* First player to win
2 estate wins the
cathedral.
* Player with highest
score wins. If tie,
player with least
estate tiles wins.
* A round ends
* For Pea soup
when a player
menu, 1 Pea card=1
needs to play a card chip, 1 chilli card=
but has no cards left -1 chip. Same for
to play. Players
Mushroom and
discard their hands French Onion.
and do scoring.
* For chili, 1 Chilli=1
chip, 1 small 0= -1
chip.
* For no soup today,
he gets 5 chips, and
loses 1 chip per
card he has.
* Play for 5 rounds.
Player with most
chips wins.
1561 Die Fugger
Klaus-Jurgen
Wrede
Commodity
Speculation
2
4
D * colour 0,2,4,6,8 x value 1-9 (goods cards –
copper, fabric, wine, spices, jewels)
* colour 10 x value 1-9 (price card, 8 and 9
have royal seals)
* colour 0,2,4,6,8 x 1 chip (price marker)
* joker 1-4 (merchants)
* 1 face-down card (Jacob the Rich)
* Shuffle the goods and merchants. Deal 2
goods card to Jacob face-up.
* Deal 4 to each player.
* Arrange the price cards in a circle, 1-9.
* Place the price markers at 5.
1568 It's Alive
Yehuda
Berlinger
Auction/Bidding, 2
Set Collection
5
D * colour 0,1,2,3 x dice value 2,3,4,4,5,6 (body * Each player gets 12 coins.
parts, cost 2,3,4,5,6)
* All coins and cards bought are hidden from
* colour 6,7,8,9 x dice value 1,2,2,3,3,4 (body other players' view.
parts +4, cost 5,6,6,7,7,8)
* colour 10,11 x dice value 4,4,4,6,6,6 (villager
uprising)
* colour 4,5 x dice value 5,5,5,6,6,6 (coffin +4,
cost 9,10)
* 80 chips (coins)
* A player can either
1) Draw a card, if you have 4 or less.
2) Lay a card face-up in front of you, either
goods or merchant.
3) Lay a card face-down, only once per round
and only in the first 2 rounds. Jacob gets 1
goods card face-up.
* Round ends when * Highest 3 goods
5 cards of a goods go up in price by
type are in play.
how many there
* Players score
are. Last 2 goods
points. Then each drop by 1 value.
player draws 2
Anything that goes
cards. If you have a above 9 ends at 1.
merchant played,
Cannot go below 1.
draw 2, 2 merchants If tie for 3rd place, all
draw 5. Then
go up.
discard the
* Players score
merchants.
based on the value
* Deal 2 goods card of goods they have
face-up to Jacob,
in front of them.
and new round
Goods with royal
starts.
seals score double,
* Game ends when provided there is 3
a player has more or less such goods
than 100 florins.
on the table. Then
all goods are
discarded.
* When game ends,
everyone scores
their face-down
cards, double their
value. Player with
most florins wins.
* Reveal a card from draw pile or from a
* A player has one
graveyard. If it is from graveyard, the player has of each body part.
to pay coins and/or tiles that are equal or higher
in value than the chosen card. Tiles spent are
put into their respectively player's graveyard. A
player can do one of 3 things
1) Buy the card by paying to the bank. Put the
card into hand.
2) Put the card for auction. Player makes the
first bid. Other players in clockwise direction
may bid higher or pass. If player wins, he pays
the bank and gets the card. If another player
wins, he pays the active player and gets the
card.
3) Sell the card to the bank for half the cost,
rounded down.
* If a villager uprising card is revealed, player
needs to pay coins and/or tiles equal or higher
than the cost. He keeps the card, which can be
used to pay for future cards. In these cases, the
card is put out of game instead of to the
graveyard. He then continues his turn by
selecting a tile. If another uprising is revealed, it
is ignored and shuffled back at the end of his
turn.
* Add the value of
the body parts (one
for each part only),
plus coins (may not
exceed half of their
body part total), plus
5 for the player who
ends the game.
Highest score wins.
1593 Pecking Order Richard
Garfield
1630 Siam
Auction/
2
Bidding, RockPaper-Scisscors
Didier Dhorbait Abstract
Strategy
1632 Zooloretto Mini Michael
Schacht
2
Set Collection, 2
Tile Placement
5
R * colour 0,2 x value 1-13 (13=jaguar)
* poker suit x value 1,2,3,4,5,6,7,8,8,9,10
(perch)
* Each player gets his deck of 13 cards and
shuffles to form a draw pile.
* Put the perch in sequence in a row.
* A player must draw and play a card face-down * All players have
at any of the perch on his side.
played their cards
* If there is another card on the opposite side, and challenges
the active player is the attacker. Defender
resolved.
reveals his card, attacker reveals who is the
winner. Higher value wins. If tie, attacker wins.
Remove losing card from the game.
* If a player takes control of the vision roof
perch (3), he may look at an opponent's facedown card, leaving it face-down.
* If a player takes control of the tie breaker
perch (1), he wins all ties.
* Whenever an attack involves a jaguar, both
the jaguar and the bird are removed from
game.
D * red, blue chips x 5 chips (elephants, rhino)
* black x 3 chips (rocks)
* cardback (to form 5x5 board)
* Each player takes the 5 elephants or rhinos.
* Form a 5x5 board. Place the 3 rocks
horizontally in the center.
* A player can either
1) Place an animal on the board, at any of the
edge squares, facing any direction.. If it is
occupied, then your animal pushes the
animal/rock towards the center of the board,
and your animal faces the direction it is
pushing.
2) Move an animal orthogonally 1 space, move
an animal orthogonally 1 space and rotate it, or
simply rotate it.
3) Remove one or your animals from the edge
squares.
4) Push all the animals and rocks in front of
where your animal is facing 1 space. Any
animals facing the opposite direction in that line
cancels the strength of animals in same
direction as your pushing animal. Each rock
needs 1 strength to push.
* Animals pushed off the board can be used
again.
* If a rock is pushed off the board, the player
whose animal is orthogonally nearest to the
rock and is facing the rock wins.
R * colour 0-6 x value 1-10,J (animal tiles, 7 kinds
– meerkat, giraffe, impala, llama, rhinoceros,
ostrich, wolf, dice value 1=fertile male, dice
value 2=fertile female)
* colour 0-6 x value Q,K (offspring animal tiles)
* colour 8,10,11 x value 1-3 (landscape tiles,
8=pond, 10=cliff, 11=shrub)
* joker x 5 (trucks)
* For 4/3/2 players, remove 1/2/3 animal types. * A player can either
* A round ends
* Shuffle the animal and landscape tiles
1) Add an animal to a truck: Draw and place it when all trucks are
together. Draw 15 cards face-down and put
face-up next to a truck.
taken.
them aside. They will be used near the end of 2) Take a truck and all its animal tiles. Place the * Return all trucks to
the game.
animals into your zoo. Each enclosure only
the table, and
* Offspring tiles are placed aside.
allows 1 type of animal, but landscape tiles can another round
* Each player has 3 empty enclosures that can be placed anywhere. Additional animals are
begins.
keep 6 animals each, and 1 barn.
placed in the barn.
* End game is
* Use as many trucks as players. Each truck
* A fertile male and female animal will
triggered when the
can only contain 3 animals.
immediately produce 1 Offspring. Add an
draw pile is empty
* For 2p, use 3 trucks (use poker suit 1-3). They Offspring to your enclosure.
and tiles from the
can contain 1,2,3 animals. After the 2 trucks are * If you fill your last space in your enclosure,
last 15 cards
rd
picked, the animals on the 3 truck are
you may either discard a tile from your barn, or (placed aside during
removed from game.
take a tile from a neighbour's barn and place in the start) are used.
your zoo.
This signals the last
round.
* Players add up all
the perches they
control. 19 pts if
they control both
perch 8.
* Play 4 rounds.
Highest score wins.
* A player pushes a * Player who
rock off with an
pushes the rock off
animal next to the wins.
rock and facing it.
* Players get pts for
their animals in
each enclosure
(6=12pts, 5=8pts,
4=4pts, 3=3pts,
2=2pts, 1=1pts).
* Each type of
landscape earns 2
pts
* Each type of
animal and
landscape in your
loses 2 pts.
* Highest score is
the winner.
Auction/Bidding, 3
Hand
Management,
Trick-taking
1660 Ninety-nine
David Parlett
1665 King's
Breakfast
Alan R. Moon, Card Drafting,
Aaron
Set Collection
Weissblum
3
1683 Schafkopf
Uncredited
Auction/
Bidding,
Partnerships,
Trick-taking
1686 Phoenix
Zach
Greenvoss,
Amanda
Greenvoss
Hand
Management,
Pattern
Recognition
R * colour 0,2,4 x value 6-10,J,Q,K,A (common
cards)
* Deal 12 cards to each player.
* Player left of dealer starts the trick. Player
* All 11 tricks are
* Players put 3 cards face-down as bid-cards, must follow suit. Winner of trick leads the next. played.
using their suits to represent how many of the 9
tricks they will win. Diamonds=0, Spades=1,
Hearts=2, Clubs=3. Only the suits matter in the
bidding, not the ranks.
* A player may offer to Declare by turning his
bid-cards face-up. For higher bonus, he may
offer to Reveal by revealing his hand face-up.
Only 1 player may declare or reveal. Declare
has priority over declare. Priority goes to the
start player left of the dealer, in clockwise
direction.
* First deal is always no trump. Subsequently,
the trump suit is based on the previous deal
results. Clubs is trump is 3 succeeded in
meeting their bid, hearts if 2, spades if 1 and
diamonds if none.
* 1 pt for each trick.
* If meet the bid, 10
pts if all 3 succeed,
20 if 2 succeed and
30 if only 1
succeeds.
* 30 pts for
declaring, 60 pts for
revealing.
* Play 9 deals,
player with highest
score wins.
R * poker suit 1-6 x 1-15 (6 types of common dish * Deal twice as many cards as players on the
cards)
table face-up. Group them according to dishes.
* poker suit 1-6 x K,K (7th type of dish)
Emerald cards are placed next to the dishes.
* colour suit 0-2 x Q (7th type of dish)
* joker x 5 (emerald)
* A player can either
* When not enough
1) Take all portions (cards) of the same dish
cards are in the
and put into hand.
draw pile to fill the
2) Take 1 card from draw pile and put into
table.
hand. If it is an Emerald card, he must use it
immediately or put it face-up next to the dishes.
3) Use Emerald to take 2 portions from any dish
from the king's place, when 1 or more Emerald
cards are on the table and at least 2 portion
cards. Remove all 3 cards from the game.
* Once all players have taken 1 action, the
remaining dishes are put into the king's place,
grouped by dishes. Emerald cards remain on
the table.
* In the new round, 2 cards are dealt to the
table for each player.
* Each player
discards all the
cards of a dish in
which he has more
than the king.
* For the remaining
cards, he scores
each card based on
the number of
portions of that dish
in the king's place.
* Highest score
wins. If tie, player
who discarded the
least card for having
more portion cards
than king wins.
4
R * colour 0,2,4,6 x 7-10,J,Q,K (7-9=0,
J=under=2, Q=over=3, K=4, A=11, 10=10)
* Deal all cards evenly to the 4 players.
* Heart is the trump suit.
* Starting player calls the Ace of non-trump suit
as his partner.
* Player left of dealer leads the first trick.
* The Over and Under are trump.
* The ranking of the cards are Over
(spades,hearts,clubs,diamonds), Under
(spades,hearts,clubs,diamonds), A,10,K,9,8,7.
* A player leads or follows a trick.
* All cards are
* Players must follow suit.
played.
* The called-Ace must be played when the suit
is led for the first time.
* Points are added
up, team with higher
points wins.
2
D * colour 0,2,4,6,8,10 x 5 chips (pawns)
* colour 0,2,4,6,8,10 x 1 chips (light spectrum
cubes)
* poker suit 3 x dice value 2,2,2,3,3,3,4,4,4
(move pawn)
* colour 6 x dice value 1,1,2 (move cube)
* colour 8 x value 1-5 (rotate end pawn)
* poker 1,2 x dice value
1,1,1,1,1,1,2,2,2,2,2,2,3,3,3,3,3,3,4,4,4,4,4,4
(switch pawn)
* colour 10 x value 1-10 (exchange pawn)
* Exact card distribution not known
* Randomly place the 6 cubes in a row.
* Each player draws and places 10 pawns and
place in a row near each player.
* Deal 5 cards to each player from the draw
pile.
* A player either
1) Play a card and perform its action.
2) Discard a card.
* He draws 1 card at end of turn.
* 5pts for first to
achieve the
arrangement.
* 4pts for having all
colours of the
spectrum
* 2/3/4 pts for
consecutive
sequence of 3/4/5
pawns of same
colour.
* Play 3 rounds,
highest score wins.
5
* A player achieves
the Cube sequence
with his pawns. It is
ok if he has missing
colours.
1693 Don
Micheal
Schacht
Auction/Bidding, 3
Set Collection
6
D * colour 0 x value 6-10 (district 1)
* colour 1 x value 1-5 (district 2)
* colour 2 x value 2,3,4,6,0 (district 3)
* colour 3 x value 2,4,7,9,0 (district 4)
* colour 4 x value 1,5,7,8,9 (district 5)
* colour 5 x value 1,3,5,6,8 (district 6)
* 72 chips
* Deal 12 chips to each player. This money
supply may be kept secret by the players.
* Reveal cards for auction. Number of cards are All cards are
1-2-3-1-2-3 etc
auctioned
* First player starts a bid (lowest bid is 0). Other
players either raise or drop out, until there is 1
winner.
* The money from the winning bid goes to all
players with a number having the last digit of
the winning bid amount. If the players have
equal number of cards of that number, then
money is evenly distributed. If a player has
more cards, then all money goes to him. If no
player has cards of that number, then divide
evenly rounded down. Remaining chips goes to
a pot, which is to be used in the next round of
distribution.
* Player is not allowed to place a bid with last
digit equal to any number on the cards he has.
If he does, he pays a chip to the pot and bids
another number.
* Winner becomes the next starting bidder
* A player may sell ONE of his districts at the
start of an auction round. Other players bid for
the district, and the player gets all the bid
money.
For each colour
district, cards/pts
1/1, 2/3, 3/6, 4/10,
5/15
Player with most
chips get 2 pts. If
tie, both get 2 pts.
* Player with most
points wins. If tie,
player with highest
sum of numbers on
their district cards
wins.
1703 Foppen
Friedemann
Friese
Trick-taking
3
6
D * poker suit 1 x value 2-16 (common)
* poker suit 2 x value 2-14 (common)
* poker suit 3 x value 2-20 (common)
* poker suit 4 x value 2-10 (common)
* colour 10 x value 1-4 (Ones)
* 6 x jokers (outline/offer)
* 1 black chip (marker)
* Each player gets a outline card.
* All cards are dealt equally to the players.
* Players must follow leading colour if possible. >= 1 players do not
* Winner with highest card in leading colour
have any cardsleft
wins the trick, and starts the next. Player who in hand.
played the lowest card of leading colour (if all
cards followed) or lowest non-leading colour
card recieves the marker and sits out next trick.
Played cards are put aside.
* 1s (ones) can be played even if player has a
card in led suit. 1s adopt the colour that was
led. It has a value of 1. If 1 is led, the next
colour that appear is the leading colour. If all 1s
are played, first player wins and last player
loses and gets the marker.
* Every player's number of cards is known.
* Players with cards
left in hand gets the
sum of their values
as -ve points.
* Player who ends
without cards get
+10 pts, provided
they are not holding
the marker.
* Player until
everyone has dealt
twice.
* Player with least
minus pts wins.
1710 Rage
Uncredited
Hand
Management,
Trick-taking
3
8
R * poker suit 1-6 x value 0-15
* 2 x joker
* colour 0-3 x value K (without trump)
* colour 4-7 x value K 4 (change trump)
* colour 0-2 x value Q (+5)
* colour 0-2 x value K (-5)
* Deal 10 cards to each player. Place the
remaining cards in a pile in the middle.
* For 2nd round, 9 cards are dealt and so on
until 10th round 1 card.
* Reveal a card and place next to pile. The
colour is the trump colour for current round
* A player bids or estimate how many tricks he
can win before starting the round. Note this
down.
A player must either
* Play a card following the leading suit
* Play card of non-leading suit if he has no
leading suit cards.
* Play an action card if he does not have a
colour of the colour that is led
* Tricks (include +/5 action cards)
equal to bid, score
10 points. Else, -5
points.
* Player with highest
score after 10
rounds wins.
* The first card of a trick may be a Action Card.
* The second card played in a trick begun with
a Action Card may be any other card. The first
color or Joker played will determine the suit of
the trick. If only Action Cards, not including
Jokers, are played, the first card played in the
round wins the trick.
* Without trump: Turn over the trump card in
the middle. No trump this round. Flip a new
trump card after this trick ends.
* Change trump: Immediately turn over a new
trump card. This is trump for current and future
rounds.
* Joker: Always the highest number for the last
player who played it. Colour can be chosen,
either trump or non-trump colour.
All cards played
1727 Dragonmaster G.W. Jerry
D'Arcey
3
4
* For 3 players, remove the value 1 and 2
D * colour 0,2,4,6 x 1-8 (common cards, Suits:
Warriors, Dragonlords, Nomads, Druids, Ranks: cards.
Fool, Baron, Count, Duke, Wizard, Prince,
* Deal the common cards such that each player
Queen, King)
has 8 cards.
* colour 10 x 1-5 (hand cards)
* Each player gets 100 crystals.
* 25 x violet (diamond - 20 crystal)
* 25 x green (emerald - 10 crystal)
* 25 x red (ruby - 5 crystal)
* 25 x blue chips (sapphire - 1 crystal)
* The Dragonmaster (dealer) chooses a hand
card, then starts the trick. Players must follow
suit if possible. Player with highest rank in lead
suit gets the trick. He leads the next trick.
* Once all cards are played, players pay the
Dragonmaster for the penalty cards or tricks
taken.
* Each round consist of 5 hands. For each
hand, all cards are played.
* The hands are
1) Dragonlords: Pay 1 per dragonlord card.
2) Wizards: Pay 2 per Wizard (value 5).
3) Prince of Warriors: Pay 8.
4) First or Last: 4 for last trick, 4 for first trick.
5) Staff of Power: All of the above hands.
1750 Sneaks and
Snitches
Vlaada Chvatil Set Collection, 2
Simultaneous
Action Selection
5
D * colour 0,2,4,6 x dice value 2,3,3,4,4,5,6 (loot
cards)
* colour 0,2,4,6 x dice value 0,0,1,1,2,5,6
(secret stash cards, 0/1/2/5=1 item,
6=compromising document)
* joker x 4 (secret stash, collection)
* poker 5 x dice value 1,1,2,2,3,3 (secret stash
cards, 1=blank check, safecracking, intrigues)
* colour 11 x dice value 1,1,2,3 (secret stash
special item, 3=1 VP)
* colour 10 x value 1-8 (location cards)
* colour 1,3,5,7 x value 1-8,K (player cards,
K=boss)
* red,orange,green,blue x 25 chips (tokens)
* Lay the 8 locations in a row sequential. Each
location is represented by its card value.
* Each player gets 3 random tokens, and also a
set of player cards.
* Deal 1 loot card next to each location.
* Every player decides simultaneously which
* Not enough loot
location to put a sneak (thief) and another (can cards to replenish
be same) location to put a snitch (cop). He
all the locations.
places a player card with the corresponding
location number on top of his boss to act as the
cop, and another card below the boss to act as
the thieft. Everyone reveals together and place
their cards next to the locations. 3 scenarios
1) Cop with thieves or just cops: Nothing
happens.
2) 1 Thief only: Player gets the corresponding
tokens from the bank. Loot card is discarded.
3) 2 Thieves or more: Each get a Secret stash
card. Special cards are performed unless if it is
special item.
4) No one: Discard loot card.
* All discarded loot are replaced.
* There are some special secret stash cards.
Collection: Get 1 of each coloured token.
Blank check: 3 tokens of your choice.
Safecracking: Draw 3 secret stash cards.
Intrigues: Exchange up to 3 tokens with other
players.
Special item: Worth VP.
Compromising document: All other players
must return to bank half of their tokens of that
colour (rounded up).
* Players count their
tokens and secret
stash cards for each
colour. Get VP pts
as below.
Player/blue/green/re
d/orange
2p/40/30/30/20
3p/300/310/320/330
4p/3000/3200/3310/
3330
5p/30000/33000/33
300/33330
* Include the special
items with VP for
final score.
* Highest VP wins.
1755 Take 10!
Wolfgang
Kramer
7
R * sequence 1-100 (blockhead cards)
* colour 10 x value 1-10 (bull cards)
* Deal 10 cards to each player from draw pile.
Reveal the top card from the draw pile to form
the discard pile.
* Put the 10 Bull cards next to the draw pile.
* A player can either
* A player runs out
1) Play a card on one of the stacks. Played
of cards.
card has to be higher than the top card.
Maximum difference is 10. The number goes
above 100 and wraps back to 1. Only the top
card of each stack is visible.
2) Take all cards from 1 stack into hand, either
because he cannot play a card or he chooses
to do so. When a stack is taken, reveal 2 cards
to form 2 new stacks. If the stack taken is 3
cards or more, take a Bull card. If the Bull card
pile is empty, he takes from the player with the
most Bull cards. If tie, he can choose.
* If a player has a Bull card, he can play more
than 1 blockhead card to 1 stack. Each one has
to be inside the 10 difference from the existing
one at the top of stack (eg. If top card is 33, he
can play all cards between 34 and 43 in
ascending order). If he has 2 bull cards, he can
play multiple cards on 2 stacks, and so on.
* Players add up the
ox-heads on the
cards in their hand.
They are minus pts.
* Player with most
minus pts start the
next round.
* Play as many
rounds as players.
Player with least
minus pts wins.
* Prime number but
does not end with
3=3 ox-heads
* Prime numbers
and end with 3=5
ox-heads
* Not prime
numbers but end
with 3=7 ox-heads
Trick-taking
Hand
Management
2
* Play as many
rounds as players.
* Everyone gets to
be Dragonmaster
once.
* Player with most
crystals wins.
1803 Pinguin Party
Reiner Knizia
Area Control/
2
Area Influence,
Hand
Management
6
D * colour 0-3 x value 1-7 (colour card)
* colour 4, value 1-8 (colour card)
* 84 chips (penalty)
* Deal all cards to the players
* For 2 players, deal 14 to each player and
remove the rest.
* Players place a card to form a pyramid.
All players are out
Bottom row consists of maximum 8 cards (7 for of the game
2 players). The 2nd player onwards must place a
card in the first tier that is adjacent to cards
already played in the first tier. Stack on top of 2
cards if it matches in colour to at least 1 of the 2
cards.
* If play cannot play or out of cards, he is out of
the game.
1823 Buyword
Sid Jackson
Set Collection
1
4
D * letters 1 to 104
* colour 10 x value 1-9 (wild)
* red,orange,green,blue,violet x 25 chip
($1,$5,$10,$20,$50)
* Each player gets $200.
* For 1/2/3/4 players, each player gets 8/4/3/2
wild tiles.
* Start player rolls a die to determine how many
tiles each player picks each turn. If 1 or 6, he
chooses a number from 2-5.
* Each letter has dots. Letter value 1/2=1,
3/4=2, 5-9=3, 13-22=4.
* Buy tiles phase: Each player pulls the number
of tiles as determined by the die roll. Then he
chooses which tiles to buy. The cost is the dots
squared. Tiles not bought are removed from
game.
* Sell words phase: Each player can sell words
back to the bank. The price is squaring the
number of dots in the word.
* Player must not have more than 8 tiles at the
end of a round.
* Round ends after * Player with most
sell words phase.
money wins.
* Die passes to the
next player and next
round begins.
* Last round is when
the last tile is drawn.
1832 Bang The Dice Michael Palm, Dice Rolling,
3
Game
Lukas Zach
Variable Player
Powers
8
S * dice x 5 (1=Bull's eye '1', 2=Bull's eye '2',
3=Gatling, 4=Indian Arrow, 5=Beer,
6=Dynamite)
* colour 6 x value 1 (sheriff)
* colour 7 x value 1-2 (deputies)
* colour 0 x value 1-3 (outlaw)
* colour 8 x value 1-2 (renegade)
* red,orange,green x 25 chips (life pt tokens)
* black x 9 chips (arrow tokens)
* For 4/5/6/7/8 players, get 1 sheriff, 1/1/1/1/2
renegade, 2/2/3/3/3 outlaws, 0/1/1/2/2 deputies.
Deal the hidden role cards to each player.
Sheriff is revealed. Renegade has to kill the
sheriff last and be the last man standing.
* Each player also gets a Character with special
ability.
1) Bart Cassidy(8): You may take an arrow
instead of losing 1 life (except to Indians or
Dynamite)
2) Black Jack(8): You may reroll Dynamite if
there are less than 3.
3) Calamity Janet(8): You can use Bull's eye '1'
and '2' interchangeably.
4) El Gringo(7): When a player deals you 1
damage, he gets 1 arrow.
5) Jesse Jones(9): If you have 4 life or less,
gain 2 life if you use a beer.
6) Paul Regret(9): Immune to Gatling Gun.
7) Pedro Ramirez(8): Each time you lose a life,
you may discard an arrow).
8) Rose Doolan(9): You may use Bull's eye '1'
and '2' for a player sitting 1 place further.
9) Sid Ketchum(8): At the beginning of your
turn, you may choose any player to gain 1 life.
10) Slab the Killer(8): Once per turn, you may
use beer to double at Bull's eye '1' or '2'.
* A player rolls 5 dice. He may choose to keep
or reroll some or all of them, up to 2 times.
Total 3 rolls.
* Bull's eye '1' and '2': Choose a player 1 or 2
places away from you and deal him 1 damage
for each die rolled.
* Gatling: If you roll 3 or more, each other
* Indian arrow: Get an arrow token every time
this is rolled. If you take the last arrow, Indians
attack and each player loses 1 life for each
arrow token that he has. All arrow tokens are
discarded.
player loses 1 life. You discard all arrows.
* Beer: Choose any player to gain 1 life. You
cannot have more life than your initial life.
* Dynamite: Cannot be rerolled. If you get 3 or
more, lose 1 life.
* Sheriff is killed
(renegade or
outlaws win) or all
Outlaws and
Renegades are
killed (sheriff and
deputies win).
1848 Unspeakable
Words
6
D * letters 1 to 104
* 2 dice
* poker suit 1-6 x 5 chips (Cthulhu pawns)
* Deal 7 cards to each player from the draw
pile.
* Each player gets 5 Cthulhu pawns of the
same colour.
* A player can either
1) Play cards to form a word, different from
played words so far. Add the points of the
letters used and score these pts. Throw 2 dice.
If the dice roll is equal or higher than the word
score, he loses 1 Cthulhu pawn. 12 is always
success and 2 is always failure. Refill hand to 7
2) Discard hand and draw 7 new cards.
* First player to
reach 50 pts wins.
However, on his last
word, he must pass
the die roll.
James Ernest, Word Game
Mike Selinker
2
* Players get
penalty chips equal
to number of cards
left in hand.
* If no cards left,
player may remove
2 penalty chips.
* Player with least
penalty chips wins.
1891 Clubs
Dominic
Crapuchettes
1891 Quiddler
1906 Klunker
Press Your
Luck, Tricktaking
2
6
R * poker 1-4 x 1-15 (common cards)
* joker 1-6 (12pt, 10pt, 8pt, 5pt, 2pt, no points)
* Deal 10 cards to each player. Remaining
cards are set aside.
* Player left of dealer leads the first trick.
* Only the clubs have points. (1=5pts, 2-3=4pts,
4-6=3pts, 7-10=2pts, 11-15=1pt)
* A player can lead with 1-4 cards of the same * Round ends after * Players with the
rank, or a run of at least 2 cards. Other players there is only 1
highest points wins.
must play a higher value combination (same
player left. Deal
number of cards). A player can pass and then passes to the next
play again.
player.
* If a player gets rid of his cards, he gets the
* Game ends when
highest available bonus points. Only the last
a player reaches 50
player to go out gets the 0 bonus points card
pts or higher.
(does not score pts this round). If he wins the
trick, the player left on him leads the next trick.
* Before playing first card, a player can make a
“Double or Nothing” call. If they go out first, they
win double the bonus+club points. If they fail to
go out first, they earn nothing.
Marsha J Falco Hand
Management,
Set Collection
1
8
R * letters 1-116
* Deal 3 cards to each player for the 1 st hand, 4
cards for 2nd hand and so on until 10 cards for
8th hand.
* Remaining cards as draw pile in center, top
card revealed as discard pile.
* Player draws from stockpile or discard pile.
* All 8 hands are
Then he discards a card.
played.
* A player may then go out by arranging the
cards into words (>= 2 letters), with 1 card
remaining as a discard.
* When a player goes out, other players have 1
last turn to draw, discard and make words.
Uwe
Rosenberg
3
5
R * colour 0,2,4,6,8,10 x value 1-13 (jewelry
cards, 6 types)
* joker 1-6 (jewelry cards, 6 types)
* colour 11 x value 1-10 (7th jewelry type,
necklace)
* 5 card backs (shop window cards)
* colour 9 x value 1-5 (purchase cards)
* Each player gets 1 shop window card and
place in front of him.
* Use at many purchase cards as players (eg.
4P use 1-4)
* Deal each player 1 jewelry card which they
place face down in their bank. Then deal 6
cards to hand.
* Each player has in front of him a shop
window, a bank and a safe.
* There are 3 phases in the game.
1) Sell jewelry: Players take turns to place
jewelry cards face-up in their shop. After this
phase, there must be at least 1 card in each
shop.
2) Store jewelry: Players take turns to place 1
jewelry card at a time to their safe face-up. If he
pass, he takes the purchase card 1. The next
player who passes takes purchase card 2.
Phase ends when all purchase cards are taken.
As soon as a player has 4 cards of same
jewelry type, he must sell them. If he has only
these 4 cards, he turns them over for 4 bank
notes. If he has 2 jewelry types, he turns over 3
and discards 1, and so on. If he has 4 or more
types, he turns over 1 and discards 3. If a
player has more than 4 cards of a type, the
extra are considered another type. However, no
penalty for sale of necklace.
3) Buy jewelry: Pay 1 banknote from his bank to
buy all jewelry from 1 shop. If he buys from his
own shop, he does not pay anything. Put the
purchased jewelry into his safe, and sell if
possible. If he has no cards in his shop, he can
choose not to buy anything. If so, the phase
ends immediately. He becomes the starting
player. Else, the next round starting player
remains the same. Deal to refill each player's
hand to 6.
Set Collection
* Cards on words
made score +ve
points, cards
remaining in hand
score -ve points.
* In each hand,
player with most
words gets 10
points, longest word
gets 10 points. If
players tie, no
bonus points given.
* Not enough
* Player with most
jewelry cards to refill banknotes wins. If
players hands to 6 tie, player with
cards.
fewest cards left in
their safe and shop
wins.
1917 Hattrick
Klaus Palesch Trick-taking
4
6
R * poker suit 1-3 x value 1-20
Deal 15 cards/4 players, 12/5, 10/6
* No trump. Any player may place another
colour different from the leading colour and
start the 2nd trick. No 3rd trick can be started.
The highest of the 2 tricks start the next trick. If
tie, the player who played the 2 nd highest card
starts the next trick.
* Collected tricks are revealed to all players.
* A player can pass by revealing and discard a
card of 3rd colour. This card is placed face
down to his other cards. A player can only pass
if he is unable to start a 2nd trick.
All players have 1
card left.This is card
is discarded without
any effect or
scoring.
1 pt/card for highest
number of colour
cards. -1 pt/card for
other colours. -2 pts
for each face-down
card
1929 Canasta
Caliente
Philip Orbanes Set Collection
2
6
R * colour 0-7 x value 4-10,J,Q,K,A (common
cards)
* colour 10 x value 2-10,J,Q,K,A (2-10 small
wild, J-A big wild)
* colour 8 x value 1-4 (bonus cards)
* colour 9 x value 1-4 (stop cards)
* The original game is for 4 players, 2 vs 2
game.
* Deal 11 cards to each player. After each
hand, deal passes to the player on the left.
* Bonus cards are played immediately, draw
cards to replace them.
* Reveal a card from draw pile to form the Prize
pile. If this card is a wild or bonus card, turn it
sideways to indicate the prize pile is frozen.
Then reveal the next card until a natural card
tops the Prize pile.
* Natural meld: 3 or more cards of same rank
* Mixed meld: A set that includes wild. A set
cannot contain more wild than natural cards.
* Canasta: 7 or more cards of same rank.
* A player does the following
* A team has a
1) Draw card from draw pile or take entire prize canasta and a
pile. To take the entire prize pile, you must first player melds the
use the top card of the prize pile to make a
remaining cards in
meld. If your team has not made the first meld, hand, or left 1 card
the top card must be used with at least 2 other for the discard. If
natural cards of same rank and enough pts for the team does not
the first meld. If your team has made the first
have a canasta, the
meld, then if the prize pile is not frozen, you can player must keep 1
use the top card by combining with 2 cards of card after the
same rank from hand (1 can be wild) or add to discard. Either of
existing meld. If prize pile is frozen, you can
them cannot go out.
unfreeze it by combining it with 2 natural cards
from hand to form a new meld.
2) May meld cards (required if you took the
prize pile). The minimum points for the 1 st meld
is determined by the team's score at the
beginning of the hand. 0-1495pts=50pts, 15002995pts=90pts, 3000+pts=120pts, negative
pts=any 3 card set. Bonus cards do not count
towards first meld.
3) Discard 1 card face-up onto the Prize pile.
Stop card prevents next player from taking the
prize pile. Wild card freezes the entire prize
pile.
* You can only meld Stop cards when going out
(3 or 4 of them). Wilds cannot be added.
* Team to go our
first=100 pts
* Natural
canasta=500pts
* Mixed
canasta=300pts
* Bonus card(if team
has first
meld)=100pts
* Played all 4 bonus
cards=400 extra pts
* Bonus card(if team
does not have any
meld)= -100pts (800pts if 4 bonus
cards are played)
* Ranks 4-7=5pts
* Ranks 8-K=10pts
* Ace=25pts
* Wild small=20pts
* Wild big=50pts
1929 Voluspa
Scott Caputo
Hand
2
Management,
Tile Placement
5
D * colour 0-5 x value 1,6,8 (loki, troll, odin)
* colour 0-8 x value 2,3 (valkyrie, skadi)
* colour 0-7 x value 4,5,6 (fenrir, dragon, thor)
* red x 25 chips (10 pts token)
* black x 25 chips (50 pts token)
* orange,green,blue,violet x 25 chips (1 pts
token)
* Deal 5 tiles to each player.
* Reveal a tile on the table (draw another if it is
a troll).
* Each tile has their own abilities, except odin
and thor)
Troll (6): No tiles except Trolls may be placed
adjacent to it.
Dragon (5): It may be placed on top of a nonDragon tile.
Fenrir (4): Value of this tile is the sum of all
Fenrir tiles in that row or column, times 4.
Skadi (3): Exchange with a tile. If it is with a tile
under a Dragon, that tile is removed from
game.
Valkyrie (2): It scores when the ends of the line
are both Valkrie.
Loki (1): Non-Loki tiles adjacent to the Loki has
no value. Fenrir tiles adjacent to it does not
contribue any value.
* A player may either
* All tiles are drawn
1) Play a tile. It must touch at least another tile and every player
orthogonally, and each line must not have more has no tiles left.
than 7 tiles. Score points if the tile is the highest
value along that row and/or column. Pts scored
is the number of tiles in the row and/or column.
2) Discard a tile, and remove it from game.
* Then, he draws a tile, unless he just played a
Skadi.
* Player with highest
score wins. If tie,
player who first
reached the highest
score wins.
1941 Trump, Tricks, Gunter
Game
Burkhardt
Trick-taking
3
4
R * colour 0,2,4,6 x value 1-12 (animal cards –
wolf, mouflon, wild boar, bear. Value 5,9 have 1
footprint, value 6,8 have 2 footprints, value 7
have 3 footprints)
* colour 0,2,4,6 x value K (trump cards)
* For 3 players, remove animal cards with
values 1,6,12. Deal evenly to each player.
* Deal the trump cards face up, each card
slightly on top of the earlier one. The top card is
the trump card for the round.
* Player with mouflon 10 starts the 1 st round.
* 4 rounds are
* Player must follow the leading colour. If not
played.
able to, he can play trump or other colour.
Highest value of leading colour wins, or if there
is trump, the highest trump wins.
* For the first 3 rounds, for 3/4 players, only 4/3
tricks may be won. The subsequent cards
played after a player got the predetermined
number of tricks have no effect in deciding who
wins the trick.
* Cards won are used for the next round.
* For 4th round, there is no limit to the tricks.
* At the end of the
first 3 rounds, total
the number of
footprints x number
of different animals.
This will be the
score for the round.
* For the last round,
each
wolf/mouflon/wild
boar/bear card wins
1/2/3/4 pts.
Footprints have no
effect.
* Player with most
points wins.
1942 Gold
Michael
Schacht
Hand
Management,
Set Collection
2
3
R * poker suit 1-6 x J,J,Q,3,3,4,5,6,7,8 (J and Q
represent donkeys with value -2)
* For 2 players, take 1 donkey from each poker
suit and remove from game.
* Give each player 1 donkey card in a different
suit. Players place all their cards in front of
them face up, sorted by colour.
* Shuffle the remaining cards and remove 2
cards from game. Then reveal 5 cards and
place face up on the table for offer.
* On each turn, each player must either
* When the draw
1) Take the card with the lowest value from the pile is depleted.
table. If there are multiple cards available,
player may choose any.
2) Exchange a card. Either a gold from hand
with a gold of lower value on the table, OR a
donkey from hand with a gold on the table.
* When the table is empty, reveal 5 more cards.
* If a player has 3 cards of the same suit in his
tableau, he must score. As a bonus, he may
take a card from an opponent's tableau, but
only of a suit which is not present in his tableau.
* Cards scored are placed face down in front of
the player as score pile.
* Add the card
values for each suit
in every player's
tableau. The player
who has the highest
total in a suit adds
the highest value
gold card he owns
of that colour to his
score pile.
* Add all the card
values in score pile.
Player with most
points wins. If tie,
winner is player with
most cards in score
pile.
1999 24/7: The
Game
Carey Grayson Tile Placement 2
4
* Random remove 3 cards and put them faceD * colour 0-3 x 1-10
* 20 chips
down.
* 7x7 card grid
* Place a 4th card face up in the middle of the
* The X locations below is x2 locations. The S is grid on the table.
the starting tile location.
* For 2/3/4 players, draw 6/5/5 cards.
OOXOOOO
OOOOXOO
OOOOOOX
OOOSOOO
XOOOOOO
OOXOOOO
OOOOXOO
* On each turn, each player must
1) place a card adjacent to another card on the
table (horizontally, vertically, diagonally). A line
of adjacent cards must not exceed sum of 24. If
the sum is exactly 24, place chips in the spaces
at the sides of each end of the line.
2) Draw a card.
Combination points:
* Sum of 7 – 20
* Run of 3 – 30
* Sum of 24 – 40
* Run of 4 – 40
* Set of 3 – 50
* Run of 5 – 50
* Set of 4 – 60
* Run of 6 – 60
* Bonus – 60 (when
player scores sum
of 24 with 7 cards,
or scores sums of
24 and 7 with the
same move.
* Runs must consist
of sequential
numbers.
* For sums, the
whole row is
considered but not
true for runs and
sets.
* Player with highest
points wins.
Game ends when a
player has no tiles,
the board is full or it
is illegal to play any
of a player's cards
on the board.
2008 Snorta
Chris Childs,
Tony
Richardson
2042 Hanafuda
Uncredited
2050 Coda
2059 Honeybears
Acting, Memory 3
8
R * colour 0-11 x value 1-8 (animal cards)
* colour 0-11 x value K (animal marker, cat,
cow, dog, donkey, duck, frog, mouse, owl, pig,
rooster, sheep, snake)
* joker x 1 (swap)
Fishing games, 2
game system
Hiroaki Suzuki, Deduction
2
Eiji Wakasugi
7
R * 0-11 colours x 1-4 (4 cards each for 12
months)
R * colour 10,11 x value 0-9,J,Q (light, dark)
Reina Knizia
5
3
4
D * colour 0,2,4,6 x value 1-6 (walk cards value 1)
* colour 1,3,5,7 x value 1-5 (run cards value 2)
* colour 10 x value 1-11 (joker set)
* 4 colour x chips (red, yellow, green blue
bears)
* Deal 1 animal marker to each player facedown.
* Each player makes a noise to let others know
what animal they are.
* Deal all animal cards to the players.
* For 5-6/4 players, remove 1/2 sets of animal
cards.
* Each player take turns to play the top card of
his hand onto the table in front of him to form a
stack. Play continues until a card played
matches another player's top card. The 2
players race to make the sound of each other's
hidden animal. The loser gets the winner stack
of cards. He puts that stack and his stack
together and put to the bottom of his cards in
hand.
* When a swap card is revealed, the player has
to swap his animal with the animals not chosen
of the game. If all animals are chosen, then he
chooses 1 player to swap.
* If the 2 cards match is missed and the 3 rd card
is played, only the players for the 1st 2 cards
race to make the sound.
* First player who
has no cards in
hand after his turn
wins.
* Deal 4 cards to each player. Players arrange
the cards from low (left) to high (right). If there
are same numbers, put the darker one on the
left.
* A player must attack another player's code by
guessing a card in that player's hand (eg. The
leftmost card is Light 1). If player is correct, he
can continue guessing or stop. The other player
reveals the guessed card by flipping it to face
outwards. If active player stops guessing, he
picks 1 card from the draw pile and put into his
hand to increase his code by 1. If player is
wrong, then he draws a card and put into his
hand and put in order but facing outwards so
other players get a clue.
* A player is out of
the game if all his
cards are facing
outwards. Last
player remaining
wins.
* Discard 10/4 cards for 3/4 players.
* Deal the rest evenly to all players.
* Set up the running track. 14 spaces. 1 St 7
spaces -1 value, 8-9th space 0 value, 10-11th
space 1 value, 12-13th space 2 value, 14th
space 3 value
* Bears are placed at 1st space.
* Player plays a walk/run card, then moves the Number of heats
corresponding bear 1 or 2 spaces. For joker, he equal to number of
can move any colour bear any spaces.
players are played.
* A heat ends when a bear reaches the lat
space (cave).
* Player who
finished a heat gets
6 points.
* All players score
for all their
remaining cards.
* Joker cards 0
points.
* The colour cards
score according to
the location of their
corresponding
bears.
* Each pair of walk
scores 5x space
value.
* Remaining walk
scores space value.
* Each run scores
2x space value.
* Player with highest
score after all heats
played wins. If tie,
player with higher
score for final heat
wins.
3
6
R * colour 0,4,10 x value 1-9
* Draw and place 2 cards face-down. These are
the Evidence cards.
* Deal the rest to all players. There might be 1
card left. Reveal so that everyone knows.
* The rank of murderer card is the sum of the
Evidence card ranks. The ranks wrap around. If
the sum is higher than 9, subtract 9. The suit of
the murderer card is the Evidence card suits if
they are the same, or the third suit if they are
different.
A player can either
* A player makes a Player who solves
1) Interrogate: Ask a player how many cards he correct accusation. the murder wins.
has within a range (must be more than 1 card).
He can specifiy a range in rank, and any
number of suits.
2) Accuse: He writes down the Evidence card
and Murderer card. Then he looks at the
Evidence cards and the cards of the player who
he thinks holds the Murderer card. If the active
player has the Murderer card, then he is looking
for a card with one rank higher. After looking at
these cards, he declares whether he is right or
wrong. If he is wrong, he is still available for
interrogation.
2138 Und Tschuss
Martin Wallace Simultaneous
4
Action Selection
6
R * poker suit 1-6 x value 1-15 (common)
* colour 0-7 x value J (-5)
* colour 0-5 x value Q (-10)
* colour 0-5 x value K (Und Tschuss)
* Deal player/cards
4/7
5/8
6/9
* Lay cards face up in a row, number of cards
laid is 1 less than num of players for each
round
A player must
* New round begins
1) draw to fill his hand first
when all cards on
2) play a card face-down, reveal together with the table are taken.
other players and announce the total
* Before start of a
* Lowest value player drops out, gets the lowest new round (after
value card on the table and put under Und card. cards are dealt,
Played card is discarded.
before cards are
* Repeat with other players adding a card to the laid on the table),
card they already played, and more players
the player who left
dropping out. Eventually, only left 2 players.
the round first
The lower value player gets nothing. The higher previously can
value player gets the last card.
exchange any
* Lay more cards if there is a tie. No players go number of cards by
out.
discarding and
getting from the
draw pile.
* For endgame, 4
players: Draw deck
ends
5-6 players: Draw
deck ends the 2nd
time
2144 Mit List and
Tucke
Klaus Palesch Trick-taking
6
R * poker suit 1-4 x value 1-21
* For 6/5/4 players, use cards 1-21/118(red,orange)+1-17(green,blue)/1-14.
* Deal all cards to the players.
* The leading colour is the trump.
All cards are played. Product of the 2
* There cannot be more than 3 colours in the
If before this
largest stack
trick.
happens, a player number of cards,
* Player skip his turn if he cannot play a card. cannot play a card divided by 3rd
Leading colour need not be followed.
to a trick because of remaining stack
* Winner takes 2 cards/4 players, 3 cards/5,6
the colour
number, rounded
players. First played lowest non-trump takes the constraint, the
down.
rest, then starts next trick.
round ends
* If there is only 1 suit colour played, the 2 nd half immediately and all
of the trick is discarded and the winner starts
cards in the trick
the next trick.
and in players'
* As soon as a player has cards from all 4
hands are
colours, he chooses 2 colours as his scoring
discarded.
colour, and stack cards of the other 2 colours
face-down as his discard pile (3rd stack).
2064 Deduce or Die Larry Levy
Deduction
4
Add all values of
collected cards
under the Und
Tschuss card.
Player with highest
points wins.
2169 Animalia
Malcom Braff, Card Drafting,
Bruno Cathala Set Collection
2
6
R * colour 0,2,4,8,10 x dice value 1,2,3,4,5,6 +
value K (1=black stain, 2=2 stars, 3=3 stars,
4=thief, 5=spy, 6=prankster, K=neutral)
* colour 1,3,5,7,9 x value 1-13 (medals)
* joker x 1 (owl)
* For 2/3/4 players, remove the neutal cards.
* A player reveals a card face-up from the draw * All players have 5
pile. Then he has 2 options.
animals in front of
1) Keep the card by placing it in front of him
him.
face-up.
2) Pass the card to the player on the left. If he
does not want the card, then to the next player.
Player who wants keep the card face-up in front
of him. If the card comes back to the active
player, he must reveal another card. The same
process repeats until there are 3 revealed cards
and comes back to the active dealer, who will
have to take them.
* A player can only have 5 animals in front of
him. If he has 3 cards already and 2 cards
come back to him, he must take the cards.
* The spy, thief and prankster have special
powers that is activated whenever it is added
during normal play to a collection and the
collection has 2 or more of them. The power
applies to that collection only (for 2p player).
* For 2p game, each player builds 2 rows of
animals. Once the animal is assigned, it cannot
move.
* Special powers
Thief: Steal an animal from opponent.
Spy: Rearrange the top 5 cards in the deck.
Prankster: Give a card to an opponent who
must place into a collection of active player's
choice.
* Each player total
up the elegance pts
in their collection.
Black stain is -1 pt.
Player with most
elegance pts take 2
bonus cards from
the deck, which he
keeps hidden. If tie,
each take 1 card
and no 2nd place.
The 2nd takes 1
bonus card. If tie,
each take 1 card.
* For each set of 2-5
animals of same
family take the
corresponding
number of animal
medals. Single
animals no medals.
However, if a player
has 1 of each
animal, he gets 1
medal of each
animal. Owls can
stand in for any
animal.
* Bonus cards from
the elegance pts
may be used to
replace any of these
5 animals. They can
be kept for future
rounds.
* Play 3 rounds.
Each set of 5 (7 for
2p) medals of same
animals get 5 bonus
pts. Player with
most pts wins.
2206 Ole
Wolfgang
Panning
3
8
D * poker 1,4 x 1-15 (red,blue)
* poker 2,3 x 1-13 (orange,green)
* 18 chips (penalty chips)
* Take out 5/5/4/2/0/0 cards from the red and
blue cards for 3/4/5/6/7/8 players. Take out
similar cards + 2 more for the orange and green
cards.
* Deal all cards evenly to all players.
* The colour is ranked red,orange,green,blue in
the first round. The player with the lowest card
(yellow 1 in the first round) discards it to start
the discard pile.
* Each player must play a card that is higher
than the discard card in terms of colour rank
(yellow lowest, for first round) or value rank (1
lowest).
* If both ranks are higher, then he can start a
series by putting more cards that are higher in
both colour and value than the previous, up to 5
cards. Once the series is completed, he must
take one more turn and play a card following
the normal rules. If unable to, he takes a
penalty chip.
* Each card left in
hand is worth -1
point, each penalty
chip -5 points.
* Play as many
rounds as players.
* Player with the
least negative score
wins.
* Round ends when
a player discards
his last card, or no
player has a legal
card to play (then all
players take 1
penalty chip).
* The player with
the most negative
points in this round
gets to reverse the
colour rank in the
next round after
seeing their cards in
the next round. If
tie, then the player
with the overall
worst total can
choose.
2273 Jericho
Thomas
Lehmann
Hand
Management,
Set Collection
3
5
R * poker 1-5 x dice value
1,1,1,1,3,3,3,3,Joker,4,4,4,4,5,5,5,6 (wall cards,
joker = value 3, 6 = value 7)
* dice value 2 x 22 copies (trumpet cards)
* colour 10 x value 1-3 (scoring cards)
* Deal 7 wall cards to each player.
* Divide the remaining wall cards into 6 pile.
Place the scoring card into 3 of these piles.
Then stack the piles, alternating between piles
with and without scoring cards. This is the draw
pile.
* Each player then chooses the first card in his
layout and put it face-down in front of him.
* Each player puts 1 card face-down into the
supply (this occurs at the beginning of every
round). After this, reveal the face-down 1 st card
they added to their layout.
* A player can either
3 rounds are
1) Play a wall card – A wall card is added to a played.
wall of similar colour he already has, or a wall
card can form a new wall of new colour.
2) Play a trumpet card – A trumpet card is a
joker. Player must annouce what colour it is.
The highest-value wall card of this colour on the
table is removed and added face down to the
supply. If tied, all the tied cards are removed.
Secondly, if the player already has a wall of that
colour, he may add the trumpet card to it (worth
2 points). Else, the trumpet card is removed
from game. If a wall is such that it only has
trumpet cards, all the trumpet cards are
removed from game.
3) Add a card to the supply
Then he draws a card from the draw pile and
end his turn.
* If a player draws a scoring card, he reveals it,
draws a replacement card, scoring occurs, and
the round ends.
* Cards in the
supply are revealed
and sorted into their
colour. Trumpet
cards are removed
from game.
* Each player adds
the numbers on
each of their wall.
The player with the
longest wall (highest
sum) gets the cards
of same colour of
the supply, and put
it face down in a pile
in front of him. If tie,
divide the cards
equally. Remaining
cards go back into
the supply.
* Any unclaimed
walls remain the
supply for the next
round.
* After the 3rd
scoring, the final
scoring occurs. Put
all 1 value walls into
the cards won. Any
walls that only has
trumpet cards are
discarded.
* Player with most
won cards wins. If
tie, player with the
most cards left in
his walls wins.
2276 Typo
Corne van
Moorsel
Pattern
2
Buildling,
Simultaneous
Action Selection
6
R * letters 1-64
* Place 4 random cards in a column as start of
4 rows.
* Deal 14/13/12/11/10 cards each to 2/3/4/5/6
players. Remaining cards are removed from
game.
* Every player chooses a card and reveal
* All players played
simultaneously. First player gets the token.
their cards at end of
Player sitting closer to token (clockwise) plays 2nd round.
first in case of alphabet order tie.
* Player with a letter earlier in the alphabet
order (eg. A) then places his card in front (left)
or after (right) a card in any of the 4 rows, then
say a word that can be formed using these
letters as the start of a word.
* If the player cannot connect his letter to any
row, he will collect 2nd half of the cards (rounded
up) from the longest row . The first half will be
removed from the game. The letter that he
cannot use to connect previously will be the
new letter in the removed row. He gets the
token.
* When all players have played their cards, all
cards except those already in play are dealt
again. This time the alphabet order is reversed.
* Cards collected
when card cannot
connect count as 1
penalty point each.
* Player with least
penalty points wins.
* Alternatively,
players only play 1
round and the
player who plays his
last card first wins.
2292 Kakerlakenpok Jacques
er Royal
Zeimet
Hand
Management,
Set Collection
2
6
R * colour 0-7 x value 1-8 (animal cards, bat, fly,
cockroach, toad, rat, scorpion, stink bug)
* colour 0-7 x value K (royal card)
* joker x 2 (special cards)
* Place 7 (16 for 2p) cards as the penalty pile.
Deal the rest of the cards to all players. If there
are cards left over, first player gets 1 card (for
2p this is must) and the rest added to the
penalty pile.
A player chooses 1 card of a colour and “royal” * A player has 4 (5
and pass to any player, stating the colour or
for 2p) cards of
“royal”.
same colour in front
That player can either
of him.
1) Accept the card: Declare true or false. If
* A player has no
st
believe or doubt correctly, 1 player takes back more cards in his
his cards and place it face-up. If believe or
hand to start a
doubt wrongly, player takes the cards and place round.
it face-up.
2) Pass the card on (not for 2p): Peak at the
card, then pass to another player. 2 nd player
must also state a colour. 3rd player has 2
options again. Passing can be done until card is
passed to every player once. Last player only
has option 1.
* Whoever ends up laying the card face-up
starts the next round.
* For royal cards, there are 2 right claims. Either
the colour or “royal”. Each time a player puts a
royal card face-up, he also gets top card from
penalty pile and place it face-up. Top card of
penalty pile is turned face-up once more.
* Special cards
Joker 1: No matter what claim one makes, it is
always wrong.
Joker 2: No matter what claim one makes, it is
always right except for “royal” claim.
* Whoever gets these 2 special cards puts them
into hand. He must also either place 1 card
from hand in front of him (according to last
claim) or if he cannot or does not want to put
the named card, he place any 2 cards.
2336 Wheedle
Set Collection,
Trading
4
6
R * colour 0-2 x value 0-2 (companies 0,1,2)
* colour 3-6 x value 0-6 (companies 3,4,5,6)
* colour 7,8 x value 0-8 (companies 7,8)
* Deal all cards evenly to all players, with the
remaining card face-up (once all players are
ready) on the table
There are no turns. A player can
A player shouts
* replace a card from hand with the card on the "Stop!"
table
* trade with other players any number of cards
Reina Knizia
* 2 pts/card for
cards in a complete
set of same
company
* 1 pt/card for cards
of same company
they have majority
of compared to
other players
* 0 pts/card for
others
* -1 pt/card for cards
same as the one on
the table.
* +5 pts for player
who stopped the
game, if he has
majority of cards of
all companies he
has in his hand. If
not, -5 pts.
2349 Army of Frogs John Yianni
Tile Placement 2
4
D * red,orange,green,blue x 10 chips
* Each player gets a set of 10 frogs of same
colour, and put them in a bag.
* Each player gets 2 frogs randomly from the
bag. The first player plays one frog and draws a
frog.
* A player does the following
* A player has at
1) Move one of your frogs, if possible. The frog least 7 frogs that
jumps along a row of 1 or more joined frogs.
are linked.
Multiple jumps is possible, but it may not jump
to its starting position. The move must not
create 2 islands.
2) Add a frog from your hand to the island. The
board is a hexagonal one. If it is a frog of your
colour, it must not touch any of your existing
frogs. If not possible, just skip this turn.
3) Draw a frog from the bag.
* A move or addition of frog may not create a
string of frogs where there are 3 or more single
connections (ie. at most 2 isolated frogs
extending outwards).
Player with at least
7 frogs linked wins.
3
5
R * colour 0-6 x value 1-8
* Deal 9 cards to each player.
* Take 5 cards from remaining cards and place
face-up in the middle adjacent to each other to
form the pool. For 2 players, place 9 cards
instead.
* Remaining cards are removed from this
round.
* Player must either
Number of rounds
1) Swap: Choose a card and place it face-up
played equals
into the pool. Then select a different card from number of players.
the pool and keep it.
2) Knock: Pass and end turn.
After the 2nd knock of the round, regardless
same or different players, all players get one
more turn before round ends except the player
who performed the 2nd knock. For the last
round, players can choose to knock and pass.
* 5+ cards of same
colour or number
scores 0 penalty
points.
* Otherwise, each
number is scored
once for penalty
points (eg 2x5s is
scored as 5).
* If 1 card can be
shared such that 2
groups of 5 cards of
colour and number
are formed, points is
0.
* Player with lowest
penalty points after
all rounds wins.
* Each card kept
face-down is worth
pts equal to the
designer number.
No double pts for
Supermodel.
* Play as many
rounds as players.
Player with most pts
wins.
2387 Zero
Reina Knizia
2391 Trendy
Reina Knizia
Set Collection
2
5
R * poker 1 x value 1-7, K (K=supermodel)
* poker 2 x value 1-9, K (K=supermodel)
* poker 3 x value 1-11, K (K=supermodel)
* poker 4 x value 1-13, K (K=supermodel)
* poker 5 x value 1-15, K (K=supermodel)
* joker 1-5 (out of fashion)
* Deal 6 cards to each player.
* Red designer is number 3, orange designer is
number 4,..violet designer is number 7
* Supermodel cards are worth 2 cards.
* Out of fashion cards discards all cards from
that designer.
* Player left of dealer goes first.
* Each player plays a card, then draws a card.
Group cards of same designer together.
* When the number of cards on the whole table
equals to the designer number, the designer
achieves a breakthrough. All cards of that
designer are kept face-down for scoring later,
while the rest of the cards are discarded. The
next player begins a new hand.
2398 Pitch
Uncredited
Trick-taking
2
4
R * colour 0,2,4,6 x value 2-10,J,Q,K,A
* Deal 6 cards to each player.
* Play a normal trick-taking game. But, a player * All cards are
can trump even if he can follow suit.
played.
* The first card played is the trump suit.
* When the draw
pile is depleted, the
next breakthrough
ends the round.
* Next player on the
left becomes the
new dealer.
* There are 4 points
available.
High – team with
highest trump in
play.
Low – team with
lowest trump in
play.
Jack – team with
Jack of trumps.
Game – team with
highest point total in
tricks won.
Ace=4pts, K=3pts,
Q=2pts, J=1pt,
10=10pts.
2428 Victory and
Honor
Ty Douds
Hand
Management,
Trick-taking
4
D * colour 0,2,4,6 x value 1-7,J,Q,K (regiment
cards, J/Q/K=1/2/3 star general)
* colour 0,2,4,6 x 4 chips (marker)
* Deal all 40 regiment cards to each player.
* A player plays a card in his left flank, center or
Players sit across each other, and take a set of right flank position. Other players will put the
markers.
marker corresponding to the played card colour
in their positions, to remind the colour to be
played for that position.
* The next player to play is determined by the
active player played card position (eg
center=player across, left flank=left player). If
there is a situation where it is a player's turn but
his board is full, the play goes clockwise from
that position.
* Once there is a coloured marker in all 3
positions, the marker not used is the trump
colour. If a player cannot follow a colour for a
position, he can any card face-down as
sacrificed cards.
* Tricks are evaluated once there is a card on
all 3 positions. Tricks are kept for scoring.
* Special abilities
1) Scout: You may tell next player which
position he has to play, as long as it is vacant.
4) Artillery: You will capture the card adjacent to
it (eg. Placed on right flank, it will capture right
player's left flank card). Capture is done before
tricks are resolved.
7) Cavalry: Capture all the cards at that position
if it is the last card played regardless of rank.
However, it still loses to a trump card.
* 3 rounds are
played and each
player has 1 card
left.
* Each player sorts
his captured cards
by colour. Troops
(1-7) give pts if you
capture a general of
same colour.
Troops get pt=value
x total of general
stars. Generals get
the pts=stars.
* Team with most
score wins after 4
rounds.
2565 Nobody but Us Kevin G. Nunn Hand
3
Chickens
Management,
Simultaneous
Action Selection
6
S * poker 1-6 x dice value 1,1,1,2,3,4,5,6
(1=healthy chicken, 2=plump chicken, 3=rat,
4=prize chicken, 5=fox, 6=dog)
* joker 1-6 (sickly chicken worth -1pt)
* Red meeple (Fox King marker)
* Black meeple (Top Dog marker)
* Each player gets a set of nine cards.
* Starting player gets the Fox King marker,
player to his right gets the Top Dog marker.
* Each player select 1 card and reveal
simultaneously. Below are possible scenarios.
All played predators and dogs eventually go to
the score pile.
1) All are chickens. Nothing happens and they
stay.
2) More than 1 fox. Starting with Fox King and
continuing clockwise, anyone who played a fox
chooses and keeps 1 chicken face-down.
Continue until no more chickens left.
3) 1 fox. That player keep sall the chickens.
4) 1 or more rats. Similar to fox, except the
player only gets 1 chicken even if there are
chickens remaining. If foxes played, they get
the choose first.
5) 1 dog, no predators. Chicken remains.
6) 1 dog, some predators. Get all the chickens.
7) More than 1 dog, some predators. Starting
with the Top dog and continuing clockwise,
anyone who played a dog chooses and keeps a
chicken face-down. Continue until no more
chickens left.
* A round ends
* Player with most
when all cards are pts wins.
played.
* Play as many
rounds as players.
* The Fox King and
Top Dog markers
move 1 position to
the left.
Richard James Hand
2
Management,
Press Your Luck
6
R * colour 0,2,4,6 x 1-10 (goods)
* colour 10 x 1-9 (flying carpets)
* colour 0,2,4,6 x J (aladdin's lamp)
* colour 0,2,4,6 x Q (copy)
* colour 0-4,6 x K (reverse)
* joker 0 (straw)
* Deal 4 cards to each player.
* Each player must play 1 card and announce
the total weight on the camel. Then draw 1
card. If draw pile exhausted, continue play
without draw cards.
Reverse: Change direction of player. Value=0
Copy: Copies previous card, if there is one.
Aladdin's lamp: Choose a number from 1-10.
Straw: Value=1/1000. Can only be played to
break a camel's break.
Flying carpets: Negative values.
* The round ends
* For each round,
when the total
every player except
weight exceeds 50. the player who
broke the camel's
back scores his
hand.
* If the player broke
the camel's back
with a straw, only he
scores his hand.
* Play as many
rounds as players.
* Highest total score
at end of last round
wins.
2569 Straw
2571 Where's Bob's Alan R. Moon
Hat?
2587 Pinata
Stephen Glenn
2639 Ugo
Ronald
Hoekstra,
Thomas
Jansen, Patrick
Zuidhof
Trick-taking
3
5
2
Card Drafting,
Hand
Management,
Trick-taking
2
4
R * poker 1-3 x 1-20 (14,15 have picture of Bob's
hat)
* colour 10,11 x 1 (Bob's hat card, -10 and +10
pts)
* poker 1-3 x J,J,Q,Q,K (bidding cards)
* joker 1-5 (bidding card for least cards taken)
* poker 1-3 x K (trump card)
* joker 6 (no trump card)
* Deal 5 cards to each player. Number of cards
dealed increases with each subsequent round.
Reveal 1 trump card. Dealer chooses a Bob's
hat card and reveals it.
* Each player selects at least 1 bid card and put
it face down.
* Dealer leads the trick.
* Players must follow suit if possible. First
* A round ends
player to take a hat (14,15) flips up the Bob's
when all cards are
hat card and take it. The hat changes
played.
ownership when someone else gets a trick with
14 or 15.
S * poker 1 x dice value
1,1,2,2,3,3,4,4,5,5,6,6,joker (joker=7)
* poker 2 x dice value 1,1,2,2,3,3,4,4,5,5,6
* poker 3 x dice value 1,1,2,2,3,3,4,4,5
* poker 4 x dice value 1,1,2,2,3,3,4
* poker 5 x dice value 1,1,2,2,3
* colour 10 x value 1-4 (mats)
* colour 11 x dice value 1,1,2,2,3,3,4,4,5 (wild)
* colour 0 x 13 chips (candies)
* colour 2 x 11 chips (candies)
* colour 4 x 9 chips (candies)
* colour 6 x 7 chips (candies)
* colour 8 x 5 chips (candies)
* colour 0,2,4,6,8 x 1 die (medals – red=7,
orange=6,green=5,blue=4,violet=3)
* Place the 4 mats on the table, either vertically
or horizontally. Vertically means a high mat,
horizontally means a low mat.
* Random put 1 candy on card 1, 2 candies on
card 2 and so on.
* Deal 8 cards to each player.
* A player plays a card next to a mat on his
side, then draws a card. If he cannot play a
card, show it to his opponent, and he may
discard as many cards and draw that many.
* The number on the mat determines how many
cards on each side can be played, while the
colour of the candy determines the colour of the
cards that can be played. A player may place
cards on the opponent's side if his side hits the
required number of cards.
* A player may not play a final card that would
result in equal values on both sides.
* Wild cards can act as any colour.
D * colour 0,2,4,6,8 x value 0-8 (countries, 0/8=0
farmer, 1/2/6/7=1 farmer, 3/4/5=2 farmers)
* red,orange x 36 chips (farmers)
* Deal 10 cards to each player.
* Play a normal trick-taking game, no trump
* All 10 tricks are
suit. If numbers tie, the card with leading colour played.
wins.
* Won cards are placed in the 5 stacks, each
different colour, in front of each player face-up.
They can arrange the order to put.
* Based on the top card, players add farmers to
their 3rd, 4th and 5th space in sequence. They
have 2,3,4 spaces for farmers. 1 st and 2nd stack
has 1 farmer each by default.
* Players also add farmers if they lose when
they play 1 or 2. If play 1 and matched winner
card colour, get 1 farmer. If did not match, get 2
farmers. If play 2 and did not match, get 1
farmer. If match, no farmer.
* For each bit, you
must have
undisputed most (no
ties). If you make
the bid, you get 5
pts plus number of
cards of that colour
that you took. Else
lose 5 pts. If you bid
the least number of
cards, gain or lose a
number equal to
initial hand size, if
you make or fail
your bid
respectively.
* Play more rounds
until all cards are
dealt.
* A mat is scored
* If the mat is high,
when both sides
the player with the
have the required
highest total wins
number of cards.
the candies. Else,
Discard all the cards the lowest wins.
played to it. The
* When a player
high mat becomes a gets candies, he
low mat, and vice
checks to see if he
versa.
has as many
* The player who
candies as the
lost during the
corresponding
scoring gets to go medal number.
first.
* First player to get
3 medals wins.
* Players score the
top-most card on
each stack, only if
that stack has full
set of farmers.
* If the 3rd/4th/5th
space has full set of
farmers but no
cards, they score
1/3/5.
2680 Tindahan
Peer Sylvester Trick-taking
3
2697 Epigo
Chris Gosselin, Simultaneous
2
Chris Kreuter Action Selection
5
D * colour 0,2,4,6,8 x value 1-10 (fruit cards)
* colour 0,2,4,6,8 x value K (market stalls)
* colour 0,2,4,6,8 x 9 chips (sellers)
* 1 black chip (donkey cart)
* For 3/4 players, remove 2/1 fruit types (suits).
* Place the market stalls for the fruits used on
the table. Place the donkey card on suit 0
(banana) to indicate it is trump at start of the
game.
* Deal the fruit cards to the players. Each player
also get a set of sellers.
* The starting player can either
* Round ends when
1) Play a card. The other players must follow
a player is out of
suit if possible. Trump is the fruit where the
cards.
donkey cart is at.
2) Move the donkey cart to another market stall.
This fruit is now the new trump. The next player
MUST play a card on his turn.
* The other players can either
1) Play a card
2) Send a seller to the market stall that match
the fruit type that was led.
* Once all players have a taken their turns, the
trick goes to the player who played the highest
card, or highest trump. He keeps the trick in
front of him face-down. He starts the next trick.
* Each trick=2pts
* Unplayed card in
hand= -1pt
* Most sellers at a
stall= 5pts
* 2nd most seller at a
stall= 2pts
* First and second
place at the stall
with donkey cart=
bonus 1 pt each
* If tie for first place,
tied players split the
first and second
place pts. If tie for
second place, tied
players split the
second place pts. If
no second place
player, the pts are
not awarded.
Always round down.
* If a player placed
no sellers and won
no tricks, he gets as
many pts as the
player who scored
the most pts this
round.
* Play as many
rounds as players.
The start player
rotates in clockwise
direction. Winner is
player with most
pts.
R * colour 0,2,4,6 x 1-7 (tiles)
* colour 1,3,5,7 x 1-7 (cards)
* Cardback (to form a 8x8 board)
* For a 8x8 board, with the 3 squares at each
corner not used in the game.
* Line up your tiles in a horizontal line in the
middle of the board.
* Each player chooses 3 cards to put face-down * When a player has * The player with 3
in a particular direction. The corresponding tiles 3 tiles pushed off
tiles pushed off the
will be moved in that direction in the next
the board.
board loses.
phase.
* Everyone reveals their cards. Same number
cards cancel each other. The higher number
tiles move first.
* Along a string of connected tiles, if there are
less of your tiles than your opponent tiles, you
cannot push the opponent's tile along (like
Abalone).
Hand
2
Management,
Tile Placement
4
R * colour 0-5 x value 0-5
* Deal 12/7 from the draw pile to each player for A player must place a card that touches existing The 5x5 grid is
2/4 players. Top card of draw pile is revealed as cards.
filled.
the center card of the 5x5 grid.
* Decide the team that plays the rows, and the
other team columns.
* For 4 players, each player in the team is
seated opposite to each other. Communication
is not allowed.
3
6
R * colour 0,1,2,4,5 x value 1-10, K (common,
Master)
* 1 joker (cat)
Spiders (0) & Spooks (1), Goblins (2), Bones
(4) & Bats (5)
* Deal all cards to each player.
* Player with spider 1 discards to form discard
pile.
If top discard card is
A player plays his
* Spiders or Spooks, the next card must be
last card.
higher in number. M > 10. Cat is wild, next
player can play any card.
* Goblin, everyone chooses a card and reveal
simultaneously. Player with higher Goblin card
wins and he can play any card he wants. Cat
wins. All 4 cards revealed are discarded. If no
winner, next player continues with any card he
wants.
* Bones or Bats, the next card must match in
suit or number. If unable to play any card to
Bone card, previous player can play a straight
of any length and mixture of suits, highest card
on top. Then current player continue. If unable
to play card to Bat card, players give 1 card
each to current player in counter clockwise
direction. Then current player continues.
2761 Worm Up!
Alex Randolph Simultaneous
3
Action Selection
5
D * colour 0,2,4,6,8 x value 4,5,6,7,K (movement
tiles)
* colour 0,2,4,6,8 x 7 chips (worm segments)
* colour 10 x 4 chips (posts for start and finish
lines)
* Use 2 black markers each for the start and
finish lines (50 cm distance).
* The worm segments are formed into a worm
in a straight line, lined up behind the starting
line.
* Each player chooses a movement tile and
reveal together.
* Any similar numbers cancel out each other.
Cancelled cards are returned to hand.
Successful cards are placed aside and may not
be chosen in the next round.
* If only a person played X, he can move any
number not chosen by other players. He may
also keep 1 post at the finishing line stationary,
and move the other post.
* For movement, move the last chip to the front
for 1 movement. Playe rwho bid the least gets
to move first.
2775 Trumpet
Philip Orbanes Trick-taking
6
D * colour 0,2,4,6,8,10 x value 1-11 (common
cards)
* joker 1-3 (trumpet cards)
* 13 cardbacks (to form a 26 space track)
* colour 0,2,4,6,8,10 x 1 die (pawns)
* 3 cardbacks (to form the suit tracker)
* colour 0,2,4,6,8,10 x 1 chip (suit marker)
* Form a 26 space track. 1st space is start, 26th
space is Winner space. 4Th, 7th, 11th, 16th, 21th,
24th are trumpet spaces. Spaces 20 th to 25th are
green spaces.
* Deal 7 cards to each player. Put the rest facedown.
* A player leads a trick. Other players must
* A round ends
Player who reaches
follow suit if possible. For the first round, there when all cards are the Winner space
is no trump suit.
played. All played wins.
* When a player wins a trick, he can move his cards are shuffled
piece on the track 1 space. If it is occupied,
back, and a new
then the next space. Winner of the trick leads hand of 7 cards is
the next.
dealt. Deal is
* When a player lands on a Trumpet space, he passed to left of
can choose the trump suit by putting the
previous dealer.
corresponder suit marker on the suit tracker.
* Game ends when
The next suit marker will beat this suit. The last a player reaches the
suit marker is the highest trump.
Winner space.
* In the green spaces, if a player wins a trick, he
can move a space, or move back another
opponent's pawn.
2708 Robot Master
Reiner Knizia
2729 Spooks
Jason Wittman Hand
Management,
Trick-taking
2
1 robot=face value,
2 same
robots=10xface
value, 3 same
robot=100, 4/5
same
robot=100+(1xface
value). Compare the
row and column
with the lowest
score. Higher score
wins. In case of tie,
the next lowest
score is considered.
For more rounds,
winner of each
round accumulates
the difference in
score.
* Player whose
worm first touches
the imaginary line
between the 2 posts
at the finishing line
wins.
2846 Hyle
Eric Solomon
Pattern
2
Recognition,
Tile Placement
D * colour 0,2,4,6,8 x 5 chips (counter)
* 9 cardbacks
* Use 9 cardbacks to form a 5x5 board.
* Designate 1 player as Chaos, the other as
Order.
2945 Six
Steffen
Muhlhauser
Pattern Building, 2
Pattern
Recognition,
Tile Placement
2954 Katzenjammer Reina Knizia
Blues
3052 Going Going
Gone
3117 Black Spy
* Chaos draws a random counter and place it
on any empty square.
* Order gets to move any counter in vertical or
horizontal direction (like a rook).
4
D * red, black x 21 chips
* Each team chooses a colour. For 4p, players * Each player take turns to place a tile on the
* When a player
sit opposite each other and must not
table, connecting to an existing tile. The goal is gets a winning
communicate.
to form one of 3 winning formation with 6 tiles of formation or a
his colour.
player has less than
1) Straight line
6 pieces (loses).
2) Triangle
3) Hexagon (center can be empty or filled)
* If no player wins when all tiles are played, the
game does to second phase.
* Each player take turns to move a tile to
another location. If the removal causes 2
groups, the smaller group is removed. The
piece that caused the break is put back.
Auction/Bidding, 2
Set Collection
6
D * colour 2,3 x value 1-15 (cards value 1)
* colour 4,5 x value 1-15 (cards value 2)
* colour 6,7 x value 1-15 (cards value 3)
* colour 8,9 x value 1-15 (cards value 4)
* colour 10,11 x value 1-15 (cards value 5)
* colour 0,1 x value 1-15 (jokers)
* 24 chips (mice)
* If <= 4 players, remove 4 mice.
* Deal 6 cards to each player from draw pile.
Scott
Nicholson
Auction/
Bidding, Set
Collection
2
6
D * colour 0-6 x value 1-7 (item cards)
* colour 0,2,4,6,8,10 x 25 chips (bucks)
* 5 cups
* A cardboard (to cover the cups)
Alan Moon
Trick-taking
3
6
R * colour 0,2,4,6,10 x value 1-10,J (1-Informer,
2-Interrogator, 3-Infiltrator, 4-Saboteur, 5Assassin, 6-Agent, 7-Spy, 8-Double Agent, 9Code Breaker, 10-Deputy, 11-Director)
* colour 11 x value 1-5 (5 x Spy)
* Reveal cards from draw pile face-up on the
table until a card value is turned up a second
time, or a joker is revealed. If a joker is
revealed, each player draws a card. The cards
on the table are ready for auction.
* Players start to bid for the cards. If player
passed, he may not rejoin. The bid is number of
cards with different or same values. A bid of
same values is always higher than bid of
different values, given the same number of
cards.
* Winner of bid discards he used for the bid
face-up in the discard pile, and collects the
cards on the table into his hand. He may now
meld >= 1 quartet. A quartet is 4 cards of same
value. For each quartet, he gets mice equal to
card value of quartet. Then quartets go into
discard pile.
* Jokers can be used in bid or quartet.
However, they do not go into the discard pile
after use, but is placed in front of the player.
* When player meld a quartet of jokers, he may
declare them of 0 value and discard them
instead.
* When all squares * Any symetrical
are occupied.
pattern scores the
number of counters
in the pattern (eg.
ABABA scores
5+3x3)
* Players reverse
roles. Player with
most pts wins.
Last card is taken
from draw pile or
last mouse is picked
up. If not enough
mice, player gets
whatever is left.
* Player with most
mice at end of game
loses 5 mice. If tie,
each lose 5 mice.
* Player with most
mice wins. If tie,
player with fewer
jokers used wins.
* Place the 5 cups in the center. Deal 2/2/1/1/1 * The first player announces start of auction.
cards next to each cup.
* Each player drops chips in the cups next to
the cards that they want to get.
* When auction ends, chips are counted to see
who gets the cards. Only winner pays the chips.
If tied, active player wins. If not, the winner is
the player nearest to the active player
clockwise. Item cards won are kept face down.
* Players may sell collections to get more
bucks.
* Collection is a groups of items that share the
same colour or number.
* 7 auctions are
played (all item
cards have been
auctioned).
* Players calculate
their collection value
and chips left.
* Player with most
chips wins.
* For 1/2/3/4/5/6/7
size of collection,
get
2/6/12/20/30/38/44
chips.
* Deal all cards evenly. The next dealer moves
to the left in clockwise manner.
* Each player must pass 3 cards face down to
the player on his left. He may not look at the
cards passed to him until he has passed his 3
cards.
* Round ends when
all cards have been
played.
* Game ends when
a player gets 200+
pts.
* Ranks 1-6 = 1pt.
Rank 7 = 10 pts.
Rank 8 = 2 pts, 9 =
3 pts, 10 = 4 pts, 11
= 5pts.
* Player with lowest
pts wins.
* Player left of the dealer leads the first trick.
Black card cannot lead the first trick. Players
must play a card of same colour or same rank.
If he cannot do so, he may play any card.
* Player who plays the highest rank card in the
lead colour takes the trick. For Black Spy ties,
the first person who played a Black Spy wins.
3130 Sultan
Sergio
Halaban,
Andre Zatz
Auction/
Bidding, Set
Collection
2
5
D * poker suit 1-5 x value 1-15 (money cards)
* black x 12 chips (1 pt)
* red x 11 chips (2 pts)
* yellow x 10 chips (3 pts)
* green x 9 chips (4 pts)
* blue x 8 chips (5 pts)
3143 Vampire
Reiner Knizia
Hand
Management,
Set Collection
3
5
3145 Linja
Steffen
Muhlhauser
Abstract
Strategy
2
3165 Auf falscher
Fahrte
Jurgen Kraul
Trick-taking
3
3197 Null and
Nichtig
Reina
Stockhausen
Trick-taking
3
* Each player gets a set of money cards.
* Each player deals himself 5 cards.
* A player picks 4 random jewels (chips) from a * 15 auctions are
bag, and chooses 3 for auction.
completed.
* He starts by placing a card face-down next to
a jewel. Other players take turns to do so.
Player with highest card wins the jewel. If tie,
player who first played the card wins.
* If 5 cards are played, draw another 5 cards to
continue.
* Each jewel scores
its own pts.
* Sets of jewels also
score, as below.
3+p:
3/4/5/6=2/5/10/20pt
2p:
4/5/6/7=2/5/10/20pt
* Find 1 vampire card with 1 head of each
R * poker suit 1-6 x 1,1,2,2,3,3,4,4,5,5,6 (11
common vampire cards, 1 head)
colour and place them on the table face-up.
* poker suit 1-6 x J,J,Q,Q,K (5 common vampire * Deal 4 cards to each player.
cards, 2 heads)
* 6 joker (6 wild carriage cards, 1 head)
* poker suit 1-4 x 0 (4 wild carriage cards, 1
head)
A player can either
1) Draw 2 cards from draw pile. Then, he must
play 1 card to one of the gathering places
(vampires to similar coloured places) OR play a
set of at least 3 cards of same colour (go on
vampire hunt). Set must be displayed to reveal
the heads.
2) Take all cards from a gathering place and
must play a set.
* If a player plays a set of a colour he already
has a set, the existing set is discarded.
* Carriage cards can be added to a set with at
least 1 vampire card.
* The last card from
the draw pile is
drawn, or a player
has played sets of
all colours.
* Players total the
number of heads for
each colour. Players
with the least heads
in each colour
discard cards of
that colour. Tied
players also
discard. No cards
played count as
least.
* Player with highest
score wins.
D * red, black x 12 chips
* 4 cardbacks (markers for the field with 8
spaces)
* Put the cardbacks on the left side to mark the
8 spaces/rows in the main playing area.
* Place the pieces as follow.
BBBBBB
OBOORO
OBOORO
OBOORO
OBOORO
OBOORO
OBOORO
RRRRRR
* Each player takes 2 actions
1) Initial move: Move a piece 1 space towards
the opposite end.
2) Following move: The total pieces in the row
moved to in initial move determines the number
of spaces to move in following move.
* If piece reaches the last row, he gets 1 move
for following move.
* If a piece reaches an empty row with a
following move, he gets an extra turn
(maximum only 1 extra turn).
* There cannot be more than 6 pieces in a row.
* Game ends when
pieces of both
players completely
passed each other.
* Players get 5/3/2/1
pts for the last to the
4th last space.
Highest pt wins.
4
D * colour 0-3 x 1-13
* 4 chips
* 4 jokers
* For 3/4 players, use 1-10/1-13.
* Player left of deal starts the trick.
* All players played
* Deal all cards evenly to all players. For 3
* Players must follow suit if possible. Won tricks their cards.
players, reveal the last remaining card to all and are placed face-down in front of the winner,
set it aside.
such that other players can see how many
* Each player places a card face-down on the tricks are won.
table. These cards are shuffled and placed as a * For 3 player game, the face-down pile is
pile in the middle of the table.
turned over at the 3rd, 4th and 5th trick. For 4
* For 3/4 players, the round is a Minus round if player game, at the 2nd, 3rd, 4th and 5th trick.
the sum of the face-down cards is <=13/<=23. * When every player has only 4 cards left, the
* For 3/4 players, the round is a Plus round if
player with the least or most tricks can change
the sum of the face-down cards is >=14/>=24. the trump colour by replacing the red chip with
* A Minus round is won by a player who takes another chip. If players are tied for worst
the least tricks. A Plus round, by the most
performance, this opportunity is skipped.
tricks.
Joker variant
* The red chip is placed in the middle of the
* For 3/4 players, add 3/4 jokers. 1 st card for 1st
table to indicate it is the trump colour.
trick cannot be joker. Jokers can be played
anytime. They can never win a trick. A second
joker cannot be played in the same trick, except
the last trick. If a trick is led with a joker, the
next player must play any colour card of his
choice, which becomes the suit to follow. Player
who played the joker may change the trump
colour at the end of the trick (not when players
have 4 cards left).
* 4 players: 4,3,2,0
points
* 3 players: 3,2,0
points
* If players tie for
the same place,
they get the
corresponding
points.
5
R * poker 1-5 x 1-10,K,K (K=0)
* Deal 13 cards to each player. Each player
chooses 3 cards to put face-down at starting
score piles.
* Each player
scores the top card
of their scoring
piles. Highest score
wins.
* Play a normal trick-taking game, no trump
All 10 cards are
suit. Ties go to player who played first. Winner played
of the trick puts the card he played on his stack,
then the left player card on another stack of that
colour and so on. Player who wins the trick
leads the next.
3234 Five Crowns
Marsha J.
Falco
Set Collection
2
3236 Tien Zi Que
Ta-Te Wu
Hand
Management,
Set Collection
2
7
R * poker 1-5 x value 3-K
* colour 11 x value 1-12 (joker)
* Deal 3 for first hand, 4 for second hand, 13 for
last hand
* 3s are wild for first hand, 4 are wild for second
hand etc
* Reveal a card as the discard pile
* A player must either draw from draw pile or
discard pile. Then discard a card.
* If possible, he goes out by laying out all cards
in combinations, with 1 card left. Lastly, he
discards 1 card.
* Runs are >=3 consecutive numbers in same
suit, books are >=3 same numbers in different
suits.
A player goes out.
Other players have
1 last turn where
they will lay down all
the runs and books
and discard 1 card.
R * colour 0,2,4,6 x 1-9 (currency cards)
* colour 0,4,6 x 0,J,Q,K (direction cards)
* colour 10 x value 1-3 (Tien Zi Que)
* joker 1,3,4 (red dragon cards)
* Deal 5 to each player from the draw pile.
* Direction and red dragon cards are Word
cards.
* A player can either
* A player
1) Draw: Draw 1 and discard 1.
completes his 5th
2) Pung: Daw 1 and then create a set with 3
set. Only he scores.
cards. The set can be sequence or triplet, all
from the same suit.
3) Chow: Take the last discarded card and form
a set with 2 cards in hand.
* When a player creates a set, he chooses 1
card to keep for scoring and discards the other
2.
* Tien Zi Que is a wild card. It cannot be picked
from the discard pile. It can be kept for scoring
but counts as a black card.
Score is the sum of
the values of
remaining cards
(J=11,Q=12,K=13)
in hand. Wild = 20
pts, Joker = 50 pts.
Play for 11 rounds.
Lower score wins.
* Flush
(red,blue,green)=3pt
s,
* Orange
flush=4pts, *
Elements(all diff
colour)=4pts
* King of
Sparrows(3 Tien Zi
Que)=6pts
* Dare
Dragon(sequence)=
6pts
* Pair=2pts
* Three of a
Kind=5pts
* Four of a
kind=10pts
* Word: 1 type=1pt,
2 type=3pts, 3
types=5pts, 4
types=9pts
* All
directions=12pts
(word pts not
added)
* Honors(any five
words)=16 pts (word
pts not added)
* Winning draw
(complete 5th set
from drawing or own
hand)=1pt
* Play 4 rounds,
player with most pts
wins.
3272 Chaos
* Pietro
Valentyne
* Francois
Valentyne
* Rant
Valentyne
* Sly Valentyne
Auction/Bidding, 3
Memory, Set
Collection,
Trading
5
R * colour 0-3 x value 1-13 (Spectrum card)
* colour 10 x value 1-4 (Order card)
* colour 11 x value 1-2 (Chaos card)
Deal all cards to every player plus one dummy * If there are 5+ cards in the discard pile, the
player. The dummy player hand is the draw
player chooses and takes 1 card from the
pile.
discard pile, then followed by the next player
until no cards left. Resolve any laws before
proceeding to next player.
* Player draws a card.
* Player can do 1-3 of below Actions, in any
order and combination
1) Seek: Ask another player for a card. Reveal
your desired card from your hand. If he does
not have, player must discard 1 card. If player
Seeks successfully 3 in a row, other players
take turn to discard one of their cards.
2) Trade: Exchange a card with another player
face-down
3) Battle: All players choose a card and reveal
simultaneously. Order cards (14), Spectrum
face value, Chaos (0). If 2 chaos meet, return
them to owners' hands. Other non-unique cards
go to discard. Highest number takes all cards.
* Player may place 1+ sets on the table any
time before or after an Action. If he draws a
card subsequently that matches his set, it
negates the set. Place the 4th card in the set
face-down to indicate it scores 0 points.
* Discard 1 card.
There are 3 Laws
1) Force of Chaos: Discard all Order cards if
player gets a Chaos card. Resolve when player
gets a card.
2) Surrender of Order: If all 4 Orders are in the
pool , the round ends. Resolve when a player
discards.
3) Spin of Chaos: When a Chaos card is
discarded, all players put their cards face-down.
* The discarder chooses a direction to pass the
cards around. Discarder chooses when to stop
the passing. Do not look at the cards while
passing.
* If any set of 4 spectrum cards is in the discard
pile, remove them from the round.
* If player has 3 Order cards, he can Declare
Order during his turn, or Reveal Order during
opponent's turn. Then the round ends.
* All 13 sets of
Player with highest
Spectrum are on the points (at least 13)
table.
wins.
* A player has no
* Spectrum set, 3
cards left.
cards on table: 1 pt
* A player declares, * Spectrum set, 3
reveals or
cards on table, 4th
surrenders order.
card in hand: 0 pt
* Player 2nd round
* Spectrum set, 4
until there is a
cards negated on
winner with at least table: 0 pt
13 points.
Order set, 3 cards in
hand: 3 pt
Order set, 4 cards in
hand: 0 pt
Revealed Order: 4
pt
Declared Order: 5 pt
Chaos card, 1 or 2
in hand: 0 pt for
whole round
regardless of
spectrum sets
1
4
R * letters 1-108
* 2 x joker
* For 1 player, use only 54 cards.
* Deal a panel consisting of 7/7/5/4 cards for
1/2/3/4 players. Each card represents a column
from which words can be formed downwards.
* In a turn, a player may move the cards to
* All players have
make words or parts of words to attempt to
no more moves to
form a word on ONE of his column. All cards in make.
a column have to be moved together. When a
panel has no cards (open), fill it with top card of
draw pile at the end of turn.
* Completed words are removed from game
whenever desired and is counted as a turn.
When word is removed, score points equal to
the sum of the letters times the number of
letters. Removing a completed word is not
forced, unless no other play is possible.
* If a player cannot play, he must shuffle one of
his uncompleted column into the draw pile. The
next player decides which column is being
shuffled.
* Player may build any number of cards on only
ONE of his columns in his panel.
* Player can only capture cards to build on a
letter or letters on their own column.
* When last card from draw pile is dealt, every
move onwards must result in a completed word.
* Words can be challenged. If the challenged
player plays a wrong word, then he loses his
turn. Else, the challenger loses his turn.
* Any player with no
cards left in his
panel (Balied)
triples his final
score. Bali only
applies if the draw
pile is depleted.
Franz Josef
Lamminger
Auction/
2
Bidding, Hand
Management,
Simultaneous
Action Selection
4
R * Sequence 4-10,12,15,18,20,25,30,35,40
(guards)
* colour 5-9 x value 0-9,J (musketeers, J=10)
* joker 1-3 (gem)
* colour 10 x 1-3 (prison)
* Remove guards depending on no. of players
(2p=25,30,35,40, 3p=4,35,40, 4p=4,5,7).
* Shuffle the guards and put as guard pile.
* Deal 12 musketeer cards to each player.
* Each player chooses 3 cards as his Pay cards
and put them face-down.
* Reveal a guard card.
* All cards are
* Players choose and reveal together 1
played.
musketeer card each.
* If musketeers total value is less than the
guard, musketeers lose. Player who made the
lowest contribution takes a prison card and
attach to his Pay cards. For musketeer ties, use
the dice value.
* If musketeers total value is equal or higher
than the guard, musketeers win. Player who
made the greatest contribution takes a gem
card and attach to his Pay cards.
* If all prison or gem are in play when you want
to take one, you take it from another player
instead. If you already have a prison or gem
and need to take another, you remove an
existing one (eg. Remove a gem instead of
getting a prison, remove a prison instead of
getting a gem).
* Total your Pay
cards value. Gem
double their value
while Prison makes
them 0.
* First player to
reach 100 wins.
Jeffrey D.
Allers
Betting/
3
Wagering, Tricktaking
5
D * poker 1,4,10 x value 1,1,2,2,3,3,4,5 (primary * Red+yellow=orange
colours, black= yellow)
* Red+blue=purple
* colour 2,4,8 x value 2,3,4,5,6,7,8,9 (secondary * Blue+yellow=green
colours)
* These rules is for Pointillism.
* colour 0,2,4,6,8,10 x 5 chips (bidding chips)
* For 3/4/5 players, deal 14/11/9 cards to each
player. The remaining cards are put face-down.
* Dealer starts to bid, putting a chip to indicate
he must score at least 1 trick in that colour.
* A player leads a trick and other players must
follow suit if possible.
* For primary colour tricks, you must “copy” the
suit if possible. If not, play a primary card to
whoever is winning the trick, then play another
card of the secondary colour in front of you.
This changes the colour of the trick.
* For secondary colour tricks, you must “copy”
the suit if possible. If not, you can “mix” by
playing 2 primary cards that form this
secondary colour. Or “junk” or play any single
card.
* Highest value card in the trick wins the trick.
He takes a card of the trick colour and put into
his scoring pile. Winner leads the next trick.
* If you did not bid
any tricks and win
no tricks, you win
25/7/2 pts for
3/4/5p. Else lose as
many pts.
* If you bid colours
and has at least 1
trick in each colour
you bid, you get
total no. of tricks
times no. of colours.
If not, 0 pts.
* If you bid all 6
colours and achieve
the bid, you get 100
bonus pts.
3278 Bali
Uncredited
3335 Musketeers
3343 Pala
* A round ends
when the winner of
the previous trick
has no cards, or
only 1 player has
cards.
* Shuffle all cards
and deal moves to
the player left of
prevoius dealer.
3375 Au Backe!
Frank Nestel
Set Collection
2
3434 Rise
Michael Coe
Area Control/
2
Area Influence,
Area Enclosure,
Modular Board,
Tile Placement
3441 Belote
Uncredited
Partnerships,
Trick-taking
2
3444 Little Devils
Michael
Feldkotter
Trick-taking
3
R * poker suit 1-3 x 1-15 (animal cards)
* poker suit 4 x 1-15 (chicken run cards)
* colour 10,11 x Q (poo)
* colour 10,11 x K (shovel)
* Place the chicken run cards (15 cards) and
the poo and shovel cards (4 cards) face down
across the table.
* Deal all the animal cards face down to each
player to form their own draw piles. Each player
has to clear their own draw piles.
* Each player draws 5 cards from their own
draw pile.
* During each turn, player chooses and reveals * Game ends when * Player who clears
a card in his hand, then tries to find the same a player has
his draw pile and
card on the table by revealing a table card. If
discarded his last
hand first wins.
the same card is turned over, he can discard
animal card and his
the played carda and continue. If not, he takes draw pile is cleared.
back the played card, and draws back to 5
cards. If he clears 5 cards, he draws back to 5
cards and his turn ends.
* If the poo card is revealed, the player tries to
reveal a shovel card. If he does, his turn is over.
If not, he must draw 2 cards from other players'
hands and turn is over. In both cases, he can
shuffle all the chicken run cards on the table.
D * 60 cards (land tiles)
* red,orange,green,blue x 25 chips (50 chips
per player for workers and towers – stack 2 for
small, 3 for medium, 4 for large)
* Use 12 land tiles for a dog-bone board (3 tiles
at the ends).
* Place a work at one space inner of the edge
most spaces.
* For the first turn, red moves first and he has
only 1 action.
* A player can perform any 2 actions.
1) Place land tile next to an existing tile.
2) Place worker next to existing worker.
3) Move worker to an unoccupied tile.
4) Jump a worker over an opponent's worker to
remove it.
5) Sacrifice any 2 workers to eliminate an
opponent's worker. May not reduce workers to
0.
6) Sacrifice any 2 workers to place a worker
anywhere.
7) Remove a tier from your tower.
* A tower is contructed when an unoccupied tile
has 6 of your workers surrounding it. The next
tier is placed at the start of your next turn, if the
formation remains. Only 1 tier is constructed
per turn. Construction does not take up an
action.
* An opponent's tower can be destroyed by
surrounding it with 6 of your workers. Similar
mechanism as construction.
* A player wins if he
has 3 completed
towers, or opponent
has no workers.
4
R * colour 0,2,4,6 x 7-10,J,Q,K
* Form 2 teams.
* Deal 5 cards to each player.
* First card of the draw pile is revealed. Its suit
is the trump. Players take turn to decide
whether to take the card. If they take, deal 2
cards to him and 3 to everyone else. If no
players take, then take turn to decide to take
the card and decide what suit is trump.
* A player leads a trick and other players must
follow suit if possible.
All cards are played. * Add up the points
in captured tricks.
Highest score wins.
* Trump suit: J=20,
(=14, A=11, 10=10,
K=4, Q=3, 7/8=0
* Other suit: A=11,
10=10, K=4, Q=3,
J=2, 7/8/9=0
6
R * Sequence 1 to 54 (dice value=number of
devils)
* Use the first 27/36/45/54 cards for 3/4/5/6
players.
* Deal 9 cards to each player. Remove any
unused cards from the game.
* The first player leads with a card. The second * All 9 tricks are
player plays a card. If the card is higher, then
played.
the highest card wins the trick. If the card is
lower, then the lowest wins the trick.
* However, in the first case, if any player plays
a card that is lower than the first played card
because he does not have a suitable card, then
the lowest card played in the trick wins.
Similarly for the second case.
* A player who wins the trick takes the cards
and put face down in front of him. He then
leads the next trick. Cards with 6 devils may not
be used to lead.
6
* Each player totals
the number of devils
in his collected
tricks.
* Play more rounds
until a player has
100 or more devils.
Player with least
devils wins.
3484 Leapfrog
Gordon
Hand
1
Lamont, Fraser Management,
Lamont
Simultaneous
Action Selection
3541 Stomple
Greg Zima
Abstract
Strategy,
Pattern
Recognition
3592 Chicago Poker Bruno Faidutti, Card Drafting,
Bruno Cathala Hand
Management
6
D * colour 0,2,4,6,8,10 x 1 meeple (frog)
* colour 0,2,4,6,8,10 x 1-6 (common card)
* 6 orange chips (tadpoles)
* 1 green chip (lily)
* Random place the frogs behind the lily.
* Place 1 tadpole beside the 4 th, 5th and 6th frog.
The 1st frog is adjacent to the lily.
* If less players than frogs, just place the frogs
as dummy.
* Each player chooses 1 card and put it facedown next to their frog. The cards are revealed
together.
* Starting with the 2nd frog, compare the card
number with the 1st frog. If it is larger, the frogs
switch places. Continue until it cannot do so, or
it reaches the maximum jumps (which is the
card number). Frogs also cannot move back
further than their maximum distance. Frogs that
have moved their maximum distance may not
be jumped by any frog. The cards played are
left on the board.
* All 6 cards are
* First place gets 6
played.
pts, last place gets
* The 2nd round is to 1 pt.
race to be last. Pt
* The players with
scoring is reversed. frogs having
The lily is at the
tadpoles get the
back, but frogs still tadpoles at end of
move forward. 1St, round.
2nd and 3rd has 1
* At the end of the
tadpole each.
game, 1 tadpole=1
rd
* 3 round is similar pt, 2 tadpoles=5pts,
to 1st round, but only 3 tadpoles=10pts.
6th position has a
* Highest score
tadpole. Also, the
wins.
2nd position frog at
the end immediately
loses.
2
6
S * 6 colour x 7 chips
* 7 coins
* cardbacks to form a 7x7 board
* 6 coloured dice (pawn)
* Randomly place the chips and coins on the
7x7 board
* Randomly assign each player a coloured
pawn
* For the first turn, a player moves his pawn to Only 1 player
any chip at the edge of the grid and remove it. If remains.
it is a part of a string of other similar coloured
chips, remove them as well. Adjacent chips
include diagonal chips. Place the pawn at the
last removed chip location.
* For subsequent turns, player can either
remove adjacent chips of the same colour, or
move to a chip of his own colour and remove all
adjacent chips of that colour.
* If a player has no legal move, he is out of the
game.
* Play until there is
a win (reaches
40/20/15/10 points
for 2/3/4/5-6
players).
2
6
D * poker 1-5 x 1-15 (common cards)
* 5 x red, orange, green, blue chips (business
tiles – Speakeasy, Jazz Club, Gambling House,
Brewery)
* Deal 5 cards to each player.
* For 2/3/4/5/6 players, randomly pick 2/2/3/4/4
business tiles and put on the table.
* The hand rankings are
- Chicago Poker: 5 same ranks, diff suits
- Straight flush: 5 consec ranks, same suit
- Regenboogstraat: 5 consec ranks, diff suit
- Four of a kind: 4 same rank, diff suit
- Full House: 3 same rank+ 2 same rank
- Flush: 5 same suit
- Straat: 5 consec ranks
- Three of a kind: 3 same rank, diff suit
- Twee Paar: 2 x pair
- Paar: Pair
- Hoogste Kaart: Single
* Each player either plays a card on any
* A player has won
business tile, or draw a card. 1st player takes 1 3 business of same
action, 2nd player 2 actions, and subsequently 3 kind, 1 of each kind
actions for every player.
or 5 total business
* Players need to ensure when they draw cards, tiles.
that they have maximum 7 cards at end of turn.
* Each business tile hascards played differently.
Speakeasy (green): First 2 cards face-down,
next 3 face-up.
Jazz Club (orange): First 3 cards face-up, next
2 face-down.
Gambling House (blue): First card face-up,
alternating after that.
Brewery (red): All cards face-up.
* When any player places their 5th card at a
business tile, a bullet token is placed on a tile,
showing a 'shootout' occurs at the beginning of
their next turn.
* During the shootout, players compare who
has the highest hand. He wins the tile, all
played cards are discarded, and a new tile is
drawn.
* Player who
achieves the
endgame condition
wins.
2
6
R * letters 1 to 104
* jokers 1-3 (wild)
* colour 10 x 1-2 (joker cards)
* Deal 7 cards to each player from the draw
pile.
* All letters with dice value 6 has 2 star bonus.
Any word formed with these letters will have the
pts times 2.
3
5
R * colour 0 x value 1-12 (gift cards)
* colour 1 x value 2-12
* colour 2 x value 3-12
* colour 3 x value 4-12
* colour 4 x value 5-12
* colour 5 x value 6-12
* colour 6 x value 7-12
* colour 7 x value 8-12
* colour 8 x value 9-12
* colour 9 x value 10-12
* colour 10 x value 11-12
* colour 11 x value 12
* joker 1-2 (Mr and Mrs Claus, value 0)
* colour 0 x value 2-12,K (holiday cards, K=1)
* Deal 12 gift cards to each player. Arrange the * Each player will do 3 things
* All 12 holidays are
holiday deck in numerical order, with first day at 1) Pass 1 card to the left face-down.
captured after 12
the top.
2) Play a card face-down. Reveal together. The rounds.
lowest card wins the holiday card. If tie, the
next lowest card wins and so on. If all tie, the
day is kept and the next day is revealed. Played
cards are discarded. Mr and Mrs Santa Claus
have value of 0.
3) Everyone draws a card.
Ellliot Rudell
Hand
2
Management,
Tile Placement
4
R * letters 1 to 104 (Q=Qu)
* Play on an imaginary 10x10 board.
* Deal 7 cards to each player.
* First player must form a word that covers one
of the 4 squares in the middle.
Reina Knizia
Hand
Management
6
R * colour 0 x value 1
* Deal 6 from draw pile to each player.
* colour 0,1 x value 11,12,13
* colour 0,1,2 x 9,10
* colour 0,1,2,3 x 8
* colour 0,1,2,3,4 x 2,7
* colour 0,1,2,3,4,5 x 3,4,5,6
* colour 10-11 x value K (neigbourhood watch)
* 3 x joker (wild)
3710 Palabra
Jim Kondrick
Set Collection
3800 12 Days
James Ernest, Trick-taking
Mike Selinker
3819 Upwords
3867 Escalation
2
* A player lays cards down from their hand each * Draw pile is used * Cards in hand are
turn. Below are the options.
up, and a player has subtracted from the
* Word: Get points equal to total of letter
played all his cards final score. Highest
values. 7-letter words get 70 bonus pts. Same (or everyone
score wins.
colour, double the pts.
passed).
* Straight: At least 3 cards in order of alphabet.
* Flush: At least 5 cards of same colour.
* Vowels: 6 vowels for 20pts, 7 vowels for
40pts.
* Build: Add cards to words or straights of other
players. Cards played only remain for 1 round.
He gets pts for the whole word. If the set is of
the same colour, the added cards must be of
that colour.
* Jokers (pre-play): Cancel the pts earned by
another player.
* Shave (pre-play): Play letters that are used in
a word formed by the previous player. These
pts are subtracted from previous player and
added to current player. Current player draws
replacement cards and can play again. Can
only shave once per turn, cannot be against
flushes or vowels.
* Replace: Discard cards and replace them.
Cannot be done if there are 10 or less cards in
draw pile.
* Pass his turn
* After one of the above options, he draws to 7.
* Each day card is
worth its number.
* Whoever scores
the most cards of
each rank scores
the point value of
that rank. If tied,
both scores.
* Players take turns to form words. Replace the
cards used. Letters can be stacked on top of
another (maximum 5 tiles high) to change the
original word, but at least 1 letter of the original
word must remain. Players score the 1 pt for
each tile. If the letters are 1 tile high (same
level), score 2pts per tile. 20 bonus pts if all 7
tiles are used.
* Player can pass or exchange a tile instead.
* Qu tile scores 2 bonus pts if it isused in a
word that is 1 tile high.
*All letter tiles are
* Any remaining
played, no one can tiles is -5 pts.
make a word, or all
players passed.
* A player must either
1) Play >=1 cards and announce total value. If
there is more than 1 card, these cards must
have the same value. Total value must be
higher than previous player. Wild cards are any
value from 1-7.
2) Play neighbourhood watch. Announce value
same as that of previous player.
* Then draw to 6 cards hand.
* If unable or unwilling to play a higher total,
collect all cards and place face-down in a stack
in front of you. Then play >=1 cards.
A player plays his Player with fewest
last card. Other
card in their stack
players add their
wins.
hand into their facedown stack.
3883 Khmer
Uncredited
Hand
Management
3920 My Word!
Reina Knizia
Card Drafting, 2
Pattern
Recognition, Set
Collection
3922 The Big
Cheese
James Ernest, Auction/
Jon Wilkie
Bidding, Dice
Rolling
3940 Farfalia
Derek Carver
3946 Word Thief
Uncredited
R * poker 1,2 x dice value
1,1,2,2,3,3,4,4,5,5,6,6,6,6,6,6
2
* Deal 6 to each player, and put aside the
remaining cards.
* A player can either
* A player knocks.
1) Play a card to the field face-up, and
announce the current total. The field total is the
allowed maximum point limit.
2) Draw the top card card from field, and keep
them face-down away from your hand.
3) Discard a 6 and remove it from game.
4) Knock and end the game, if the total value of
your cards (including those Drawn) is equal or
lower than the field total.
* Compare total pts,
highest wins. If tie,
the player who
knocks loses. If a
player exceeds the
field total, he loses.
* Dealer deals a card face-up one at a time.
* Any player who spots a 3 or more letter word
my call out the word and take the cards. If the
word is invalid, other players get 1 free card
each from the table.
* Round ends when all cards are dealt.
* Next player becomes dealer,
Player scores 1
point for each card
collected each
round. Player with
most points wins.
6
R * letters 1 to 69 (actually 54 single letter, 15
double letter)
* 3 joker (wild)
Play until every
player has dealt
once.
3
6
S * colour 0,2,4,6 x 2,4,6,8,10,J,Q,K,A (J=12,
Q=20, K=The Big Cheese, A=Veto)
* 6 colours x 10 chips
* 1 die
* Reveal the top card from the draw pile.
* Each player gets 10 chips of same colour.
* Each player take turns to bid for the revealed * A player reaches
card (project).
200+ pts.
* Bid must exceed current bid. You cannot bid
higher than what you have. If you pass, you
cannot bid again.
* Winner of the bid puts his counters on the
card. He starts off the next bidding.
* When a project is taken, all other projects on
the table lose 1 counter, which goes back to the
player's pool.
* When the last counter leaves a project with a
number, the player rolls a die and scores pts
equal to die value times card value. If it is Veto
or Big Cheese cards, it becomes playable at
any time.
* Veto: You can play this instead of bidding.
Both Veto and the project are discarded.
Reveal a new project.
* Big Cheese: Allow re-roll of a die during
project completion. Has to keep the new roll.
* Player with most
pts wins.
Trick-taking
2
5
R * colour 0,2,4,6 x 1-13 (common cards,
strawberry, shell, leaf, fish, 8/10/12=butterfly)
* colour 1,3,5,7 x 1-5 (symbol cards)
* joker 1-5 (symbol cards for buttefly)
* The basic rules is for 5 players. Deal 10 cards
to everyone and 12 to the dealer. The dealer
form a team, while the other 4 players form 2
teams of 2 people each.
* Dealer chooses 2 cards to remove from
game. He also declare the Trump suit.
* Reveal 5 symbol cards on the table face-up.
This is the Farfalia set.
* Player left of dealer starts the trick. Players
* 10 tricks are
must follow suit if possible. Winner of a trick
played.
picks 1 card from the trick that is among the
Farfalia set and which he does not have.
* Winner of trick leads the next trick.
* For 4p, no cards can be taken from 1 st 3
tricks.
* For 2/3p, it is the same as 4p but with a
dummy player with half of cards exposed. 6
cards face-down, 7 cards on top face-up. The
face-down cards are revealed only after playing
the face-up card on top of it.
* Players get
1/3/6/10/15 pts for
1/2/3/4/5 cards
matched to the
Farfalia set. Player
with least pts
becomes the new
dealer (for 2/3/4p,
the dealer shifts 1
player clockwise).
* Play for 3 rounds.
For the 3rd round,
the pts are doubled.
Highest score wins.
Word Game
2
10
D * letters 1 to 104
* 4 jokers (0 pts)
* red x 25 chips (10 pts)
* non-red x 100 chips (1 pt)
* Assign 1 suit as a trump suit.
* Deal 7 cards to each player from the draw
pile.
* A player forms a word with at least 2 letters, * Draw pile is used
and scores the total value of the letters. If same up, or 1 player runs
suit, double the pts. If trump suit, triple the
out of cards.
points. If more than 4 words, 5 bonus pts per
additional letter. All cards used, 20 bonus pts.
* A player may also steal a word (cannot be of
same suit) from another player, and form 1 or
more words using additional 1 or more of your
own cards in hand. Each new word must have
at least 1 stolen letter.
* Draw back to 7.
* Record only bonus
pts and wordlocked
words during the
game, since other
words can be
stolen.
* During final
scoring, add all the
word values
together. Highest
score wins.
4006 Diaballik
Philippe
Lefrancois
4017 Lucky Numbers Micheal
Schacht
4075 Cowabunga
Reinhard
Staupe
Grid Movement, 2
Point to Point
Movement
D * red, blue x 7 chips (pieces)
* black x 2 chips (balls)
* 4 cardbacks (to form 7x7 board)
* Form a 7x7 board.
* Put the pieces at the row nearest to each
player, and the ball at the middle piece.
* A player can perform up to 3 of the following
actions in any order (must do at least 1)
1) Move non-ball carrying piece orthogonally 1
space.
2) Move non-ball carrying piece orthogonally 1
space.
3) Pass ball orthogonally or diagonally in a
straight line from 1 piece to another. Passing
line must be free of opponent's pieces.
* Anti-play: If the opponent pieces form a
continuous line and 3 of your pieces touch the
blocking line, you announce Anti-play and win.
Player wins when
he has a piece with
ball at opponent's
starting line.
* Player who fills all
his 4x4 grid wins, or
if draw pile runs out,
player with least
empty spaces wins.
Tile Placement 2
4
R * poker 1-4 x value 1-20
* Each player draws 1 card and put at one of
the 4 diagonal spaces from top left to bottom
right of his 4x4 grid. Then each draw 3 more
cards and fill up this diagonal. Try to place
lower numbers near top left and higher
numbers near bottom right.
* A player can either
1) Draw a card and place it face-up on your
grid. If you cannot or choose not to, discard it
face-up.
2) Take the top card from the discard pile and
place it in your grid.
* For placement of tile, you can either put to an
empty space, or exchange with an existing tile.
The old tile is discarded. All numbers placed
must be ascending from top to bottom, left to
right.
Memory
5
D * colour 4-7 x value 0,1,8,9 (wave)
* colour 4-10 x value 2,3,4,5,6,7 (wave)
* sequence 10-30 (obstacle)
* 1 green chip (wave up indicator)
* 1 red chip (wave down indicator)
* 17 black chips (cows)
* Deal 3 wave cards to each player
* Reveal a wave card as the discard pile and
place the wave direction indicator pointing up.
* Deal 1 obstacle card face-up to each player,
who then placed them face-down.
* A player plays a wave card, adds the number A player gets 4
to the current count and announces the new
cows.
count. Waves are added if the wave is up, and
subtracted if the wave is down.
* Whenever the count is above 30 or below 10,
the wave changes direction.
* If the tide flips because of this new count, the
previous player draws an obstacle card, reveal
to all and place in face-down.
* If a player announces the new count and
another player has an obstacle of that number,
that player reveals the obstacle card and player
gets a cow.
2
The player with the
least cows wins
4162 Montgolfiere
Dominique
Ehrhard
Auction/
2
Bidding, Hand
Management,
Simultaneous
Action Selection
4168 Pacal
Gunter
Burkhardt
Hand
Management
4236 Lamarckian
poker
James Ernest, Auction/
2
David Howell Bidding, Set
Collection,
Simultaneous
Action Selection
6
2
6
D * poker 1-6 x 0,0 (sleep gas)
* poker 1-6 x 1,1 (storms)
* poker 1-6 x 2-9, 12-18 (ballast cards)
* poker 1-6 x J (grappling hooks)
* poker 1-6 x Q,Q,K,K (grappling hooks)
* poker 1-6 x 1 chip (balloon)
* Each player takes his own deck of 24 cards
* Each player chooses 1 card and put face* A player reaches
and a balloon to place at the 5th level (lowest). down. Reveal together.
the 1st level or no
* Deal 7 cards from own deck to each player.
* Cards are resolved in order from Sleeping
cards left in hand.
gas, Storm, Ballast, Super Motors, Grapping
Hooks. Player may play cards that have no
effect.
1) Sleep Gas: Cancels all cards (except Super
Motor) which have been played on the level
immediately below the player playing this card.
Canceled cards are discarded. Sleeping gas
cards can cancel another, only the one played
from higher level takes effect.
2) Storm: If an odd number of Storm cards are
played, there is a storm and all balloons
descend by 1 if they would have risen (reverse
action).
3) Ballast: Player who played the highest
Ballast card rises 1 level. If tie, all move.
4) Super Motor: It allows you to rise 2 levels,
independent of any Ballast cards played. If
there is storm, Super Motor only moves up 1
level.
5) Grappling Hook: Advance balloon in the
same way as any balloon on next higher level
above him.
* When several players are at the same level,
they may form a squadron. They can discuss
what to play without showing other players.
However, each player can play a different card
than promised. If several players play the same
Ballast card in a squadron, that value is
increased by the number of players showing
that card (eg 3 players play 7, the result is 10).
R Sequence 1 to 50
* Each player build a pyramid with 10 facedown cards.
* Deal remaining 30 cards to each player
* Player chooses 2 cards and place on the
table. Opponent takes 1 card, then player takes
1 card. * Each player places his card on the
pyramid. Order must be top to bottom, left to
right.
* Player can place a card to cover existing card
once.
R * colour 0,2,4,6 x 2-10,J,Q,K,A
* Deal 4 cards from the draw pile.
* Reveal 4 cards from the drawpile to form the * Player with higest
pool.
poker hand wins.
* Each player selects 1 card and put face-down.
reveal together.
* These bid cards are called sparks. a spark is
executed from highest to lowest card (a-2),
highest to lowest suit
(spade,heart,diamond,club).
* The player who threw the spark takes all
cards either of the same rank or suit as the
spark. Lastly, the spark is placed into the pool.
* After all Sparks are executed, all cards in the
pool are discarded. A new pool of 4 cards are
revealed.
* Once the last Pool is discarded, players make
their best poker hand.
A player completes
his pyramid. If
player cannot place
a card, he lose. If
both complete
together, larger
difference between
highest and lowest
card wins
* Player gets 5
bonus pts for
reaching the 1st
level.
* All players get pts
equal to their level a
the end of a round.
* Play to an agreed
total, first to reach
wins.
4241 Voltage
Brian Yu
Hand
2
Management,
Pattern Building
4254 Parlay
Paul Sturgis,
Jennifer
Sturgis
Bluffing, Word
Game
4368 Pico 2
Doris
Matthaus,
Frank Nestel
Hand
2
Management,
Simultaneous
Action Selection
4544 Tile Chess
Jason Wittman Grid Movement 2
2
6
6
D * poker 1-4 x dice value 1,2,3 x 4 copies
* joker 1-4 (terminal tokens)
* colour 10 x value 1-4 (blown fuse cards)
* colour 11 x value 1-4 (swap cards)
* red,blue x 4 chips (score marker)
* Place the terminal tokens on the table (+--+).
Vertical is +, horizontal is -.
* Deal 4 cards to each player.
* A player can either
First player to get 4
1) Place a card on their side or opponent's side, score marker wins.
then draw a card.
2) Play 2 cards on 2 different terminals, at
either side.
3) Draw 2 cards.
* When total 5 cards are played on a terminal,
players add up the cards on their side. If
terminal is +, highest total wins. If -, lowest
wins. If tie, the player who played the 5 th card
loses. Winner gets a score marker.
* Bypass and Blown fuse cards (0 value) can be
played on any terminal. Bypass is played on a
card at opponent's side. That card is moved to
your side, while Bypass remains at opponent's
side. Blown fuse is played on a card at
opponent's side. That card is discarded, while
Blown fuse takes its place.
* You may not have more than 6 cards at any
time. You always have even number of cards at
end of turn.
* Cards with dice value 1 are transformer cards.
When you draw this card, you must flip the
polarity of a terminal.
R * letters 1 to 54
* Deal 7 cards total to each player, with 2 cards * Players take turns to discard and replaced up * Everyone who
face-up on the table. These face-up cards form to 3 cards from their hand. Replace from the
stayed totaled their
the Community Cards.
draw pile.
points.
* Players decide to fold or stay. If they fold, they
score the best word they can make with the 7
cards.
* For players who stay, they first compare their
best poker hand. The winner doubles his word
score.
* Next, everyone adds bonus pts for wrold
length. 5 pts for 5-letter, 15 pts for 6 letters, 30
pts for 7 letters.
* Player with most
pts among those
who stayed scores
his total points. The
rest do not score.
* First player to
reach 100 points
wins.
R * poker 4 x 4-13,16 (4:1 pips, 5-7: 2 pips, 8-13: * Deal 5 cards to each player and place the last * A player chooses a card and place face-down. * A player is left with
3 pips, 16: 4 pips)
card face-up on the table.
Reveal together.
1 card.
* Higher card wins and player sets that card
aside to score the pips on it. The loser retains
his card. However, if the higher card is more
than twice the lower card, it is the lower card
that is scored.
* Players total their
pips in their score
pile.
* Players exchange
their hands and play
1 more time.
* Player with highest
score wins.
R * poker 1-6 x 2-9,J,J,Q,K,1,1,0,0 (2-9=pawn,
* Players get a set of chess pieces. Use 8/6/4 * Players take turns to move.
J=knight, Q=queen, K=king, 1=Rook, 0=Bishop) pawns for 2/3/4+ players.
* All pieces must end adjacent to another piece
* Players take turns to place their pieces on the on a side or corner. Pieces can move over
table until all pieces have been placed. Each
unoccupied space. Pieces end their moves
tile placed must contact an existing tile, either at either by taking an unoccupied space or taking
the sides or corners.
a piece of another colour.
* The King must be placed the last. It cannot be * Pieces can move through other pieces of their
placed in check or next to another King.
own colour.
* Pawns can move orthogonally, and capture
diagonally.
* A player may skip his turn on if his King
cannot escape from check, he has no legal
moves, or any move he makes will put his king
in check.
* When a king is captured, the capturing player
takes control of the rest of the pieces.
* Kings can capture a trapped King.
* Checks must be announced before capturing
Kings.
* If it is a stalement,
players score as
below to determine
a winner.
Queen: 12 pts
Rook: 5 pts
Bishop: 3 pts
Knight: 3 pts
Pawn: 1 pt
* One player is left,
or a sequence of
moves is repeated 3
times, or all players
agree to end the
game.
4547 Volltreffer
Gunter
Burkhardt
Trick-taking
4581 22 Pommes
Juan Carlos
Perez Pulido
Point to Point
2
Movement, Set
Collection
4598 Pisa
Gunter
Burkhardt
Trick-taking
3
3
5
5
S * colour 0,2,4,6,8 x 1-10 (common cards)
* colour 10,11 x 0-9 (form scoring track 1-80)
* colour 0,2,4,6,8 x 1 meeple
* joker 1,2,4,6 (price cards, 6=0)
* Place the prices cards in sequence.
* Players place their meeples on the scoring
track. 25/30 for 3-4/5 players.
* Reveal top card and half placed under the
deck. This is the trump suit for the round.
* There are 3 phases in the game
* After a round of 3
Buying phase
phases, a player
* 4 cards are revealed from draw pile and
has 61-70 pts. He
placed next to the price cards. The highest card wins. If several
goes to the most expensive price card, and so players in this
on.
range, player
* A player takes a card and deducts from his
closest to 66 wins.
score track. Reveal another card and re-order
the 4 cards. Then the next player buys a card.
Continue until everyone has 8 cards.
Meld phase
* Players may meld cards to score points. 3/4/5
cards of same rank scores 5/10/25 pts. Cards
in all 5 suits=5pts. Smallest sum scores 5 pts
and becomes the start player for Trick-taking
phase. Smallest sum must meld.
Trick-taking phase
* Play a normal trick-taking game. A trick scores
5 pts.
R * poker 1,3 x dice value 1,1,1,2,2,3,3,3,5,5,5,5
(apples)
* joker (apple picker)
* Place the 25 cards randomly to form a 5x5
square.
* Each turn, a player must
* A player collects * Play to an agreed
1) Select and keep a token in the row or column exactly 11 green
score. First to reach
in which the picker stands. Keep the captured and 11 red apples. wins.
tokens face-up in red and green groups.
He wins 2 pts.
2) Move the picker to the spot where the token * OR, a player has
was taken.
more than 11 green
or 11 red apples. He
loses. Opponent
wins 1 pt.
* OR, a picker
moves to a location
that has no tokens
in its row or column.
The player who
collected the most
apples with going
over 11 for each
colour wins.
R * poker 1-4 x 0-13
* Deal all cards to the players.
* There are 2 phases.
* All cards are
Bidding phase:
played.
* This phase decides the primary and
secondary trump, goal of the hand (most or
least tricks win) and order of cards (high or low
wins).
* Players bid 1 to 3 cards face-down on each
portion of the Tower (base, middle, top),
corresponding to the 3 items above. Reveal
together. Highest score determines the result of
each portion. All the bid cards are set aside
face-up.
* Each player totals up the sum of their bid
cards. The player with fewest points get N pts
(N=number of players), and so on. The most
points get 1 pt.
* Each player discards 3 cards from their bid
cards and put the rest into hand. Then play a
trick-taking game.
* Player who
achieves the goal
gets N points, and
so on until the last
player who gets 1
pt.
* Play as many
rounds as number
of players.
* Highest score
wins.
4666 King's Blood
Tadaaki
Kawahito,
Hitoshi
Yashuda
Card Drafting,
Hand
Management,
Set Collection
1
6
* Deal 7 cards to each player from the draw
R * colour 0-7 x 1-9 (4 colour, dark suit is male,
light suit is female, 1s are skip, 2s are reverse, pile.
3 are draw 3)
* An active card is a card with an empty space
on either side of it, and no cards on top of it. A
card cannot be placed between 2 existing cards
such that it is touching both.
4690 Riffifi
Stefan Dorra
Simultaneous
3
Action Selection
5
D * colour 0,2,4,6,8 x value 1-8
* 5 colour x 10 chips OR colour 1,3,5,7,9 x
value 1-10
* Deal all cards to players. If 3 players, remove * No need to follow leading colour. If play a card All cards have been Player with most
any 4 x 1s.
of same colour and lower than other similar
played.
chips wins.
colour card, higher card is face-down and
corresponding player keeps in own pile.
* If a player still has his card face-up in front of
him after 1 full round, he takes a number of
chip equal to number on card and colour of the
card. Then turn the card face-down, and play a
card face-up. If not, he just plays a card faceup.
* Player is allowed to play a card face-down
without showing to other players.
* If the chip stockpile is depleted, player steals
from another player with most chips of that
colour.
4717 Floriado
Corne van
Moorsel
Set Collection
2
D * colour 0-4 x 1-8
* 2 colour x 1 chip with marking to show
direction (pawns)
* Randomly place the cards in a 5x8 grid.
* Each player take turns to place his pawn on
any card. He collects the card and place it in
front of him.
4803 Stream
Yoshihisa
Itsubaki
Paper-andPencil, Pattern
Building
1
99
R * sequence 1-30
* colour 10 x value 1-9 (11-19)
* joker (wild)
* Each player gets a paper with 20 spaces to be * Reveal a tile, and each player writes the
filled.
number in any space.
4816 Letter Head
Kristan
Lawson,
Herbert R.
Lawson
1
9
R * letters 1 to 124 (near 5x26)
http://www.atlasgames.com/pdf_storage/lh_rulebook.pdf
4819 Tin Soldiers
Al Newman
3
5
* The rules is for 4 players. Each player gets a
R * colour 0,2,4,6 x 0-9,K (K=flag, 0/9=0 cans,
1/2=1 can, 3/4=2 cans, 5/6=3 cans, 7/8=4 cans) cabinet card. Deal 9 cards to each player. Deal
* colour 10 x 1-5 (catsup cannon)
another 3 cards underneath each player
* colour 11 x 1 (Trump placeholder)
cabinet card to form a stack.
* joker 1-5 (cabinet card, 0,5,15,30 at each
* Last card remaining is the trump suit. Player
side)
with the Trump placeholder gets exchange it for
this last card.
* Each player swap 3 cards with their partners.
Hand
Management,
Partnerships,
Trick-taking
* A player either
* Player who runs
1) Play a card next to an Active card with
out of cards first
matching colour or number. If same colour and wins.
opposite gender, a Marriage is arranged.
Reveal a card as the child, put it overlapping
the 2 parents. If you have 1 or more cards of
same number as child in your hand, you can
play them to the right or left of the child
(siblings).
2) Draw a card.
* The abilities affect the next player. You can
avoid a Draw 3 by playing another ability card
(no marriages are arranged in this case). The
played ability will occur first before the Draw 3.
* Each player can move his pawn left, right or Game ends when
straight ahead to any card. If the player already neither player can
has card of that colour, the card being moved to pick any flower. If
must have value less than the value of the last one playe rcannot
card of that colour picked. He picks up the card make a move, his
landed on and puts in front of him.
opponent continues
until he cannot
make a move.
No. cards: score
1: 1
2: 3
3: 6
4: 10
5: 15
6: 21
7: 28
8: 36
Player with highest
score wins.
* 20 tiles are drawn. * Each ascending
stream of numbers
(same numbers do
not break a stream)
scores pts equal to
the no. of numbers
in the stream.
* Highest score
wins.
* Players play a trick-taking game. Each card
*A player has no
scores the number of cans on it.
more cards left in
* Flags have no cans. At the end of the round, hand.
the team gets 1/5/10/20 pts for 1/2/3/4 flags.
* Cannon card allows player to eliminate a card
played during the trick.
* A player may choose to play a card from the
cabinet stack instead. If he wins the trick, the
cabinet card is rotated to the next scoring
indicator. He scores 5,15 and 30 pts for the
next 3 tricks.
* If a player wins a trick with a 3, he can peek at
the top card of the cabinet stack of an
opponent.
* Players score the
number of cans in
their captured tricks.
* Cards left in the
cabinet score
double pts.
* Team with highest
score wins.
4908 Mate
G. Capellen
Trick-taking
2
Wolfgang
4939 Das Grosse
und das kleine Kramer
A
Climbing
Games
3
4940 Margin for error Dean Seiji
Partnerships,
Trick-taking
4
R * colour 0,2,4,6 x 3,4,7,10,11 (knight, bishop,
rook, queen, king)
9
* Deal 10 cards to each player.
* Suits are ranks high to low from blue, green,
yellow and red.
R * poker 1-4 x 1-13 x 2 copies (common cards) * Pull out both A cards. Deal all the cards to the
* colour 10,11 x K (black K=Big A, grey K=small players.
a)
* Player left of dealer starts.
* joker 1-4
* Dealer leads a card. Opponent must follow
* If the second
* Play 3 rounds.
suit, if not then follow rank.
player cannot play, Highest score wins.
* Player who played the highest rank (same
he loses the round.
colour) or highest suit (same rank) wins the trick Winner gets pts
and lead the next. Cards are played face-up in equal to the card
front of each player.
value multiplied by
the final trick
number (eg. Played
7 at 4th trick. He gets
28 pts).
* A player may lead with any number of same * A player plays his
value cards. Next player must player same
last card.
number of cards of higher value or pass. Player
who played the last set of cards take the cards
and lead the next trick.
* A joker played alone is worth 14 pts and
always wins a trick. Jokers may be used as an
extra card of a rank. A joker remaining in hand
at end of round is worth 14 pts.
* Winner of first trick takes the litte a into hand.
Winner of second trick takes the big A. At end
of round, little a is worth 15 pts, big A is worth
20 pts.
* Only way to get rid of a A card is to lead as
first card of a trick. This trick is special. The A
card has value 0. Joker has value 1. Every
player plays once, no-one may pass (unless he
only has the other A card). Whoever played the
highest card takes the trick.
* You may not play a A card immediately after
picking it.
Litte a trick: Player who wins the trick takes all
cards and place in separate pile with little a
card face-up on top. The cards will be worth
pts. Joker is wroth 1 and little a card 0 pts.
Big A trick: Takes all cards including big A into
hand.
R * poker suit 1-4 x 1-14
* Deal all cards evenly.
* Player with green 1 starts first trick by putting
* 2 joker (hearts, spades) (1 low goal and 1 high * Each player is partnered with player sitting
green 1.
goal)
opposite him.
* Players must follow suit if possible. If no cards
* Dealer can choose to be captain. If not, option of the suit led, he can discard any card.
passes in clockwise direction. If all pass, dealer * There are no trump cards.
is captain.
* Player who played highest card of the suit led
* Captain chooses point suit for the round. Each wins the trick and starts the next trick. The
card of point suit is worth 1 point card at end of cards won are put face-down in front of the
round, regardless of its number value.
winner, into 2 piles (point cards and non-point
* Captain decides whether to take low goal card cards).
(objective to win point cards with total <=4) or * Once any card of the point suit is played, the
take high goal card (objective to win point cards point is considered broken. From then on,
with total >=10). Captain gives the goal card to players can lead a trick with a card of point suit.
his partner, who looks and keeps it face-down. * When (1) at least half of the tricks have been
* Captain passes 3 cards face-down to his
played OR (2) either partnership has taken at
partner. Partner looks at these cards, and
least 5 point cards, whichever comes first, the
chooses 3 different cards from his hand face- Captain's opponents can see the goal card.
down back to Captain. The player left of
There are total 14 tricks to be played.
Captain does the same, but only exchanging 2
cards.
* Round ends after
all cards have been
played.
* Players take turns
clockwise to be the
dealer.
* Players score pts
remaining in their
hand. Cards count
face value.
Joker=14pts, big
A=20pts. Cards
under litte a score
face-value.
* Play 5 rounds.
Player with least pts
wins.
If Captain chose the
low goal, the
Captain team wins if
they have <=4 point
cards. If they took 5
point cards, it is a
draw. If high goal,
then they win if they
have >=10 point
cards. If they took 9
point cards, it is a
draw.
* If Captain's team
wins, they get 15
points. If opponents
win, they get 10
points. If draw, no
points for both
teams.
* Bonus 10 points
for Captain's team if
they get 0 and 14
point cards for low
and high goal
respectively.
5009 Colorpop
Lionel Borg
Abstract
Strategy
1
5
D * colour 0,2,4,6,10 x 19 chips
* colour 10 x 5 chips (joker)
* colour 0,2,4,6,10 x value 1 (secret colour
token)
* Place the chips to form a 10x10 grid. Assign 1 * Players take turns to remove 2 or more chips * No legal moves
edge as the bottom.
that are connected orthogonally and of the
can be made.
* Deal the secret colour tokens to each player. same colour. Black chips are wild.
* Slide the remaining chips downwards to the
bottom. If there are gaps between columns of
chips, close the gap.
5039 North Pole
Christopher
Rama Rao
Card Drafting, 2
Hand
Management,
Modular Board,
Point to Point
Movement, Set
Collection, Tile
Placement
6
S * poker 1-4 x dice value 1-6 x 4 copies (include
a K for poker 1-3, they are Blizzard cards)
* 6 meeples (pawn)
* 6 colour x 1 chip (marker)
* colour 10 x value 7 (base camp)
* colour 11 x value 0 (north pole)
* Put 32 cards face-down to form a 4x8 grid.
Replace the bottom-left and top-right with base
camp and north pole.
* Deal 5 cards to each player. Reveal 5 cards
face-up in a row next to the draw pile.
* A player may do any of below a number of
times
1) Play 1 or more cards matching the colour of
the adjacent (orthogonal or diagonal) location
you are moving to, with total value more than
(waddle, turn ends immediately) or equal to
(snow shoe) the location number.
2) Play 3 cards of same number and move to
any adjacent location face-up or face-down
(sled).
3) Play 3 cards of same number and colour,
and move 2 spaces face-up or face-down (dog
sled).
* After a movement, turn over all orthogonal
adjacent cards, including the location moved to.
If any of the cards is a Blizzard card, you may
destroy a card, except the base camp/north
pole, locations with penguin or face-up blizzard
card.
* At any time during your turn, you may also
play a Blizzard card face-up to any hole on the
board.
* After playing cards and movement, draw 2
from the draw pile or from the face-up store
goods (which are replenished).
* Player leave their marker once they reach the
north pole.
5046 Cafe
International
Rudi Hoffman, Hand
Roland Siegers Management
2
5
R * colour 0-11 x dice value 1,1,2,2,3,3,4,4 (odd –
gentlemen, even – ladies from 12 countries)
* colour 0-11 x dice value 6,6 (table cards from
12 countries)
* The guest cards and table cards are shuffled
separately.
* Deal 7 guest cards to each player from draw
pile.
* 6 table cards are drawn to form a 3 x 2 region,
with 1 card separation between the tables.
* Each player may perform 1 of 3 actions
* No table cards to
1) Place up to 3 guests from hand at the tables. fill to 6 tables, or
2) Draw 1 guest card from draw pile. Maximum last guest card is
hand is 12 cards.
drawn, or a player
3) Discard a guest card face down in front of
has no guest cards
him. It is worth -2 pts at end of game.
and declares the
* The guest placed must be next to a table of
game ends.
his country. Also, at any time, the ladygentleman at a table is either 1-1, 1-2, 2-1, or 22.
* For tables with only guests of their country,
the points are doubled. Guests are scored
separately, one by one. Tables are scored
separately.
* Each card left in
hand and on the
table face-down is
worth -2 pts.
* Player with most
pts wins.
5061 Rack-0
uncredited
2
4
R * sequence 1 to 60
* RD variant: using sequence 1 to 70 for 5
players, 1 to 80 for 6 players and so on.
* Use 1-40/1-50/1-60 for 2/3/4 players.
* Deal 10 cards to each player, placed back to
front facing player (first card to last card dealt).
* Reveal top card of draw pile to form discard
pile.
* Player must either
1) Take top card from discard pile to exchange
with one of his cards.
2) Take top card of draw pile to exchange or
discard.
Only for player who
rack-o (who gets
75pts), there is
bonus pts for
consecutive
sequential cards.
(3/50pt, 4/100pts,
5/200pts,
>=6/400pts). The
other players get 5
pts per card in
order, starting with
the front card. Once
a card breaks the
sequence, the
subsequent cards
do not count
anymore.
Set Collection
* The player scores
19 minus the
remaining chips of
that colour at the
end of the game.
* Highest score
wins.
* A player who
reaches the north
pole and back to the
base camp wins.
A player arranges
rack in ascending
order from front to
back. For 2 players,
at least 3 cards
must be in
consecutive
sequence.
5151 Dicht Dran
Reinhard
Staupe
Hand
Management
3
5
R * sequence 1 to 100
* Take out the 1 and 100. Reveal 4 more
cards . Place all 6 cards randomly in a circle
face-up.
* Push the card left of 1 towards the center.
This is the target card for this round.
* Players play a card face-down and reveal
together.
* Player with number closest to the target card
gets the target card. Replace it with the winning
card.
* The range of numbers between 1 and the 3 rd
number is the free area. Any played cards that
fall into this range are removed from game.
* For any played cards remaining, the player
gets cards equal to the dice value (1/2=1 card,
3/4=2 cards, 5/6=3 cards) and put to hand. The
played cards are removed from game.
* The next card in clockwise direction gets
pushed to the center.
* A player has no
more cards at the
end of a round.
* OR the draw pile
is depleted.
* Cards collected
score their dice
value, cards in hand
score negative of
their dice values.
* Player with highest
score wins.
5195 Crazy
Creatures of
Dr. Doom
Michael
Schacht
Hand
Management
2
4
R * poker 1-4 x 1-6 (creature cards)
* colour 0,2,4,6 x K (machine cards)
* Place the machine cards aligned vertically on
the table. Vertical orientation indicates Plus,
horizontal orientation indicates Minus.
* Deal 12/12/10 cards to each player for 2/3/4
players. Place 8 cards face-down in a reserve
pile and remove the rest from game.
* On each turn, each player plays a creature
card next to a corresponding coloured machine.
If he cannot, he passes his turn.
* If the machine shows a Plus sign, creature
cards with same number or higher may be
played on top of any existing creature card. If
Minus, then same number or lower. 1 and 6 are
looping in that a 1 can be played on a 6, and
vice versa, depending on the Plus or Minus
sign.
* If cards of the same number is played, the
player may change the sign of any machine, or
force any player to draw 1 card from the
reserve deck. If no cards left in the reserve, the
player must change the sign of a machine.
* When a player
plays his last card
and all other players
take their last turn
OR all players
passed because
they cannot play a
card.
* Each creature
card left in hand is
worth 0/1/2/2/1/0 for
numbers
1/2/3/4/5/6.
* If a player has no
creature cards left in
hand, he subtracts 3
points from his
score. If a player
has < 3 points, he
loses all penalty
points.
* Play number of
rounds equal to
number of players.
* Player with least
penalty points wins.
5247 Lexicon
Paul T. Haskell
David Whitelaw
1
4
R * letters 1-108
* 2 x joker (wild)
* Deal 10 cards to each player except for 5
players (9 cards).
* For 2-5 players, used 54 cards.
* Remaining cards form draw pile. Reveal top
card as discard pile.
* Player places 2-4 letters to form a word that A player gets 100
connects to other words on the table.
penalty points.
* If player is unable to play, he must discard 1
card and take from top of discard or draw pile.
The turn ends.
* Not allowed to use S or ES to form plurals
unless the S or ES forms a new word at a new
corner or joint.
* Jokers remain the letter they are chosen
throughout the game.
* When a player plays his last card (goes out),
every player gets penalty points for the
remaining cards in his hand.
Player with least
penalty points wins.
5386 Ohio
Reina Knizia
Betting/
Wagering
2
5
R * colour 0-4 x value 1-10 (number), K (Ohio)
Each player gets 1-10 and Ohio card
* Players play a lower number than previous.
* When all but 1 player has passed, the player
wins the trick and starts another.
* Ohio cards are slightly less than the
previously card.
Value of captured
cards minus value
of cards in hand.
Ohio are -10 pts.
5439 Tricky Bid
Hilko Drude
Auction/
Bidding, Tricktaking
2
4
R * poker 1-5 x 0-15
* Use 3/4/5 colours and deal 16/12/16 for 2/3/4
players.
* Reveal top card of draw pile to determine the
trump colour.
* Players take turns to place a card face-up.
* All cards are
* Starting player (dealer) then begins a trick.
played.
Players must follow suit. Winner takes his own
ante card and all other ante cards of the same
colour. The other ante cards and trick cards are
discarded.
* Winner can decide to change the trump by
revealing top card of draw pile.
* Player left of the previous starting player leads
the next ante and trick.
A player plays his
last card.
* Players score the
sum of numbers on
their ante cards
won.
* Play as many
rounds as players.
Player left of dealer
deals the next
round.
* Player with highest
score wins.
5498 Eggs of Ostrich Shinpei Sato
Hand
3
Management,
Simultaneous
Action Selection
D * colour 0,4,6 x value 2,3,5,7 (bag cards)
* colour 1,3,5,7 x value 2,3,5,7,K (claim cards,
K=skip)
* poker 6 x 4,5,5,6,7,8,9,9,10 (egg cards)
* colour 2 x 1-3 (amber egg cards)
* colour 2 x 3 chips (amber)
* colour 0,4 x 25 chips (50 eggs)
* Remove 2 egg cards at random before
forming a draw pile.
* Each player chooses a colour and take the
corresponding bag and claim cards. Place the
bag cards face-up in front of player. Claim
cards go to hand.
* Reveal an egg card.
* All 5 cards in hand
* Players play a claim card face-down and
are played.
reveal together.
* All players who revealed a card share the
eggs and put the number of eggs into their bag
with same number as their played card. Player
who played Skip does not get any eggs. If all
play Skip, nobody gets eggs. The cards played
remain face-up until the next round where they
return to hand.
* If the nnumber of eggs exceed the number on
the bag, the bag breaks. All eggs are returned
and the corresponding claim card is put facedown on the bag card. Both cannot be used
again.
* If an amber egg is revealed and only 1 player
played a Skip, he gets an amber. If not, nobody
gets the amber.
* If a player has all his bags broken, he is out of
the game.
* If bag is full, it is
worth its number.
* if bag is not filled
but not full, it is
worth half the
number of eggs in it,
rounded down.
* An amber is 4 pts.
* Play 10 rounds.
Highest score wins.
5550 Willi
Gunter
Burkhardt
Trick-taking
3
4
R * 4 colours x 1-9 (common cards)
* 8 colours x 1-3 (point cards)
* Place the point cards into 3 decks: 1,2,3.
* Trick-taking phase begins. Players must follow * Round ends when
* Deal the common cards evenly to each player. the colour of the led card. He may also play a every player has
* Each player chooses 1 card and return it face- card that matches the number of the led card. If taken 2 tricks.
down back to the box.
the above cannot be fulfilled, player can play
* Player left of start
any card.
player begins new
* The player who last played the lowest card
round.
wins the trick regardless of colour.
* A player can call “Meinz”. If he does, he wins
the trick regardless of the cards played. The
first player gets the only chance after 1 card is
played. The 2nd player and then 1st player gets
their chance after the 2nd card is played.
Subsequently, 3rd, 1st and 2nd player gets their
chance. No chances after the 4 th card is played.
* A player who won a trick can exchange 1 card
in his card with 1 card of same colour from the
trick. He shows this to everyone, then puts the
trick face-down in front of him.
* Winner of the trick starts the next trick.
* If a player has taken 2 tricks, he cannot take
anymore tricks or call “Meinz”. If he would win
because he played the lowest card, the second
lowest card wins instead.
* If there are 3 players, the 4 th hand is a dummy
player who holds 9 cards. He plays the topmost
card of his stack.
* Each player sums
the values of
numbers on their
cards.
* The players with
highest to lowest
sum gets a
3/1/nothing/2 point
card.
* Play 8 rounds.
Player who has the
most points in the
form of point cards
wins.
* If there is a
dummy player, add
12 to its sum of
values of numbers.
5589 Insidious
Sevens
Alex Weldon
Trick-taking
2
5
R * colour 0,2,4,6,8 x value 0-7 (common cards)
* joker 1-5 (trump indicator cards)
* The suit ranks high to low from purple to red.
Number value takes precedence (eg. green 4 is
larger than purple 3).
* Take sheet, mark a column for each player
with rows 0, 1<=, 2=>, 3<=, 2=>, 1<=, 0.
* Deal 7 cards to each player.
4) Scoring
* Players who get
what they bid gets 2
pts plus the number
they bid.
* Players who did
not get what they
bid lose 1 pt for
every trick too few
or too many.
* Play 7 rounds,
highest score wins.
* Each round has 4 phases.
* All 7 cards are
1) Passing
played.
* In the 2/6/3/5/4 round, pass 1/1/2/2/3 cards to
their left/left/right/right/left face-down
simultaneously.
2) Bidding
* Put a card face-down and reveal together.
This is the number of tricks the player will
attempt to win. Highest bidding card will have
its colour as the trump colour. Place the trump
indicator in the middle as reminder. Winner
leads the first trick. The bid cards are put back
to hand.
3) Playing
* Players must follow suit or number of lead
card.
5631 Play Nine
Ceil Anderson, Hand
Kathy Assell
Management,
Set Collection
2
6
R * 8 colours x value 0-12 (common, K as 0)
* 4 x jokers (hole-in-one with value -5)
5676 Bugs
Keith Meyers
Climbing
Games
3
6
5730 Ruckus
Dan Levy
Set Collection
2
5825 Pico
Doris
Matthaus,
Frank Nestel
Hand
2
Management,
Simultaneous
Action Selection
* Deal 8 cards face down to each player, who
then places them in 4x2 grid face-down in front
of them individually.
* Each player reveals any 2 cards
* Reveal a card from the draw pile as the
discard pile
A player can
A player reveals his
1) Draw a card from top of discard pile and use last card face up in
it to replace any card in his grid and place it
his grid. All other
face-up, then discard the original card.
players get a last
2) Draw a card from draw pile and (a) use it to turn.
replace any card in his grid and place it face-up,
discarding the original card, OR (b) discard this
card and reveal a card face-up in his grid.
* If the player has one last card remaining
facing down, he can choose to draw from draw
pile, discard that card and does not need to
reveal a card face-up in his grid.
* Total points in the
grid.
* Same numbers
(except for hole-inones) in a column
scores 0. Hole-inones in same
column score their
face values (ie. -10
total).
* For common
cards, 2/3/4
columns with same
numbers score -10/15/-20 bonus points.
* For hole-in-ones, 2
columns with holein-ones score -10
bonus points.
* Play 9 rounds,
player with lowest
score wins. For ties,
play sudden death
playoff.
* Deal all cards to all players. Some players
R * colour 0 x value 1-9
* colour 1 x value 1-8
may have more cards.
* colour 2 x value 1-7
* Each rank represents a bug.
* colour 3 x value 1-6
* colour 4 x value 1-5
* colour 5 x value 1-4
* colour 6 x value 1-3
* colour 7 x value 1-2
* colour 8 x value 1 (rank and copies add up to
10)
* joker 1-2 (Outbreak - Wild)
* colour 10 x value 1-3 (Net – Skip my turn)
* colour 11 x value 1-3 (Repellent – Reverse)
* colour 9 x 1 (Exterminator – Reset)
* The starting player leads with 1 or more cards
of the same bug (rank), and announce the total.
If he has all the cards of a bug (can include
outbreak cards), he can choose to discard them
to discard pile.
* The next player can choose any of below
1) Add to the swarm by adding a card of similar
rank.
2) Play a new swarm with total larger than the
current swarm.
3) Play an action card. Exterminator resets the
current swarm to 0. Played actions cards go
into a discard pile separate from the swarm.
4) If you cannot do any of the above, pick up
the swarm and add to hand. You lead the next
round. If the swarm picked up has only 1 bug,
you cannot lead with the same bug unless the
swarm is larger than when you picked it up.
* A player played all
his cards.
* Player with most
points deals and
leads the next
round. If tied, player
with the most low
numbered cards
deals and leads.
* 1 pt for each card
left in hand.
* After 6 rounds,
player with fewest
pts wins.
5
R * colour 0-5 x value 1-12 (colour card)
* Deal 7 cards to each player.
* Player puts any 2 or more cards of same
colour face-up in front of him. They cannot be
kept or broken up for any reason.
* To steal another player's set, you must have a
single card of the colour. Place it face up on top
of another player's set and steal it.
* Players steal at will without taking turns.
* When there is no action, deal 1 card to each
player face down. All players see their card at
the same time.
* With the new card, build on existing sets with
single or multiple cards of same colour, or
create new sets.
When a player has
only 1 card left. He
goes out by putting
down his card face
down as discard,
part of his set or
steal, and then
shouting "Ruckus".
1 point/card in their
sets, -1point/card in
their hand. 5 points
for going out.
Lowest possible
score is 0.
3
R 2-10, 13, 16
* Deal all cards, discard the remaining card
face-up
* For 3 players, 2 sets of cards needed (minus
2x2, 1x3)
* Players each simultaneously reveal a card
A player has 1 card Total value of cards
* Highest number wins unless it is more than
left. Swop hands for won.
twice of the other number (2 players), or sum of the next round.
the other 2 numbers (3 players).
* If tie, both win.
* Losing card goes back to hand, winning card
is placed face up in front of player.
5828 Earthquake
Mike Elliott
2
4
R * 0,2,4,6,8 colour x value 1-12 (common)
* colour 10 x value 1,2 (clone)
* colour 10 x value 3,4 (Earthquake)
* colour 10 x value 5,6 (Opportunity)
* colour 10 x value 7,8 (Prosper)
* colour 10 x value 9,10 (Time Warp)
* Deal 7 cards to each player from the draw
pile.
* Discard any cards played in previously round A player ends his
in front of you into the discard pile.
turn with 100 points
* Play your first meld or special card, and score. or more
A meld is >=1 cards of the same colour.
* Play your second meld or special card, and
score.
* Replenish your hand back to 7 cards from
draw pile.
* Play then passes clockwise.
* Scoring per meld
is by multiplying
number of cards in
the meld by total
number of cards of
that suit on the
whole table.
* First person to
reach >= 100 points
wins.
Special cards:
* Earthquake – Remove all cards
* Opportunity - Draw 4 cards. If player ends with
> 7 cards in hand at end of turn, he keeps his
cards and does not draw.
* Prosper - Score 5 points
* Time Warp - Play as many melds as you like
5950 Black Monday Sid Jackson
Commodity
Speculation
2
6
D * poker suit 1-4 x 1-13 (shares)
* 1 x joker (market closed card)
* red, yellow, green x 25 chips ($1)
* blue, violet x 25 chips ($5)
* black x 25 chips ($10)
* Reveal cards so as to determine the first card
with value 1-10 for every suit. This is the rate.
All other cards are discarded.
* Deal 8 cards to each player, with the
remaining as draw pile.
* Each player gets 20000 as starting capital.
* A player can
When a player
1) Deal shares and/or change rate
draws the market
2) swap cards
closed card. All
Then he refills hand to 8 cards.
players must now
* To buy share, pay the current share cost
sell their face-up
times number of shares and place the card in cards in front of
front of player. Max 2 cards to buy shares per them at current
turn. Cannot own > 12 shares of one type.
market value.
Value of the card in hand indicates the number
of shares, value of card at the rate board
indicates the cost of share.
* To sell share, discard the corresponding card
in front of him, and get the amount by similar
calculation from bank.
* To change the rate, place it onto the existing
card. Max change is bounded by Rate Board.
Up to 2 cards can be played.
* Max increase for red/blue/green/yellow is
3/4/5/6, max decrease is 2/3/4/5.
* Cards will value 11,12,13 can set the rate to 0.
When played, all shares in front of players or at
the rate board are discarded. When rate is 0 (ie
no cards at Rate board), no shares of this type
can be bought. A new rate can be set by any
player during his turn.
* To swap cards, discard 1-4, then draw same
number of cards.
* Once draw pile depleted for first time, take all
cards from Rate board except the top-most
cards, adds Market closed card in the pile,
shuffles and creates a new draw pile.
Player with most
money wins.
5970 Foil
Frederick A.
Herschler
2
4
R * letters 1-156 (actually 2 x 108)
* Deal 10 cards to each player from draw pile.
* Reveal top card of draw pile as discard pile.
* Each player takes a set of 8 cards of same
* The active player is a Baron. Other players bid * A player has no
colour. With 6+ players, remove 1/2 value cards to play a card face-down on Baron's mat. If the cards in hand.
from game.
bid is equal, the Baron gets to choose which
player wins the bid.
* If Baron believes the card played face-down is
indeed the card bid, he does nothing and the
next player takes his turn.
* If Baron does not believe, he turns the card
over. If it does not correspond to the bid, the
player must take back his played card. Baron
may play 1 card face-down on his own mat. If it
does correspond, Baron must pick up the card
and put into hand. The winning bidder player
gets to play 1 card face-down on his own mat.
5976 Munchhausen Thomas
Schneider
Axmann
Bluffing
3
8
R * colour 0-7 x 1-8 (common cards)
6019 Fiasko
Press Your
Luck, Set
Collection
2
5
R * poker 1-5 x dice value
1,1,1,2,2,2,4,4,4,5,5,5,3,3,3,3 (commodity
cards)
* joker 1-6 (fiasco cards)
* colour 10 x 1-2 (catastrophe cards)
Reinhard
Staupe
* Player must either
* 3 rounds are
1) draw 1 card from draw pile
played.
2) draw consecutive cards from discard pile
* Then he discards 1 card.
* A player can go out by using all his cards to
form words. The words must include at least 1
with 5/6/7 or more letters for round 1/2/3. Also,
words must contain minimum of 4 letters.
Plurals (ending with s) may be used if the word
(including the s) uses 6 o rmore letters.
Violation of these rules gets -10 points.
* He may go out at any time during his turn. If
before draw, he cannot discard. If after draw,
discard is optional.
* If player does not have word of required size
before going out, he gets -15 points.
* After going out, all players may rearrange their
cards to use as many cards to form words. The
player who goes out may also do so, but must
retain at least 1 word of required size.
* Then every player scrambles the letters in
their words formed and reveal the scrambled
words to other players. Any remaining used
cards score -1 point each.
* Each player then writes down his own words
(can be more than 1 word per set of cards)
under his name, then attempts to unscramble
other players' words in a fixed time (5 min).
* 5 points score for unscrambling a word
different from the player's word. -10 points if the
unscrambled word violates any rules.
* A player can either
* A player has
1) Draw one or more cards. If you draw a
scored for all 5
Fiasko, show it to others and lose all cards in
commodities.
your hand to discard pile together with Fiasco
card. If you draw a catastrophe card, show it to
other players. They discard their hand to
discard. Catastrophe card also goes to discard.
2) Score your hand for a certain commodity.
The pts scored must be >=13 and is sum of
numbers on the cards of the selected
commodity mulitplied by the total number of
cards in hand. Discard the cards after scoring.
Note down the score for the commodity. You
can only score for a commodity if you have not
scored for it before.
* Players total their
score for 3 rounds.
Highest wins.
Word formation
* Bonus letter: 5
(J,K,Q,X,Z)
* Other letter: 2
* Violation: -20
Unscrambling
* Each letter: 1
* Violation: -10
* No solve own: -20
Bonus
* Knock (0 unused):
15
* Others (0 unused):
10
* 4 or more words: 5
* 1 word, all cards:
10
* Unsolved words:
10
* Players total their
face-down cards,
minus those left in
their hand. Highest
score wins.
* The player who
ends the game
scores additional 20
pts.
* The player who
scores the most for
each commodity
scores additional 30
pts. If tie, both get
15 pts each.
* Player with highest
score wins.
6024 Head-to-Head Reina Knizia
Poker
Betting/
2
Wagering, Dice
Rolling, Hand
Management,
Set Collection
6115 Run Wild
Brad Carter
Hand
Management,
Set Collection
2
6130 Instinct
Mike Elliott
Bill Rose
Hand
Management,
Trick-taking
3
S * colour 0,2,4,6 x 1-10,J,Q,K (standard playing
cards)
* 12 chips
* 1 die
* For the 1st/2nd /3rd round, reveal 3/4/5 common
cards in a row face-up between the players. Put
a chip on each card.
* Roll a die to determine what type of round is
played. By default, players play cards on their
side of the table.
1) Draw 1: Draw 1, play 1.
2) Split 2: Draw 2, play 1. Give the other card to
opponent who plays it.
3) Hold 3: At the start of the round, deal 3 cards
to each player. On each turn, play 1 then draw
1.
4) Play 4: At the start of the round, deal 4 cards
to each player. On each turn, play 1. When no
cards left in hand, deal new 4 cards. Players
alternate playing first after receiving 4 new
cards.
5) Share 5: At the start of the round, reveal 5
cards face-up. Choose 1, play 1. When no
more cards left, reveal another 5. Players
alternate going first after the 5 new cards are
revealed.
6) Crazy: Roll the die another time until a
number other than 6 appears. Players play a
crazy version by playing on either side of the
board.
* When there are 8 cards played plus the
common card for a row, the row is complete.
Player with highest five-card combination wins
the chip on the common card.
* A round ends
* Play 3 rounds.
when all rows have Player with most
been completed.
chips wins.
4
R * colour 0,2,4,6,10 x 1-12 (common cards)
* colour 10 x 1-9 (wild)
* joker 1-3 (draw 3)
* Deal all cards evenly to all players to form
their own draw pile.
* Each player draws 8 card from their draw pile
to form a hand.
* There are no turns. Players do any of 6
* A player has no
actions below
cards in hand.
1) Play a set or run.
2) Play a wild card.
3) Draw a card.
4) Add a card to a set or run.
5) Take a card from a set or run, but only if the
remaining cards form a complete set or run.
6) Play a draw 3 card. This is placed next to the
draw pile. All other players must draw 3 cards
from their draw pile. If this is the last card
played, other players do not draw.
* Set: 3 or more cards of same number,
regardless of colour.
* Run: 3 or more cards of same colour in
numerical order.
* Each player
scores 5/10/10 pts
for
common/wild/draw
3 cards.
* Player to left of
current dealer
becomes new
dealer.
* Play 4 rounds.
Player with lowest
score wins. If tie,
play another round.
6
R * colour 0,2,4,6,8 x 1-12
* 6 x jokers (trump)
* Deal 11 cards to each player.
Bid phase
* Every player runs
* Each player bids number of tricks he intends out of cards.
to capture this round. Minimum 0, maximum 11
tricks.
Play phase
* Deal starts the first trick. Players must follow
suit. If no available cards of the suit led, player
can play cards from other suits.
* If a trump card is led, players do not have to
follow suit and can play cards from other suits.
* All trump cards share the same rank.
Whoever played the last trump wins the trick.
* Winner of trick places the cards won facedown in front of him, then starts the next trick.
If player gets exactly
the tricks he bid, he
gets 10 points. If he
bids 0/1/4/5/6, he
gets bonus points of
10/5/5/10/50.
* First player to
score >=100 points
wins.
2
8
D * colour 9-11 x value 2-9
* Sequence 11, 22, 33, 44, 55, 66
* colour 0-8 x value 10
* colour 0-3 x value J (minus 10), Q (x2), K
(reverse)
* 4 x joker (0)
* 24 chips
* Deal 5 cards from draw pile and 3 chips to
each player.
* A player must play a card on the discard pile, Only 1 player has
announce the total, then draw a card.
chips.
* If the total is a doublet, discard a chip.
* If the card is x2, the total remain unchanged
but the next player has to put down 2 cards.
The next player may not put a x2 card as his
first card.
* If the total equals or exceeds 77, the player
has to discard all chips. All cards are reshuffled,
deal 5 cards to each player and new round is
played.
* A player is out of the game if he has no chips
and has to lose 1 or more chip
Hand
Management,
Partnerships,
Set Collection
1
6
R * letters 1 to 104
* 1 joker
* Deal 7 cards to each player from the draw
pile.
* Any player can form the first word using 3 or
more letters.
* Thereafter, each player may either
1) Meld 1 word with 1 or more letters. Score
points equal to the letter values.
2) Capture another player's word on the table.
He must add at least 1 letter to the word, which
can be rerranged. Merely adding plurals,
prefixes and suffices is not allowed. Put the
captured word in front of the player. Score
points equal to the letter values. Draw back to 7
cards.
3) Meld and capture.
4) Pass.
5) Trade. Return all cards to the draw pile,
shuffle and draw 7 cards.
* If the formed word remains in play after 1
round, keep them face down in a score pile.
* At anytime after a word is formed, another
player may Challenge the active player. If
Challenger is correct, player gives all cards in
play to Challenger and forfeits his turn. If
challenger is incorrect, player scores the word
and puts into score pile immediately.
* When deck is
* Score 1 pt per
exhausted, game
card in their score
continues until 1
pile.
player goes out or * Highest score
all players pass.
wins.
Capture must be 1 * Double word
or more letters,
scoring when
Meld must be 3 or 1) Melds in
more letters. A
hearts/stars or
player who passed clubs/diamonds and
remained passed
4+ letters
for the rest of the
2) Meld by first
game.
player of 3+ letters.
* All other players If only hearts/stars
pass their cards to or clubs/diamonds
the player who went and 5+ letters:
out. Points on those Quadruple value.
cards are added to 3) Captures with
his score. Put the
letters in
cards in her score hearts/stars or
pile.
clubs/diamonds and
* If all players pass, 4+ letters
points on unplayed 4) All 7 cards played
cards are deducted 5) Meld of word
from their score
“Royalty”
piles. Amount of
cards are deducted
from their score pile.
Reina Knizia
Hand
Management
2
4
D * poker suit 1-6 x 3 copies of dice value 1-6
* 6 x jokers (symbols=poker suit)
* colour 0-6 x K (continents=dice values)
* 48 chips (spy markers)
* Place the 12 goal cards (6 symbols, 6
continents) in 2 rows on the table. Place 1 spy
marker on every card. Distribute the remaining
markers evenly among the players.
* Deal 3 cards to each player.
* When a player has 3 cards in his hand, he
must play 1 card in front of him as his display.
* Player may play combinations of cards from
hand or display, with the cards having the same
symbol or continent. The symbol or continent
corresponds to a particular goal card.
* The number of cards played must be higher
than the spies on that goal card. The difference
between this two is the number of spies the
player can place on that goal card.
* Lastly, the player takes 1 card from draw pile.
* Round ends when
a player moves all
spies out onto the
goal cards.
* Play as many
rounds as there are
players.
Reinhard
Staupe
Pattern
Recognition
2
4
R * colour 0,2,4,6,8,10 x 1-13
* jokers 1-3
* Deal the cards evenly to every player.
* Players play cards next to the jokers to form a * First player to run
* Each player draws top 3 cards of his own
stack in real-time, and refill hand to 3 cards
out of cards wins.
deck.
whenever they want. The rules are
* Place the 3 jokers in a row, leaving a space
1) “=”: Card played must match the colour or
between. First joker is “=”, second is “+1/-1” and letter in play.
third is “!=”.
2) “+1/-1”: Number must be 1 higher or lower
than card in play.
3) “!=”: Card cannot match number, colour or
letter in play.
6219 Lobo 77
Thomas Pauli
6260 Royalty
Uncredited
6315 Spy
6445 Fusion
* Each player
scores negative
points for the spies
left in his stock
when a player goes
out.
6835 Sparta
Yannick
Holtkamp
Abstract
Strategy
2
6941 SiegeStones
Patrick
Matthews
Abstract
Strategy
2
7144 Cordoba
Reina Knizia
Area Control/
2
Area Influence,
Hand
Management,
Secret Unit
Deployment,
Set Collection
7234 Pepper
Matt Mariani,
Traci Spooner
3
4
5
D * red, blue chips x 16
* orange, green chips x 16
* Form a 10x10 board with cardbacks.
* Use 8 red and blue chips as Warriors
* Use 4 orange and green chips as Cities
* Use 8 red+orange and blue+green chips as
Heroes.
* Put the warriors in the X and cities in the 1/2
below. Put the heroes outside of the board
behind each fighter.
oooooooooo
oxxxxxxxxo
oooooooooo
oooooooooo
o1oo21oo2o
o2oo12oo1o
oooooooooo
oooooooooo
oxxxxxxxxo
oooooooooo
* A player must move 1 piece during his turn.
1) Warrior: Move 2 squares in any direction
(orthogonal or diagonal).
2) Hero: Move 3 squares in any direction
(orthogonal or diagonal).
* Pieces must end on unoccupied squares or
cities, and must not be the same square it
started from.
* When a warrior moved into his own city, he
becomes a hero. Swop this with a hero outside
of the board.
* When a warrior moved into opponent's city,
swop the city tile of his own city tile. He does
not turn into a hero.
* One or more pieces are captured if they are
trapped between pieces of opponent along a
orthogonal or diagonal row without any vacant
space in between.
* All cities are
owned by a player
(he wins), OR 1
player has only 1
piece left on the
board (opponent
wins), OR both
players have 1 or 2
pieces left on the
board (player with
more cities wins).
D * red,orange,green,blue x 20 chips (stones)
* black x 9 chips (towers)
* Each player gets stones of the same colour.
* Form a hexagonal board, with 4 spaces at
each side.
* For 2p, use 8 towers.
* A player can either place a stone or a tower
on the board.
* Each stone starts with threat rating of 6. Each
tower next to it deceases its threat rating by 1.
* Each tower is controlled by whichever colour
has the highest total threat rating of at least
5pts next to it. Place a stone on top to indicate
ownership.
* A player who
controls 4 towers
wins. If tie and there
are empty spaces,
continue playing
until there is one
player with most
towers.
* If run out of empty
spaces before this
happens, player
with most towers
wins. If tie, player
with most stones
wins.
R * colour 0,6 x value 1-10 (powers)
* colour 10 x value 1-7 (landmarks)
* Each player gets 1 set of power cards and
draw 1 card in hand.
* Place the landmarks in a row face-up.
* Player play a power card next to a landmark
on their side and draw a card.
* The first card is placed face-down until both
players have played cards to that landmark,
after which both cards are revealed.
* A player may not play a card to a landmark
which opponent has just played a card.
* When all cards
have been played,
player with highest
total power next to a
landmark controls it.
* Player with highest
total value of
controlled landmark
wins.
R * poker suit 1-5 x value 1-5
* colour 6,8 x value 6
* Deal 5 to each player. The rest are not used. * First player places a card face up in front of
another player.
* Subsequently, the player either
1) Place a higher number or a same poker suit
from his hand face up in front of another player.
2) Pick up all cards in front of him, then choose
to play any card in hand in front of another
player.
* A player plays his
last card to a player
who is unable to
play without picking
up cards and cannot
respond because he
has no cards. He is
the winner.
* If that player can
respond, then play
continues until
someone achieves
the winning
condition.
7254 Explosiv
Michael
Schacht
7350 Babylon
Bruno Faidutti Tile Placement 2
7536 Baha
Uncredited
Card Game
Trick-taking
2
2
4
6
R * colour 0,2,4,6 x value 1-8 (common cards)
* colour 10 x value 1-8 (explosive cards,
negative value on the card back where the
absolute value equals 9)
* Each player gets a set of common cards of
same colour.
* Put 3/4/5 explosive cards face-up for 2/3/4p.
* Players take turns to play 1 card to any
explosive cards, in a row.
* 2 same coloured cards cannot be played
consecutive in a row.
* Each number can appear in a row only once,
except 8.
* A row has positive value up to 7 cards. If an
8th card is played, turn the explosive card over.
Now it is negative. For 2p, the longest row at
the end of a round becomes negative.
* If a player cannot play a card, he discards a
card.
* A round ends
when all cards are
played.
* Game ends when
there is not enough
explosive cards to
start a new round.
D * colour 0,2,4,6 x 3 chips
* Place the pieces in a row.
* A player take turns to take a pile and place it * 1 player cannot
one top of another pile which shares at least 1 move any more
characteristic.
piles. He has lost.
1) Height: Both piles contain the same number
of pieces.
2) Colour: Top piece of both piles are the same
colour.
R * colour 0,2,4,6 x 1-13 (common cards)
* Deal an even number of cards to all players. If
there is any leftover cards, the player who takes
the first round gets them.
* Each player chooses and passes 3 cards to
their right.
* Player right of dealer begins by playing any
card to the table.
* Next player must follow suit. If cannot, play
any card.
* Player with highest card in the leading suit
wins the trick. He begins the next trick.
* For 2 players, deal 13 cards to each player
and form a draw pile with the remaining cards.
Players draw a card after playing one.
* Sum the total for
each player for each
row. Last card in a
row scores 2 extra
points. Whoever
has the most pts in
a row wins the
explosive card. If
tie, player who
played the highest
card in that row
wins. If still tie,
second highest card
wins.
* Return all common
cards to the players.
New explosive
cards are dealt.
Player left of
starting player
begins new round.
* Players sum their
explosive cards.
Player with most pts
wins.
* When all cards
* Penalty points are
have been played, 1/2/3/4/5 for
each player checks 10/J/Q/K/A.
their 9-K cards and
sum their penaly
points.
* Dealer passes to
the right and
another round
begins. For 2nd
round, pass 3 cards
to the left. For 3rd
round, do not pass
any cards. For 4th
round, same as 1st
round and so on.
* Play until a player
has 100 penalty pts.
Player with least
penalty pts wins.
7599 Uno Hearts
Jim Keifer
Hand
Management,
Trick-taking
2
8
R * poker 1-4 x 1-23,K (K=0)
* colour 10 x 1-10 (wild draw)
* Deal 13 cards to each player. Form a draw
pile with the remaining cards.
* Player leads a card. Other players must follow
suit. If cannot, play any card. Player with
highest card of leading suit wins the trick. It is
placed face-down to form a trick pile. He leads
the next trick.
* A heart may not be lead until a heart or 13
yellow has been played. You can lead hearts if
that is all you have.
* Special cards
1) 8 Purple and 8 Green: Pass hand cards.
When played, players pass their entire hand to
the player next to them after the trick. Direction
is decided by the player who played this card.
2) Wild Draw cards. The suit is “called” by the
player who played this card. It does not change
the lead suit. A Wild Draw card called a heart is
not worth any points. You can only play or lead
a Wild Draw card as a suit that you do not have
in hand. A Wild Draw card outranks a common
card of same value. The player who wins the
trick must draw from the draw pile the number
equal to the value of the Draw card. He then
place them into his trick pile.
* After all cards
* For all hearts and
have been played, 13 yellow, it is 1
players total their
penalty point.
penalty points.
* Play more rounds
until a player has 60
or more penalty pts.
Player with least
penalty pts wins.
7703 Skip-Bo
Hazel Skip
Bowman
Hand
Management
2
6
A player clears his
R * colour 0-11 x 1-Q (number card), K (wild card) * Each player gets a stock pile. 2-4 players: 30 * A player must flip over the top card of the
* 6 x joker (wild card)
cards, >=5 player: 20 cards
stock pile. Then must either 1) Use a card from stock pile.
* Deal 5 cards to each player from draw pile.
his hand, TOP card of any 1 of 4 discard piles
or stock pile to place in one of the 4 building
piles. Then repeat this process.
2) If not able to build, discard a card in one of
his 4 discard piles and end the turn
* There are 4 building piles. Each must start
from 1 and goes sequentially to Q (12).
7707 Uno
Merle Robbins Hand
Management
2
10
R * poker suit 1-4 x value 1-9 (number card), J
(draw two), Q (skip), K (reverse)
* colour 0,2,4,8 x value 0
* 4 x joker (wild card)
* colour 11 x value K (draw four wild)
* Each player gets 7 cards
* Reveal top card of draw pile face up to start
the discard pile
* A player can play a card on the discard
All players except 1
provided the poker suit or the value is the
clears his hand
same. Wilds can be played anytime.
* If no cards can be played, player draws a card
and then plays it if possible. Else, play continue
to next player.
* If player has 1 card left, he must say “Uno”. If
not, draw 2 cards as penalty.
7772 Slamwich
Ann Stambler,
Monty
Stambler
2
6
R * 11 ingredients x 4 (11 colours x 9,J,Q,K)
* 3 thief (1 colour x 1-3)
* 8 muncher (3x(1), 3x(2), 2x(3))
* Deal all cards to each player face down.
Remaining cards are face-up and removed
from game.
* Each player take turn to discard top card of
Until 1 player
their own pile
remains
* When 2 same ingredient card in a row or 2
same ingredient separated by another
ingredient or thief, any player can slap on the
discard pile
* Player can then get all the cards in discard
pile and put under his own pile face-down, then
reveal his top card to start new round. For thief,
he must shout "Stop Thief"
* When muncher is thrown, the player to the left
discard that number of cards 1 by 1, up to the
number shown on the muncher card. If no
combination come up after 1 round, muncher
takes all cards. If combination comes up,
anyone can slap to take the cards.
* Muncher count as ingredients too
* If slap wrongly, put top card of your pile faceup to bottom of discard pile
* 25 points for
winning the round
and 5 points for
each card in the
opponents' stock
piles
Last remaining
player or player with
most cards win
7789 Phase 10
Kenneth
Johnson
Set Collection
2
6
R * poker suit 1-4 x value 1-12
* colour 0-7 x value 13 (wild)
* 4 x joker (skip)
* Deal 10 to each player from the draw pile.
* Reveal the top card of draw pile to be the
discard pile.
* Each player take turns to draw 1 card from the A player makes 10
draw pile or discard pile and then discard a
phases (goes out).
card
* After this, each player take turns to make one
phase face-up. Additional cards can be played
on that same phase as long as minimum
criteria is met.
* Once a phase is made, player can hit on other
players phases.
* After this, being a new hand by drawing,
discarding and making phases.
* When a player clears his hand, 1 round ends.
Shuffle all cards, begin new round. Players
form the next phase, or current phase if they
have not complete it
* Set are >=2 cards with same value, run is >=4
cards consecutive numbers, any suit
* Phases must be made in sequence. They are
2 sets of 3
1 set of 3 + 1 run of 4
1 set of 4 + 1 run of 4
1 run of 7
1 run of 8
1 run of 9
2 sets of 4
7 cards of 1 color
1 set of 5 + 1 set of 2
1 set of 5 + 1 set of 3
* Skip: Player who plays this chooses another
player to skip his turn. Skip cannot be picked
from the discard pile. Cannot play more than 1
skip on same player. If first discard card is Skip,
the first player loses his turn.
Penalty
Points/cards
5/1-9
10/10-12
15/a skip
25/a wild
* Player who makes
10 phases wins at
the end of a hand. If
>= 1 player make
10 phases, player
with least penalty
points win. If tie, the
first player who
goes out wins.
7836 Diabolo
Michael
Schacht
Hand
Management
3
5
R * poker 1-5 x dice value
1,1,1,1,2,2,2,3,3,3,4,4,5,5 (number cards)
* joker 1-5 (heaven/hell cards)
* colour 10 x 5 (doubler cards)
* The 5 heaven/hell cards are placed
horizontally in a row. Deal 6 numbers cards and
1 doubler card to each player. The top part of
the heaven/hell card is heaven, the bottom part
is hell.
* The remaining number cards form the draw
pile.
* A player does the following
1) Draw a card.
2) Play a card to the left or right of a matchingcolour heaven/hell card. Each side can only
have up to 3 cards. Once a row has 5 cards
total, no cards can be added. Rotate the card to
indicate this.
* The sum of values
on each side of the
heaven/hell card is
calculated to
determine the
colour is scoring
positive or negative.
1) Heaven side
larger: Player may
player doubler card
first. Player with
highest total value
of cards in hand of
this colour gets this
total as points
(doubler scores
double). The rest 0
pts.
2) Hell side larger:
Similar to heaven,
but negative points.
3) Heaven and hell
tied: Row is not
scored.
* If player tie for
highest total, all
score the pts.
* Play as many
rounds as players.
Player with most
positive pts wins.
* When 2 rows have
5 cards, the game
ends. For 5p, when
3 rows have 5 cards
each.
Fishing games
2
8
R * colour 0,2,4,6 x 1-10,J,Q,K (J=Eye of Horus,
K=Pharoah)
* Deal 4 to each player. Then reveal 4 cards on * A player must play 1 card on his turn. He then * A hand ends after * At the end of a
the table.
capture card(s) from the table whose sum equal all 4 cards are
round, 30 pts for the
to the card played. Both the played and
played.
player with the most
captured cards are kept in a score pile face* 4 new cards are
cards. If tied, the pts
down in front of the player.
dealt to each player. are distributed.
* If he cannot capture any cards, the card is left Hands continue until * Eye of Horus=1 pt,
on the table.
the draw pile is
Ace=1pt, Two=2pts,
* If he captures all cards on the table, he gets depleted (1 round Ten=3pts
10 bonus pts.
completed).
* Play more rounds
* If the Eye of Horus is played, he gets all the
* On the final hand, until a player
cards on the table, but does not get the 10
the remaining cards reaches 121 pts. He
bonus pts.
go to the player who is the winner.
* If the 7 of Hearts is played (seven of ankh), he last captured cards.
gets all the cards on the table. If the sum is 10
or less, he gets 10 bonus pts.
7964 Walk the Plank Brian Hess,
Evan Sass
Trick-taking
3
9
R * colour 0,2,4,6,8 x value 1-13
* colour 10 x value 1 (sea monster)
* colour 11 x value 1-2 (walk the plank)
* Deal 7 cards to each player from the draw
pile. Deal 1 less for each subsequent rounds.
* Turn over the top card. The suit of this card is
the trump suit. If Walk the Plank or Sea
Monster, no trump for this round. Subsequent
rounds, the dealer chooses the trump after
looking at his cards.
* Play a normal trick-taking game. Players need
to follow suit if possible, unless the leading card
is Walk the Plank or Sea Monster. You do not
have to follow suit if you have a special card.
* Player who wins the trick starts the next trick.
Player who wins the most trick becomes the
dealer next round. If tie, draw cards and higher
card becomes dealer.
1) Walk the Plank: When it is first played in a
trick, it is the highest card in the trick.
2) Sea Monster: Player who played this starts
the next trick. The cards played are discarded.
8028 Alpha (Alpha
Blitz)
Mike Selinker
Simultaneous
2
Action Selection
R * letters 1 to 104 (4 x 26)
* colour 10 x 1-10 (blitz)
* Lay out 6 cards face-up.
* Deal 3 cards to each player.
* During a player's turn, he has to
* Only 2 piles left.
1) Form a word from the 6 letters on the table.
Each letter can be used as many times as he
wants.
2) Covers a letter with a card from his hand,
then draw a card. He can do this before or after
forming a word. If a blitz card covers a letter,
that pile is removed.
8028 Blitz (Alpha
Blitz)
Mike Selinker
Simultaneous
3
Action Selection
R * letters 1 to 104 (4 x 26)
* colour 10 x 1-10 (blitz)
* Lay 2 cards face-down in front of each player. * Reveal all cards on the table at the same
* A player has both * Player with highest
* Deal 3 cards to each player.
time.
piles covered with score wins.
* First player to call a word that can be formed blitz cards.
with the letters gets 1 point plus 1 point for each
J,K,Qu,Z used. 2nd player gets 2 points but word
must be longer than the previous word.
Continue until all players called a word or no
more words can be formed.
* New rounds start with covering a letter from a
card in hand. Draw a card before starting the
round.
7864 Eye of Horus
Uncredited
6
* When only 1
player wins any
tricks in a round. He
wins.
* 1 point for making
a word. 1 point for
every letter in the
word above the
number of letter
piles.1 point for
each J,K,Qu,X,Z
8039 Mexican Train Roy Parsons, Tile Placement 1
Katie Parsons
8066 Stone Soup
Monty
Hand
Stambler, Ann Management,
Stambler
Memory
2
8
D * double 11 domino set
* 6 colours x 1 chip
* Draw 16/16/15/14/12/10/9 dominoes for
* On each turn, each player plays a domino on
2/3/4/5/6/7/8 players. Players get 1 train marker his own train, match the ends of the domino
each.
(can be right angles), or on another train with
* Players build their personal trains radiating out marker, or at the common mexican train.
in 8 directions from the table center. Put the
* If he cannot, draw a domino (if no more draw
highest double tile at the center. There is a
pile, then pass) and play if possible. If not,
common Mexican Train at the side of the table. place a marker on his own train. Later, he may
remove the marker when he plays a domino on
it.
* When a double is played, player must play
another tile that is not double. Double is placed
horizontally.
* If a double is left open, the next tile played
must be on the open double. If cannot after
drawing tile, player must place a marker on
their train. If it is impossible to close the double
because all 12 tiles have been played, then the
open double does not restrict play.
* A player must announce when he has 1 tile
left.
5
R * colour 0,1,2 x value 1-4
(potato,tomato,sausage)
* colour 3 x value 1-5 (onion)
* colour 4 x value 1-6 (carrot)
* colour 5 x value 1-7 (cabbage)
* colour 6 x value 1-8 (pea)
* colour 10 x value 1-6 (stone)
* colour 11 x value 1-8 (dash-of-salt)
* Deal all the cards to the players.
* If 3p, deal 1 more hand. If 2p, deal 2 extra
hands.
* A player has no
more tiles, or when
the draw pile is
depleted and no
one can play
anymore.
* Next round starts
with a double that is
1 number lower
than the previous
round engine. Blank
double is the engine
for the last round.
* On each turn, each player plays food cards
* A player has no
face-down in sequence (from 0 to 6),
more cards. He
announcing the number and type (eg. 2
wins.
zeroes).
* Players bluff by adding stone cards, playing
with other food card, or playing more cards than
declared.
* Anyone can call bluff after a player played his
cards. The loser takes all the cards played so
far. If you play more cards than declared, take
back twice the number of cards you added.
* Players can play dash-of-salt to pass his turn.
* At the end of each
round, players add
up the value of their
tiles in hand. Player
with lowest total
score wins.
8073 aBRIDGEd
Maureen Hiron Auction/
Bidding, Tricktaking
4
8120 StrataGem
Maureen Hiron Abstract
Strategy, Card
Game
2
4
R * colour 0,2,4,6 x 1-13 (1=14)
* Players form 2 teams and sit opposite each
other.
* Deal all cards to the players.
* Starting with dealer, each player has 1 chance
to declare Pass or Play. First person to Play
becomes the declarer, and their partner
becomes dummy. He places his cards face-up,
while declarer declares which colour is “trump”.
Each player must then declare their sum of pips
on this cards (11:1pip..14:4pips). They must
also declare their colour count (largest quantity
of cards in 1 colour).
* If everyone passes, each player states their
hand strength, with team with higher total
becoming declaring team. Declarer is person
with higher total of that team, the other is
dummy. Declarer then decides whether they
can win either at least seven or ten tricks, as
well as the trump colour. Player then state their
colour counts.
* Player leads a card. Other players must follow * All 13 tricks are
suit. If cannot, play any card. Player with
played.
highest card of trump suit wins the trick. If no
trump cards, then the highest of leading suit.
He leads the next trick.
* Declaring team
who declared Play
must win at least 10
or more tricks
(10/11/12/13 tricks
score
90/100/110/120
pts). Otherwise, the
other team wins pts
for each trick over
four that they win
(5/6/7/8/9/10/11/12/
13/14 tricks score
10/30/60/100/150/2
10/280/360/450/550
).
* Dealer passes,
player total 4
rounds. Team with
highest total wins.
* Declaring team
who declared Ten:
(10/11/12/13 tricks
score 50/55/60/65
pts). For other team,
5/6/7/8/9/10/11/12/1
3/14 tricks score
5/10/15/20/25/30/35
/40/45/50 pts.
* Declaring team
who declared
Seven:
(7/8/9/10/11/12/13
tricks score
10/15/20/25/30/35/4
0 pts). For other
team,
8/9/10/11/12/13/14
tricks score
5/10/15/20/25/30/35
pts.
R * colour 0,2,4,6,10 x dice value
1,1,2,2,3,3,4,4,5,5,6,6
* poker 6 x 1-18
* Deal 8 cards to each player.
* On each turn, each player must
1) Play 1 gem card to their own 3x3 grid, or a
Thief card on their opponent's grid. First card
played must be a gem card. May play gem
cards on top of played gem cards. Play a thief
or gem on top of opponent's thief card to
unblock the pile. Once unblocked, further thief
cards cannot be played on the pile. Cards may
not be moved, but the 3x3 grid can be created
in any direction from the starting card.
2) Draw 1 card.
* Score each row,
column and
diagonal.
* First player to
finish grid: 3pts
* Same colour: 2/3
cards=1/3 pts
* Same number: 2/3
cards=1/3 pts
* Run of 3 cards in
order(eg.
1,2,3,)=3pts
* Run of 3 cards not
in order(eg.
2,1,3)=1pt
* Highest score
wins.
* Players continue
when draw pile is
finished.
* Game ends when
1 player fnishes his
3x3 grid. Other
players may not
play thief cards on
this player's grid.
Other players can
now complete their
grid. They can only
play thief cards to
unblock their own
grids.
8203 Blind Chicken
Michael
Schacht
Trick-taking
3
6
R * sequence 0-59
* For 3p, remove 0-23. For 4p, remove 0-11.
* Deal all cards to the players.
* Players sort their hand. Once game starts,
you can only play the rightmost or leftmost card
in your hand.
* Play a trick-taking game. 59 is the highest
card.
* Blind Chicken cards count as minus pts (each
egg is worth -1 pt).
1) 10,15,50,55: 2 eggs
2) 20,25,40,45: 3 eggs
3) 30,35: 4 eggs
* If there is more than 1 blink chicken in a trick,
you multiply the total by the number of cards.
* Whoever wins the last trick may choose 1
other trick. He will not score for that trick.
8305 Sudoku The
Card Game
Reina Knizia
Pattern Building, 2
Set Collection
5
R * colour 0,2,4,6,8,10 x value 1-9
* Place any non-black cards face-up in the
middle. Deal 5 cards to each player, with the
remaining cards as draw pile.
* On each turn, each player plays a card face- * When draw pile is
up according to the following rules
depleted, players
1) Must be adjacent (orthogonal) to at least 1
continue to play
card already in play.
until all cards are
2) Non-black cards can only be placed in 1 of 8 played.
positions around a black card. All numbers
within this 3x3 box must be different.
3) Black cards may only be placed vertically or
horizontally to another black card, with exactly 1
non-black card in between. There cannot be
duplicate numbers in any 3x3 box.
4) All numbers in any row or column must be
different, even across gaps.
* If a player plays a card incorrectly and is
pointed out, he retrieves his card and put facedown into his penalty stack. If it only discovered
later, it remains.
* If a player cannot or does not want to play a
card, he place 1 card into his penalty stack.
* Draw 1 card to fill hand to 5 cards.
8446 Yummy
Leo Colovini, Set Collection
Dario de Toffoli
5
R * dice value 3 x 21 copies
* dice value 4 x 20 copies
* dice value 5 x 20 copies
* dice value 6 x 24 copies
* dice value 1 x 21 copies (1=7)
* Deal all cards face-down to the players. They
are the draw piles.
* Each player draws 3 cards from their draw
piles.
* Players take turns to play 1-3 cards face-up
on the table, then draw to 3 cards in hand.
* Cards of same number are stacked
overlapping each other.
* A set is completed when the number of cards
in a stack equals to the number. The player
who completes the set keeps the set in his
score pile.
2
* Play set number of
hands or to a set
score. Player with
least minus pts
wins.
* A player has no
more cards. Player
with most cards in
his score pile wins.
* Black cards are
worth 2 penalty pts,
other cards 1
penalty pt.
* Player with least
pts wins.
8864 Take the Train Uncredited
Hand
Management,
Route/Network
Building
2
8958 Connect Four
Ned Strongin, Abstract
Howard Wexler Strategy
2
9032 Hispianola
Michael
Schacht
3
Trick-taking
6
5
D * colour 0,2,4,6 x value 1-13 (13=Station)
* colour 10 x value 1-2 (End of Line)
* colour 11 x value 1-2 (Transfer)
* joker 1-2 (Free Ride)
* 100 chips (train fare tokens)
* Distribute the train fare tokens evenly to all
players. Remainer are kept in the Conductor's
Pot.
* Deal 13/13/8 cards for 2/3/4+p. Remaining
cards form the draw pile (Conductor's Hand).
* Starting with player left of dealer, a player
checks if they have a Station card. If yes, they
play it to start the first line. If not, their turn
passes. If no stations, players draw 1 card in
turn until 1 station is found.
* Once first station is played, that line is open.
Players can make 1 of 3 moves
1) If player has 1 or more cards of same colour
as open line that can be played in ascending (7
to 12) or descending order (6 to 1), he may do
so.
2) If a player has another station card, he may
play it along with a sequence of same colour
descending from 6 or ascending from 7, if any.
3) Play a special card.
4) If he cannot play a card, he pays 1 fare to
Conductor's Pot, then draw 1 card from draw
pile.
* Free Ride: Stand in for any number. Any
player can exchange it for a number card. This
counts as the play for their turn.
* End of Line: Prohibits players from adding to
that side of the line. The other side can wrap
around to take in the rest of the numbers.
* Transfer: Play this with a card having same
number but different colour on the table. This
effectively spawns a new station and branches
out into a new colour line. The original station
may not be played. This new line can wrap
around.
* 1 player has no
more cards, or no
more fare tokens.
All other players pay
1 fare to the pot for
each card in hand,
player with most
fares left wins.
D * 6 vertical by 7 horiztonal grid board (use
cardbacks)
* 21 red chips, 21 orange chips
* Assign one edge to be the top.
* Take turns to slot a chip down.
* A player forms a * Player who forms
line of 4 chips in
the line wins.
diagonal or
orthogonal direction.
R * colour 0,2,4,6,8 x value 1-15
* colour 0,2,4,6,8 x 10 chips (pirates)
* colour 10 x 1-5 (islands)
* joker 1-6 (ship, black is neutral)
* For 3/4p, remove 10-15/13-15.
* Deal the cards evenly to all players.
* Each player puts 1 card face-down and all
reveal together. Highest card is the trump card.
If tied, then the next high card is the trump. If all
cards are tied, repeat this process.
* Put the islands 1-5 from left to right. Place the
6 ships around the islands.
* Player left of dealer starts the trick. 15 is
highest. Players must follow suit. If cannot, then
play any card. If tie for highest card in a trick,
first played card of the tie wins. Winner of the
trick places 1 pirate on the ship of the leading
colour of the trick. He keeps the trick face-down
and begins new trick. He can also pass this
trick and other won tricks face-down to player
left or right of you.
* Pirates are always placed in the middle of the
ship (he is a captain). There are 3 spaces for
each ship. If there is a pirate in that center spot,
it is moved to the left or right. It is possible
another pirate gets tossed overboard. This
pirate goes to the first island. Any pirate there is
pushed to the second island. At the 5 island, it
goes back to the player's reserve.
* If you already have a pirate on the
corresponding ship of the trick colour, you can
trade places with another adjacent pirate on
that ship instead of placing a pirate.
* If 3 or more colours are played in the trick, the
winner places pirate at the neutral (black) ship.
* All cards are
played. Scoring
occurs.
* Pirates remain on
the ships and
islands.
* New hand is dealt,
new trump is
determined and
another round
begins. Play as
many rounds as
players.
* Captain: 5 pts
* Pirate on a ship: 1
pt
* Pirate on islands
from left to right: -1,2,-3,-4 pts
* Largest trick stack:
-4 pts (for tie, all
score)
* 2nd largest trick
stack: -2 pts (for tie,
all score)
* Player with most
pts wins.
9037 O'NO 99
Uncredited
Card Game
2
8
D * colour 0,2,4 x value 2-9
* joker 1-4 (“99” cards)
* colour 10 x 1-10 (“Ten” cards)
* colour 11 x 1-4 (“Minus Ten” cards)
* colour 6 x 1-4 (“Hold” cards)
* colour 7 x 1-6 (“Reverse” cards)
* colour 8 x 1-2 (“Double Play” cards)
* 24 chips
* Deal 4 cards from the draw pile. Each player
gets 3 tokens.
* Players play, announce the total card values * A player goes to
and draw 1 card.
99 or above. He
* If draw pile is depleted, shuffle played cards to loses 1 token.
form new draw pile.
* Once a player
Special Helper cards:
loses all tokens, he
1) Hold card: Maintains the total.
is allowed to lose 1
2) Reverse: Maintains the total and reverses
more round, after
play direction. For 2p, it acts as a hold card.
which he is
3) Minus Ten: -10 for the total, which can go
eliminated from the
negative.
game.
4) Double play: Maintains total, causes the next
player to play 2 cards.
* “99” card: You may play this if the total ends
with a 0.
9208 Elfer raus
Uncredited
Card Game,
Number
2
6
R * colour 0,2,4,6 x 1-20
* Deal 20/20/15/12/10 cards for 2/3/4/5/6p.
* For 2p, remove the blue cards.
* The remaining cards form the draw pile.
* Player with red 11 goes first. Place this card
face-up in the middle. If no red 11, the 11 of
another colour goes first. Order of precedence
is yellow,green,blue. If still no 11, redeal the
cards.
* The next player has 3 options
1) He plays a 10 of the same colour to the left
or 12 to the right. Cards of same colour should
be placed on top of each other in sequence 101 or 12-20.
2) He lays another 11 above or below the 11
already played and starts a new row.
3) He cannot play a card and draws 1 card. If
he can, play it. If not, he must take another
card, up to maximum of 3 cards. Then he ends
his turn.
* A player can play as many cards as he can.
* Matching cards do not have to be played.
9416 Kings in the
Corner
Uncredited
Card Game
2
6
D * colour 0,1,10,11 x 1-13
* 80 chips
* Distribute the chips to the players.
* Deal 7 cards to each player.
* The imaginary board has 4 tabbed stalls at
the top,bottom,left,right of the board. At the
corners are Kings stalls.
* Place 1 card for each tabbed stall.
* Remaining cards form the draw pile.
* To begin each hand, each player place 1 chip * A player has no
* First player to get
to the chip pot. Players then take turns to play cards in hand. Other 100 pts wins.
cards to any stall. The cards in the stalls must players put 1 chip
be in alternate colours (hearts,spades,hearts) for each card
and must be lower by 1 from the bottom card
remaining in hand.
(similar to solitaire).
Winner (player who
* If a king is dealt to a player or drawn from the goes out) receives
deck, player must place it at an open Kings
all chips in the pot.
stall. He can also move a king under a tab stall He records this.
into a kings stall. If you are discovered to hold a Then all chips are
king in hand, pay 3 chips as penalty.
collected and
* Plays to kings stall must start with kings and redistributed for
cards may not be moved from kings stall.
next hand.
* If a tab stall is open, you may insert any card.
* You may move all cards from a tab stall to any
stall provided the bottom card is playable.
* If a player does not make a play, he must
place 1 chip into the chip pot.
* At end of turn, player draws 1 card. If he
forgets, pay 1 chip.
NA
Michael
Kiesling,
Wolfgang
Kramer
Hand
Management
2
5
R * colour 0-7 x value 1-13 (common cards)
* joker x 5
* colour 10 x value 1 (luxx card)
* Deal 13 cards to each player. Reveal 6 cards * A player plays 1 or more cards of the same
* Game ends
face-up and put on the table in a row.
number face-up in front of him. All cards played immediately when
must be visible.
draw pile runs out,
* If any opponent has most recently played the or a player has no
same number of cards and those cards are of a cards in hand.
lower value, the active player has 2 options.
1) Take those cards into hand and opponent
draws same number from the display or draw
pile.
2) Does not take those cards into hand.
Opponent either returns those cards to his hand
or discards them and draw as many cards.
Refill display only after someone finishes
drawing cards.
* Jokers can be played on their own, and they
are higher than all values.
Abluxxen
* Number cards in
hand count as face
value.
* Player who goes
over gets 25 pts.
* “99” card: 20 pts
* Special cards: 15
pts
* Less than 4 cards
in hand: 15 pts for
each missing card.
* A player has no
more cards left.
Other players add
up the values of
their cards in hand.
* Play as many
rounds as players.
Player with lowest
score wins.
* Each player
scores 1 pt for each
card played, and
loses 1 pt for each
card in hand.
Highest score wins.
NA
Agent Hunter
Mike Elliott
Memory, Secret 2
Unit
Deployment
NA
Cowtown
Richard Borg
Hand
Management
NA
Cripple Mr
Onion
Andrew Millard, Betting/
Terry Tao
Wagering
D * colour 0,2 x 0-9 (agent cards)
* colour 0,2 x 5 chips (decoy tokens)
* Each player place 3 agent cards face down as * A player may
A player's 3 safe
his safe houses.
1) Play an agent card on opponent's safe
houses have been
house. If matched, the opponent reveals his
defeated.
secret agent face up. If not matched, opponent
must say the attacking card is higher or lower.
2) Switch secret agent. Reveal agent from safe
house and replace with another from hand (can
be same). Place a decoy token on the safe
house. If all 5 decoy tokens are at safe houses,
switching cannot be done.
3) Attack from safe house. If matched, attacking
agent stays there and place another secret
agent in safe house. If not matched, opponent
searches a matching agent and conquers the
attacking safe house.
* 1 VP for a
defeated opponent's
safe house.
* 1 VP for
opponent's decoy
tokens.
* Player with highest
VP wins.
3
6
D * colour 0,2,4,6 x 1-10, K (all cards without
bull's eye, K=Cowtown)
* colour 1,3,5,7 x 1-10, K (all cards with bull's
eye, K=Cowtown)
* 40 chips (scorecows)
* Deal 6 cards to each player, and 4 cards face
up on the table. The rest forms the draw pile. If
there are cards with number 10 on the table,
put them into the discard pile and replace them
from the draw pile.
* If a player has any Cowtown cards, place
them face up on the table as well.
* During each turn, a player may place at least
1 card face up on top of any stack on the table.
The card must be one number greater than the
number of the card on top of the stack.
Cowtown cards start a new stack, with 1 placed
on it.
* At any time, once the colour of any card
played is not the same as the top card, before
the turn ends, the player must turn the top card
from draw pile onto the discard pile. If that card
has a bull's eye, draw 1 card from draw pile
and put into hand. However, if that card is a
Cowtown, put the Cowtown card face up on the
table.
* If a player cannot or choose not to play a
card, he has to draw and keep 1 top card from
draw or discard pile. Then his turn ends unless
it is a Cowtown card. Cowtown cards drawn are
always played face up onto the table.
* There are situations when a player can play
more than 1 card:
1) Horn-to-Tail Sequence: Consecutive
numbers of same colour. If there are 3 or more
cards played in the sequence, collect 1
scorecow.
2) Stampede: 2 or more cards of same number
played. Collect 1 scorecow.
* If a player plays a 10, the stack is removed
from game. Then the player either passes a
card to another player, or takes another turn.
* When a player has only 1 card, he has to say
“Moo!”. If he forgets, he must draw a card as
penalty.
* A player has no
* Player who goes
cards left in hand, or out (or has the
the draw pile is
fewest cards) gets 4
depleted, or the
scorecows. The
scorecows are
player with next
depleted.
fewest cards get 2
scorecows. In case
of tie, each gets 2
scorecows. Other
players get 1
scorecow except
the player with the
most cards. If tie,
each get no
scorecows.
* Play for 4 rounds.
Player with most
scorecows wins. If
tie, player who won
the last round wins.
2
7
R * poker 1-4 x 1-K
* Left player of dealer is Elder, right player is
Younger. If tie, the elder player wins. Dealer is
the eldest.
* Dealer gets 2 cards, deals 3 to each player
clockwise. Then dealer gets 3 cards, deals 2 to
each player. In clockwise direction, player can
discard and replace up to 4 of their cards.
Dealer then gets to do the same.
* Dealer gets 5 cards face down. Each player is
dealt 5 cards face up.
* Elder declares his highest card grouping
(using all 10 cards) and compares with the
player on his left. If the left player cannot equal
or beat the grouping, he is out of the game. If
he can equal, the next card grouping is
considered. If the he can beat the grouping, the
Elder can rearrange the card groupings.
* Comparison
continues until there
is left only 1 player
and the dealer.
* Dealer and the last
player compare
their groupings. The
player with the
higher grouping is
the winner.
NA
Deuce
Uncredited
Card Drafting,
Pattern
Recognition
2
6
R * colour 0,2,4,6 x value 0-J (number card,
J=value 10)
* 6 x joker (rainbow card)
* colour 10,11 x value K (X card)
* Deal 6 cards to each player
* Each player places 2 cards in front of him
face-up, that must match by colour or number
* A player takes turn to play a card on any one * A player plays his * Winner is the
of the discard pile, such that it matches in
last card and his
playe who goes out
colour or number next to it.
score is equal or
and he gets 10 pts
* Any card can be played next to a Rainbow
higher than all
plus combined
card. Only X or Rainbow card can be played
others.
values of cards in
next to a X card. No cards can be played on a X * If the score is
other players'
except if the X is next to a Rainbow card.
lower, he draws at hands.
* If a player cannot or does not want to play a least 1 card and end * In case of tie,
card, he is allowed to draw continuously from
his turn.
player who goes out
draw pile, but a card must be played in the
first wins.
end.If the draw pile runs out, all players take
* Rainbow and X
their discard piles except for the top cards to
cards score 0.
form a new draw pile.
NA
Fiasco
David Pubrat
Trick-taking
2
6
R * colour 0-5 x value 1-8,K
* Deal 6 cards to each player and keep the
remaining cards out of game.
* Each player choose a colour
* 5 is Fiasco, K is King
* No trump play. Do not have to follow suit.
Deck is depleted 3
* Cards of own suit or Kings goes to collection times
pile face up in front of player, the rest go to
discard pile. Winner leads the next trick.
* When a trick has a Fiasco, the winner loses a
card from his collection pile for each Fiasco in
the pot.
* King is the highest.
* If there is a tie in a trick, play another trick until
winner is determined.
* Deal another 6 when hand is depleted. If
sufficient cards, deal equal number of cards to
each player and discard the remaining.
2 pts for own suit
card, 1 pt for each
king, 10 pts for 6
kings, 20 pts for all
7 of their suit cards.
NA
Kan-U-Go
Uncredited
2
7
R * letters 1 to 58
* 2 joker (wild)
* Deal 12/11/10/9/8/7 cards for 2/3/4/5/6/7
players.
* Remaining cards form the draw pile. Reveal
top card as discard pile.
* Player may place 2-4 cards on the table to
form words. For 6-7 players, 2-3 cards.
* If unable to form words, he must discard 1
card then draw from discard or draw pile. Turn
ends.
* Not allowed to place S or ES to form plurals.
* Kan U Go can be discarded for the win after
forming a word or start of a turn.
* When a player plays his last card (goes out),
every player gets penalty points for the
remaining cards in his hand.
Player with least
penalty points wins.
NA
Kommando
Reinhard
Staupe
2
R * colour 0-2 x value 1-10
* Lay 10 cards face-up in a row, with 2 facedown (4th card from left and right)
* Deal 10 cards to each player.
* If player has no 10,9 or 8 in his opening hand,
the cards are redealt.
* First player places a card next to a card on the All cards are played. * Players get the
row, with both cards having different colour.
row cards that they
This is an attack. The 2nd player must then
won. Row cards that
place a card of third colour to respond.
are tied are not
* Only the very left or right cards that are not yet
won.
attacked may be attacked.
* Players score the
* Winner with higher value card gets to score
points on their row
the row card and loser gets to place the next
cards.
card. If tie, player who started the previous
* Play more rounds.
attack will start a new attack. If no suitable card
First player to reach
of correct colour, play any colour.
100 wins.
* For the covered cards, they are exposed after
both players place their cards. The defender
can place any of the 2 missing colours.
NA
Letres
Thomas
Sturdevant
1
4
R * letters 1 to 54 (2 x 26)
* Dealer decides how many cards to deal, from * Players try to form words with all cards in their * Round ends when
3 to 8 cards.
hand.
a player forms a
* Reveal a face-up card as discard pile.
* On player's turn, if he does not have a word, word.
he can take top card from draw pile or the
discard pile. Then discard 1 card. If possible,
form a word.
* Player gets the
points on the letters
used to form the
word.
* Play up to 25 total
pts. Highest pt
player wins.
NA
Mango Tango Leo Colovini, Hand
2
Dario de Toffoli Management,
Simultaneous
Action Selection
7
R * colour 0-8 x value 1-12 (common cards)
* Deal 10 to each player from draw pile.
* Every hand card
that matches a
selected card in
either suit or rank
scores its rank for
its owner.
* Player with most
pts wins.
Set collection,
Trick-taking
* Reveal a card face-up from the draw pile.
Players choose and reveal a card
simultaneously. Highest bidder decides whether
the card is selected or discarded. If tied, the
next highest bidder decides. Played cards are
discarded. If the revealed card is discarded,
each player draws a card. The next top card is
revealed and process repeats.
A player gets 100
penalty points.
* The round ends
when 5 cards are
selected and
players have 5
cards in hand.
NA
Paletto
Dieter Stein
Set Collection
2
4
D * colour 0,2,4,6,8,10 x 6 chips
* Put the chips randomly to form a 6x6 board.
* For 4 players, partners play opposite each
other and cannot communicate.
* Each player can remove any number of same
coloured chips on his turn. However, only chips
at least 2 empty adjacent sides may be taken.
And all remaining pieces must remain
connected.
* A player gets all
Player who ends the
chips of same
game wins.
colour, or takes the
last chip.
NA
Rainbow
Mito Sazuki
Hand
Management,
Set Collection
2
6
R * colour 0-4 x dice values 1-6
* Deal as many cards as players on the table.
For 2 players, deal 4 cards. These are VP
cards.
* The remaining cards are dealt to the players.
* For 3 players, deal 14 to each player. The
remaining 15 cards are removed from game.
* For 2 players, deal 4 piles and each player
takes 2 piles. 1 pile is the 1 st deck and goes to
hand, the 2nd deck remains face-down until the
1st deck is used up.
* Each player needs to play at least 1 card
during his turn. For 2 players, play 2 rounds (at
least 2 cards in total, first on the left, second on
the right).
* Solo. 1 card, can always be played.
* Set. 2 or more cards of same number. Other
players can only play solo or sets.
* Run. 2 or more cards of consecutive values.
Other players can only play solo or runs.
* The number of cards played determine the
order to get the VP cards. If tied, then the card
with the highest number. If tied, then the order
in which the cards are played. VP cards
collected are placed face-down. Any remaining
VP cards are removed from game.
* For 1st round, only single VP cards are
collected. 2nd round onwards, player can
choose single or 2 cards of same value.
* The played cards become the VP cards for
next round. Player who first chose the VP cards
starts the next round. If he has no cards, the
player on his left starts.
* 2 or more players * Player with most
has no cards.
VP wins.
* For 2 player game, * For 2 player
if 1 player has no
games, cards in
cards.
hand or second
* For 3 or more
group on the table
player games, all
gets 1 VP per card.
hand cards are
discarded.
* Any player who
has no hand cards
is out of the game
until VP calculation.
NA
Roolz
Brandon Morris Auction/Bidding, 2
Trick-taking
6
R * poker 1-6 x value 0-15 (common cards)
* joker 1,2 (higher rooler, low rooler)
* joker 5,6 (blank cards)
* The original game is a 4p, 2 vs 2 game.
* For 2/3/4/5/6, deal 19/19/19/16/16 cards to
the players. The widow cards are 5/5/5/4/4.
* For 2/3/5 players, use a dummy hand. For 6
players, play 3 vs 3.
* For 2/3/4 players, remove 0,1,2 and 1 blank
card.
* The dummy hand has 10 face-up cards on top
of 9 face-down cards. The face-down cards are
only revealed after the face-up card on top is
played.
* Bidding phase: Player left of dealer starts the * All cards are
bidding in clockwise direction. Bids in increment played.
of 5 from 170 to 300. Players who passed may
not bid again.
* Highest bidder gets the widow cards. He adds
them to his hand and discard face-down an
equal number, but cannot discard point-value
cards (5,10,14,15,roolers).
* Highest bidder choose a High trump and a
Low trump. The High rooler is the lowest of the
High trump, and the Low rooler is the lowest of
the Low trump.
* The Blank cards may be played anytime.
* Players must follow suit if possible.
* 15=15pts,
14=10pts,
10=10pts, 5=5pts,
Rooler cards=30pts
NA
Summon the
Dragon
Stephen
Claude Smith
* Players needs to bid 3 things – number of
* All cards are
tricks his team can win, high or low cards to win played.
the trick, and the trump suit (eg. 7, Low, Air)
* Winning bidder can choose to
1) Take whatever he wants from the Kitty, and
discard down to 12.
2) Summon the Dragon. The player who has
the Dragon passes him the card, but that player
gets to change cards with the Kitty. All players
need to discard to 12.
3) Do nothing. Earn extra 25 pts if his team
wins.
* Winning bidder leads the trick. Players must
follow suit if possible. Winner of the trick leads
the next trick.
For the team which
made the bid
(negative points if
they fail to achieve
the bid),
* Per bid=10 pts
* Per trick above
bid=5 pts
For the other team,
*Per trick=5pts
NA
The Last Card Jonathan
Hessler
The rules are (in order)
All players have 1
1) Play a card of the suit led
card left.
2) If no cards of suit led, play a trump if it is
available
3) If neither 1 or 2, play any suit
Once the above is determined, the card played
by player has to be higher in value than the
current highest card played (numerically).
Otherwise, any number can be played.
Score is number of
tricks x value of last
card. Player with
highest score wins.
Auction/Bidding, 4
Partnerships,
Trick-taking
Trick-taking
3
R * colour 0,2,4,6 x 1-8,9,10,J,Q,K (9=Elemental, * Players form 2 teams.
10=Mage, J=Warrior, Q=Queen, K=King)
* Deal 12 cards to each player, and 5 cards to
* joker 1 (Dragon card)
the table face-down (Kitty).
5
R * poker suit 1-4 x value 1-16
* For 5/4/3 players, use 1-16/1-13/1-10
* Deal all cards to players except 4 cards
* Top card of the 4 is the trump
NA
Word Madness Uncredited
NA
Word Rummy Uncredited
Set Collection
2
6
R * letters 1-112
* Deal 10 cards to each player from draw pile.
* Spellout phase 2 min. Every player play as
many words (>=4 letter) from his hand as
possible. Reveal the words face-up.
* First player then asks any player for a letter
(eg. Give me all 'e's”). If he does not have,
player draws card from draw pile. If it is what he
has called for, he can continue to lay down
words or asking other players for more letter
cards. Turn ends when he does not get the
desired card from draw pile.
* At any time during his turn, player can add
letters to own or other players' words. If added
on opponent's word, get 50 points for each
letter.
* Player can challenge a word that he thinks is
wrong. If the challenge is successful, he gets
100 points. Opponent pick up the letters back
into hand. If challenge is unsuccessful, player
loses 100 points and turn ends.
A player plays his
last card (goes out)
or no more players
can make any more
words with the draw
pile depleted.
* First player to
reach 2000 points
wins.
Letters/points
4/50
5/100
6/150
7/200
8/250
9/300
10+/500
Bonus
First go out: 200
First go out in
spellout: 100
Card left in hand: -5
Use J,Q,X,Z:
Double word score.
2 cards used then
triple.
2
6
R * letters 1 to 104
* Deal 7 cards to each player from the draw
pile.
On their turn, each player has 3 options.
Round ends when
1) Form and meld one word of three or more
the draw deck runs
letters
out and players are
2) Change one word previously placed by
unable to form or
adding letters from your hand (this allows you to change words.
'steal' an opponent's word)
3) Draw one card from the draw deck and
discard one card
* For 2/3/4 players,
first player to reach
50/25/25 wins.
* The pts for words
are scored as below
(letters=pts)
3=1
4=2
5=3
6=5
7=7
8 = 10
9 = 12
10 = 15
11 = 17
12 = 20
13+ = 25
* Bonus pts as
below
Going out = 3
Q/X/Y/X = 2
4 word group = 5 ea
5 word group = 10
ea
* Penaltyfor cards
left in hand
Q/X/Y/Z = 2
Other letters = 1
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