Tuesday, June 21 2022

AUCTION HOUSE

AUCTION HOUSE

OBJECTIVE OF AUCTION HOUSE: The objective of Auction House is to have the most points at the end of the game. NUMBER OF PLAYERS: 4 players MATERIALS: A standard 52-card deck, a way to keep score, and a flat surface. TYPE OF GAME: Trick-Taking Card Game AUDIENCE: Adults OVERVIEW OF AUCTION HOUSE Auction House is a trick-taking card game for 4 players. The goal is for you to have the most points after 13 rounds of play.

Auction House was created by Andrew Walker. Below are additional notes from him on the game.

SETUP The deck is separated. All face cards King, Queens, and Jacks are removed and form their own separate 12-card deck called the trump deck. The trump deck is shuffled and placed face down in the center of the play area. The remaining 40 cards are shuffled and form the deck that hands are dealt from.

The dealer first dealer is chosen at random and passes to the left for each new deal. The dealer will shuffle the deck and deal each player 10 cards.

Auction Phase After hands are dealt an auction phase will begin. Starting with the player left of the dealer, they may choose to start an auction or pass. If they pass then the player to their left has the same options.

If all 4 players pass no auction is held that round and the game proceeds.

When a player chooses to start an auction that the following occurs. The player who calls the auction starts it by choosing a card from their hand. They will lay the card faceup on the table in front of them so that all other players may see it. They will then call a suit. The suit called must be of a different suit than the card they chose from their hand.

The other players will now choose any card from their hands and place them face down on the table in front of them. Once all players have chosen the cards are revealed. The auction starter must trade their card. They must choose the highest-ranked card of the suit they declared if applicable. If there are no cards of that suit, they may choose any of the three cards available to trade with. Once the trade is made all cards go back to their player’s hand and the auction ends.

Kitty After the auction round is closed or passed players will all choose one card from their hand to place face down on the table. These four cards are collected and placed to the side of the play area. These cards make up the kitty. The player who wins the most tricks at the end of the round will get to score the cards in the kitty.

Card Ranking and Point Values The ranking for the game is 10 (high), 9, 8, 7, 6, 5, 4, 3, 2, and Ace (low).

Each card has a point value associated that is used to score the cards won from the kitty. The cards have a numeric score that matches that of the card’s value. A 10 is worth 10 points, a 9 is worth 9 points, etc. Aces are worth 1 point each. 먹튀사이트

GAMEPLAY After the Auction is held or passed, and the kitty is formed the round may begin. Each player will have 9 cards in hand. To start the round the player left of the dealer reveals the top card of the trump deck. The suit that is revealed will be the trump suit for the round. In the final round, round 13, there will be no card to reveal and the round is played with no trumps.

After revealing trumps, the player to the dealer’s left plays any card to lead the first trick. Play proceeds clockwise. The following players must follow suit if able, and if they cannot then they may play any card to the trick, including trumps.

The trick is won by the highest-ranked trump, or if not applicable, by the highest-ranked card of the suit led. The winner of the trick leads the next.

After all 9 tricks are played, scoring can begin.

10 OP EN NEER PAGE

10 OP EN NEER PAGE

OBJECTIVE OF 10 OP EN NEER PAGE: The object of the game is to have the most points at the end of the game. NUMBER OF PLAYERS: 4 players MATERIALS: A Standard 52-card deck, a way to keep score, and a flat surface. RANK OF CARDS: A, K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2 TYPE OF GAME: Trick-Taking Card Game AUDIENCE: Adult OVERVIEW OF 10 OP EN NEER PAGE 10 Op En Neer Page is a trick-taking game for 4 players. The goal is to make bids and win that exact number of tricks each round. This awards you with points. The player with the most points at the end of the game wins.

SETUP To determine the initial dealer, have each player draw a card from the deck, the player with the highest-ranking card deals first. The deal passes clockwise.

Then the cards are shuffled and dealt to each player one at a time until each has the appropriate amount according to the round. The following card is flipped face-up, the suit of that card is the trump suit for that hand. This suit will beat all others. The remaining cards are left in a stack with the trump card on top.

HANDS Each round is played with one more card than the previous one until there is a 10-card-hand then one less until a one-card hand is reached again. The rounds are 1 card, 2 cards, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2, and finally 1 card.

BIDDING Bidding occurs before the tricks begin.

Each round bidding starts with the player to the left of the dealer and moves clockwise back to the dealer, who bids last. Each player bids a number which indicates the number of tricks they predicate they will take with that hand. All players must bid; however, players may bid zero. If a player bids zero, they plan to take zero tricks. Players may change their bid if the opponent to their left has not yet bid. 먹튀검증업체

GAMEPLAY The game begins with the player directly to the dealer’s left, this player leads the initial suit. This can be any suit, including the trump suit. Play passes clockwise. Each player must play a card. If they can, they must follow the suit, if they cannot, they can play any card including trump. If there is no trump card played, the highest value card of the leading suit wins the trick. The winner of a trick leads the next one. This continues until all tricks have been played, then the next hand is dealt until all hands have been dealt and all tricks won.

SCORING After each round is completed, scoring will take place. If a player successfully completed their bid exactly, they score 10 plus whatever the player’s bid was. If they did not complete their bid, they score 0 points.

END OF GAME The game ends after the final 1 card round is played and scored. The player with the most points wins the game.

WINGSPAN

WINGSPAN

OBJECTIVE OF WINGSPAN: The objective of Wingspan is to be the player with the most points and win the game. NUMBER OF PLAYERS: 1 to 5 Players MATERIALS: 1 Game Board, 1 Scorepad, 40 Action Cubes, 103 Food Tokens, 170 Bird Cards, 1 Bird Tray, 8 Goal Tiles, 26 Bonus Cards, 75 Miniature Eggs, 5 Player Mats, 1 Starter Player Token, 5 Wooden Dice, 1 Birdfeeder Dice Tower, 1 Rulebook, and 1 Appendix TYPE OF GAME: Hand Management Card Game AUDIENCE: Ages 10 and Up OVERVIEW OF WINGSPAN As dedicated researchers, collectors, ornithologists, and avid bird watchers, each player attempts to attract only the best birds to their network of preserves. When these birds come, if they come, there is much to gain. Players accumulate points by attracting the rarest birds to their sanctuary.

SETUP Begin setup by shuffling the bird cards and placing them in a deck posited beside the bird tray. The bird tray will then need to contain three bird cards that are facing up. All food and egg tokens are placed in the general supply where they can be accessed by all players. Once the birdfeeder dice tower is upright, the food dice are placed inside it.

The players will choose which goals to play with, and the goal board is placed on the table. The goal tiles are shuffled, and one is randomly placed on each blank space of the board. The bonus cards are shuffled and placed on the table. Each player will gather a player mat, eight action cubes, two bonus cards, two bird cards, and a food token of each type.

If players want to keep the bird cards, they must pay one food token for each bird that they decide to keep. They must choose one bonus card to keep and one bonus card to discard. The first player of the game is randomly chosen by the group, and the game can begin! 먹튀검증사이트

GAMEPLAY The game is played over the course of four rounds. Each round consists of the players taking turns in a clockwise fashion until everyone has used their action cubes. During a turn, a player may complete one of four available actions including the following: playing a bird from their hand, gaining food and activating bird powers, lay eggs and activate bird powers, or draw bird cards ad activate bird powers.

In order to place a bird, an action cube must be placed on the Play a Bird space found above where the bird is being placed. The bird’s egg and food cost must be paid, and then it can be placed, triggering their power. The process is noted on the player mats.

When players have used all of their action cubes, the round comes to an end. All action cubes are then removed from player mats, and the round is scored. All bird cards that are facing up are removed and the bird tray is restocked with new birds. The next player will become the first player. The game continues in this manner for four rounds until the winner is determined.

END OF GAME The game comes to an end after the fourth round of gameplay. The scorepad can be used to add up the points for the birds, bonus cards, end-of-round goals, and single points for eggs, food tokens, and cards found under bird cards. The player who has accumulated the most points, wins the game!

DRAGON FARKLE

DRAGON FARKLE

OBJECTIVE OF DRAGON FARKLE: The objective of Dragon Farkle is to be the first player to defeat the dragon. NUMBER OF PLAYERS: 2 to 5 Players MATERIALS: Stockpile of Soldier Tokens, 5 Damage Counters, 1 Dragon, 5 Player Mats, 20 Magic Item Cards, 10 Companion Cards, 1 Event Die, 30 Soldier Die, and Instructions TYPE OF GAME: Push Your Luck Dice Game AUDIENCE: Ages 13 and Up OVERVIEW OF DRAGON FARKLE The dragon has started to terrorize your village, and all sense of peace is quickly gone. The livestock is getting eaten, and the locals are getting terrorized constantly. The players represent heroes that have stepped up to the challenge of defeating this awful beast. Who will be the first to face the beast you have heard so much about?

SETUP

Each player is given a player mat and six dice in their favorite color. The Magic Item Cards and Companion Cards are shuffled separately and placed in the middle of the table facing down, forming two decks. The dragon is placed beside the cards and three damage counters are placed out from it. Soldier tokens are placed in a stockpile.

Each player is given a Companion card, placing it on their mat. They are then given a Magic Item card that is either placed in front of them face down or held in their hand. This game is played with each player taking their turn, continuing clockwise around the group. The player who brought most of the snacks gets to go first. The game is ready to begin.

GAMEPLAY During each turn, a player can choose to complete one of the following actions: recruit new soldiers, brawl with another player, or enter the Dragon’s keep and battle. Any chosen action requires that the six-soldier dice and event dice be rolled.

The event die is a die that has four blank sides, one rally side, and one dragon side. If a blank side is rolled, nothing happens. If a dragon side is rolled, the dragon is able to eat any soldiers that could have been gained, and none are gained instead. If the rally side is rolled, then the player can choose to double the value of the dice or draw a Magic Item.

Recruiting This is how soldiers are added to players’ armies. Roll all dice to begin. When each roll is complete, at least one of the scoring dice must be kept. Soldier tokens are used to keep track of the number of soldiers. Players can end their turns and add the soldiers to their army. If players are unable to sit aside dice at any point, due to the soldier table on their mat, they Farkle. This causes them to lose any potential gains from the roll.

Brawling Players are able to steal soldiers from other armies when they choose to brawl. They first choose a player to fight against and roll their dice. They must set one scoring dice aside each time at least. The soldier tokens that are sat aside are used to score the brawl, and the defending player has a change to roll and beat the score, using only five soldier dice and the event die.

The player who has the highest brawl score, wins. They take soldiers from the loser that is equal to the difference there was in their scores. They also earn five hundred more soldiers from the stockpile. 먹튀검증

Final Battle When a player has at least five thousand soldiers, they are able to choose to fight the Dragon. If the player is able to do three damage to the Dragon, then they win the game. When fighting the Dragon, the dice work differently.

If the Dragon side of the event die is rolled, then the Dragon sustains one damage, and all scoring dice are set aside according to the soldier table. That number of soldiers is lost from the army. If the rally side is rolled, the Dragon sustains two damage, and the number of soldiers lost is equal to the scoring dice. Finally, if the blank side is rolled, soldiers are lost according to the scoring dice, but the Dragon does not have any damage.

The Dragon will regenerate all damage done to it if a player is unable to defeat it. It will always begin a battle with full health.

THE GREAT DRAGON RACE

THE GREAT DRAGON RACE

OBJECTIVE OF THE GREAT DRAGON RACE: The objective of The Great Dragon Race is to reach the Finish spot before any other player. NUMBER OF PLAYERS: 2 to 4 Players MATERIALS: 1 Playing Board, 56 Playing Cards, 4 Dragon Characters, 4 Legend Cards, and Instructions TYPE OF GAME: Drafting Card Game AUDIENCE: Ages 8 and Up OVERVIEW OF THE GREAT DRAGON RACE Each player takes up the role of a great dragon rider. They compete against one another, attempting to win the great treasure and a place in dragon-racing history. By using strategy and their hand of cards, the players will race across the board. Block other players’ actions, but don’t forget to dodge attacks in the process.

SETUP Begin setup by placing the board in the center of the playing area. Each player will then choose a dragon and a rider to represent them throughout the course of the game, ensuring that they collect their Card Legend. All playing pieces are placed on the Start potion of the board.

The cards are shuffled together, and each player is dealt four cards. The remaining cards are placed face down in the middle of the playing area, within reach of all players. This will be the drawing deck. The player on the dealer’s left will begin the game, with gameplay continuing clockwise around the group.

GAMEPLAY To begin a turn, a player will pick up enough cards to make their five-card hand. Players may then choose one of three ways to advance across the board. They can play a numbered card from their hand. If they play a card that has their insignia, then they are permitted to play another card, allowing them to move further along the board. They will move the number of spaces equal to the number of the card. 키워드

Players may also choose to play three of a kind, which allows them to move to the next watering hole. Three of a kind must be played at the same time in order to work. Finally, a player can choose to play a social card from their hand. If they do this, all players have to follow the instructions found on the card. Players that are at a watering hole do not have to participate.

A player’s turn comes to an end after they have played their chosen card(s) and moved their dragon. The player to the left will begin their turn. If the draw pile ever becomes depleted, then everyone’s discarded cards are shuffled and used as a draw pile.

END OF GAME The game comes to an end when a player reaches the Finish spot on the board. The player who did so, immediately wins.

WHERE’S THAT BULB

WHERE’S THAT BULB

OBJECTIVE OF WHERE’S THAT BULB: Be the player with the most matches at the end of the game NUMBER OF PLAYERS: 2 – 6 players CONTENTS: 6 bulbs of each color, 6 bubble bulbs, 8 plug cards, 4 broken bulb cards, 6 character cards TYPE OF GAME: Set Collection Card Game AUDIENCE: Ages 6+ INTRODUCTION OF WHERE’S THAT BULB Where’s That Bulb is an adaptation of the classic memory game Concentration. It uses the cards from the Christmas Lights Card Game. Players take turns trying to find matching bulbs. Whenever a player finds a broken bulb, their turn ends immediately. The player with the most matches at the end of the game is the winner.

CONTENTS For this game, players need 6 bulbs of each color (red, green, yellow, blue, purple, and pink), 6 bubble bulbs, 8 plug cards, 4 broken bulb cards, and 6 character cards.

SETUP

Shuffle all of the cards together and lay them out face down in a grid.

THE PLAY The youngest player gets to take the first turn. During a player’s turn, they turn over any two cards. If the cards match, they are collected and the player continues their turn by choosing two more cards. If the cards do not match, they are turned face down, and play passes left. 사설토토

If a broken bulb card is turned over, the player’s turn ends immediately. This rule applies even if it is the player’s first card. Turn the broken card face down, and play passes left.

CHARACTER CARD SETS The character cards create special sets. The cards must be matched in this way:

Santa & Mrs. Claus

The Two Elves

Reindeer and Snowman

UNO ALL WILD

UNO ALL WILD

OBJECTIVE OF UNO All Wild: Be the first player with 500 points or more NUMBER OF PLAYERS: 2 – 10 players CONTENTS: 112 UNO All Wild cards TYPE OF GAME: Hand Shedding Card Game AUDIENCE: Ages 7+ INTRODUCTION OF UNO ALL WILD UNO All Wild is a hand shedding card game for 2 – 10 players. Mattel has truly gone wild with this creation. There are no colors or numbers. Every card is WILD, so players will be able to play a card on their turn every single time. A large portion of the deck is made up of your standard WILD card, and the rest of the deck contains WILD action cards. All of the classic take that actions are there along with some new ones! As always, the first player to get rid of all their cards wins the round. Don’t forget to say UNO!

THE CARDS

The UNO All Wild deck consists of 112 cards. Along with the standard Wild card which makes up most of the deck, there are also seven action cards.

The Reverse card changes the direction of play.

The Skip card skips over the next player. They lose their turn!

The Draw Two card forces the next player to draw two cards from the draw pile. They also lose their turn.

The Draw Four forces the next player to take four cards from the draw pile and lose their turn.

The person who plays the Targeted Draw Two card picks one opponent to draw two cards. That player does not lose their next turn.

When the Double Skip is played, the next two players are skipped.

The player who plays the Forced Swap card picks an opponent. They swap hands. If one of the players has one card in their hand after the exchange, they must say UNO! If an opponent says UNO first, the player with one card must draw two as a penalty. 안전놀이터추천

SETUP

The setup is the same as classic UNO. Shuffle and deal seven cards to each player. Players can look at their cards, but they should be kept secret from their opponents.

Place the rest of the deck face down in the center of the table. Flip the top card over to begin the discard pile. If the first card of the discard pile is an action card, that action happens. For example, if the first card turned over is a skip, the player who would normally go first gets skipped. If the first card is a Target Draw Two, the dealer gets to choose who draws two cards. That player does not lose their first turn.

CHECK THE BOX

CHECK THE BOX

OBJECTIVE OF CHECK THE BOX: Be the player with the most sets at the end of the game NUMBER OF PLAYERS: 3 – 6 players CONTENTS: 6 bulbs of each color, 6 bubble bulb cards, 8 plug cards TYPE OF GAME: Set Collection Card Game AUDIENCE: Ages 6+ INTRODUCTION OF CHECK THE BOX Check the box is an adaptation of Go Fish that uses the Christmas Lights card game. In this game, players are trying to collect the most sets of matching cards. Cards are collected by asking an opponent for a specific card. If the player does not have the card that was asked for, they say check the box. The asking player draws a card from the draw pile. The player with the most matching sets at the end of the game is the winner. Although this game is just light Go Fish, playing with the Christmas Lights Card Game will add a little festive spirit to the activity.

CONTENTS Players will need six cards of each bulb color (red, green, yellow, blue, purple, pink), six bubble cards, and eight plug cards.

SETUP

Shuffle the deck and deal five cards to each player.  Place the rest of the cards face down in the center of the table.  This stack is referred to as the box.

THE PLAY At the beginning of the game, everyone places any matching sets they have face up in front of them. A set consists of two cards that are identical. The youngest player goes first. On a player’s turn, they may choose one player and ask them for a card. If that player has the card, they give it to the person who asked. If the player doesn’t have it, they say check the box.

When a player is told to check the box, they must draw a card from the box (draw pile). This ends the player’s turn, and play passes left. 안전놀이터

Whenever a player runs out of cards in their hand, they immediately draw five more. There are less than five in the box, draw as many as possible.

The game continues until all of the cards are in pairs on the table.

SCORING Players earn 1 point for each pair they have.

WINNING The player with the most points is the winner.

NOT YOUR MA’S JONG

NOT YOUR MA’S JONG

OBJECTIVE OF NOT YOUR MA’S JONG: Be the player with the most tokens at the end of the game NUMBER OF PLAYERS: 3 – 4 players CONTENTS: 75 card deck, 4 reminder cards, Ma card, 40 tokens TYPE OF GAME: Set Collection Card Game AUDIENCE: Ages 13+ INTRODUCTION OF NOT YOUR MA’S JONG Not Your Ma’s Jong is a set collection card game inspired by Mahjong. Players draw and discard each turn in order to build a hand of two sets and one pair. A card that is discarded may be stolen by a player who can use it. Doing so might also mean that some players turns are skipped. At the end of each round, coin token payments are made to the player who goes out first. The player with the most tokens at the end of the game wins.

CONTENTS

The deck for the game has 75 cards. There are five suits (Red, Blue, Green, Seasons, and Emotions). Within the suit are three copies of each card.

There are also 4 reminder cards to use as player aids, and one Ma card. The Ma card designates who starts the round.

The 40 tokens are used for payments at the end of each round. Each round’s winner will be given tokens based on the circumstances for the victory.

SETUP Give each player 10 tokens and a reminder card. Any leftover cards and tokens are placed back in the box.

The oldest player is given the Ma card. The player that holds the Ma card goes first. Ma shuffles the deck and deals 10 cards to each player. Ma gets 11 cards.

The rest of the cards go face down in the center of the table as a draw pile. Players may look at their hands, but they should not allow their opponents to see them.

THE PLAY Play begins with Ma and travels right around the table. Ma picks one of their 11 cards and begins the discard pile. When discarding a card, players should say the name of the card. For example, 4 Green or Summer. 메이저놀이터추천

Play passes right, and the next player draws a card from the draw pile. They end their turn by discarding one card from their hand. Be sure to say the name of the card when discarding.

Play like this continues until one player has three sets of three cards and one pair. When this occurs, the round ends.

SET There are two ways to make a set. Identical Sets are made by three identical cards. For example, three blue 5’s or three love cards. Sequential Sets are three cards of the same suit in sequential order.

PAIR A pair is made up of two identical cards.

GRINCH GROW YOUR HEART

GRINCH GROW YOUR HEART

OBJECTIVE OF GRINCH GROW YOUR HEART: Be the player with the most points after the final round NUMBER OF PLAYERS: 2 – 6 players CONTENTS: 48 cards, score pad, Grinch tile, 2 heart tokens TYPE OF GAME: Set Collection Card Game AUDIENCE: Ages 6+ INTRODUCTION OF GRINCH GROW YOUR HEART Grinch Grow Your Heart is an asymmetric set collection card game for 2 – 6 players. Each round, one player will be the Grinch, and the other players will be Whos. Players will draw and discard multiple times during the round and attempt to build the best scoring hand possible. While the Whos may only draw from the draw pile, The Grinch may draw from the draw pile as well as any of the Whos’ discard piles. Each round ends with Yahtzee style scoring. Players pick one row to score their hand, and they may not use that row again. The player with the most points at the end of the final round wins the game. 메이저놀이터

CONTENTS

The game is played with a 48 card deck. The deck has four suits (Wreathes, Noise, Ornaments, & Presents) with 12 cards in each suit – two copies of ranks 1-6 in each. Some cards have special bonuses at the bottom that allow players to earn extra points when the bonus requirement is met.

The Grinch tiles and heart tokens are used to track how many turns have passed, and it reminds players how many cards they should have in their hand.

SETUP Determine the first dealer. That person deals two cards to each player. The rest of the cards are placed face down as a draw pile.

The oldest player is the Grinch first. They take the Grinch tile and heart tokens. The Grinch tile starts the game with the 3 in its heart showing. At the end of Grinch’s turns, they will add one heart token to the tile (4 then 5). This is to help track how many turns have passed as well as remind players how many cards they should have in their hand.

SPIZZICHINO

SPIZZICHINO

OBJECTIVE OF SPIZZICHINO: The objective of Spizzichino is to be the first player with 51 points. NUMBER OF PLAYERS: 2 players MATERIALS: An Italian 40-card deck, a way to keep score, and a flat surface. TYPE OF GAME: Trick-Taking Card Game AUDIENCE: Adults OVERVIEW OF SPIZZICHINO Spizzichino is a trick-taking card game for 2 players. The goal is for you to reach 51 points before your opponent.

SETUP The dealer first dealer is chosen at random and players take turns dealing after. The dealer will shuffle the deck and deal 8 facedown piles of 5 cards each.

After the piles are dealt the opponent will pick four of the piles without looking through them. Two of them they will take into their hand, and the other two will be turned face up so that only the top card of the pile is seen. Once the opponent finishes the dealer will do the same, taking two of the remaining piles into their hand and turning over the other two.

Each player will now have a hand of 10 cards and two five card stacks faceup in front of them.

Card Ranking and Point Values The ranking is 3 (high), 2, 1, Re, Cavallo, Fante, 7, 6, 5, and 4 (low). The points awarded for each of the cards are in the following order. 1/3rd a point for 3s and 2s, 1 point for 1s, 1/3rd a point for Res, Cavallos, and Fantes, and no points for any other cards.

The last trick is also worth 1 point. There is a total of 11 and 2/3rds points available each round, but all points are rounded down to the nearest whole number.

GAMEPLAY The non-dealer starts the round, and may play any card from their hand or either of the two top revealed cards. The following player must follow suit fi able, but if cannot may play any card. The winner of the trick sis the highest card played of the suit led. The winner of the trick collects it and leads to the next trick. There are 20 tricks to be played in a round.

Once the top card of a pile is played to a trick the card below it will be available to play to the next trick. If the top card of a pile is a 3, 2, or 1 a player may choose to take the card into their hand to reveal the card below it. 안전토토사이트

There are also declarations that can be made if a player holds certain cards in their hand. The top cards of piles do not count for these. If a player is dealt these combinations or takes the top card form a pile to achieve the combination, they must declare it immediately. Cards can only be declared once, so if later you draw an additional card that would add to a previously declared combination it cannot be declared again.

The possible declarations are four of a kind of 3s, 2s, or 1s. These are worth 4 points. Three of a kind of 3s, 2s, and 1s. These are worth 3 points. The final declaration is a Napoletana which is a 3, 2, and 1 of the same suit. These are worth 3 points.

SCORING Once all 20 tricks have been played scoring begins. Each player counts the value of the cards they won in tricks and adds them to any declarations made. The winner of the last trick also adds an additional point to their score. Once the totals have been found and rounded down to their nearest whole number, they are scored to that players game score.

The game ends when one or both players reach or exceed 51 points at the end of a round.

KNOCK RUMMY

KNOCK RUMMY

OBJECTIVE OF KNOCK RUMMY: The objective of Knock Rummy is to have the lowest value of unmatched cards. NUMBER OF PLAYERS: 2 to 5 players MATERIALS: A standard 52-card deck, chips or money for betting, and a flat surface. TYPE OF GAME: Rummy Card Game AUDIENCE: Adults OVERVIEW OF KNOCK RUMMY Knock Rummy is a rummy card game for 2 to 5 players. The goal is for you to win the pot by having the lowest value of uncombined cards.

Knock Rummy is a betting game. Players should determine before the game begins how much a stake will be worth. Each round is its own separate game, meaning players may come and go between hands.

SETUP The dealer first dealer is chosen at random and passes to the left for each new round. Then the dealer will shuffle the deck and allow the player to their right to cut the deck. The dealer will then deal each player a hand, one card at a time. For 2-player games each player receives 10 cards each. For games with 3 or more players 7 cards are dealt to each player.

The rest of the deck is placed centrally as a drawing pile. The top card is revealed and placed next to the draw pile to start the discard pile.

Card Ranking, Point Values, and Combinations The ranking is ace (low), 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King (high).

The value of each card is as follows. Aces are worth 1 point, 2s through 10s are worth their numeric value, and Jacks, Queens, and Kings are all worth 10 points each.

The point of the round is to form as many cards in your hand into valid combinations as possible. The types of combinations that can be made are as follows. Players can make sets or runs.

A set is 3 to 4 cards of the same rank. A run is 3 or more cards of the same suit in ranking order. Ace is always low for runs and cannot be used to bridge between King and 2.

GAMEPLAY The game begins with the player left of the dealer, and passes clockwise from them. On a player’s turn they will draw either the top card of the draw pile or the top of the discard. This card is added to their hand. Then a player must either discard one card form their hand face up to the discard pile or knock.

If a player chooses to knock, they will discard one card from their hand face down to the discard. This ends the game.

If drawing the top card form the discard pile, you may not discard the same card again. A player may always knock on their turn, even during their first turn of the game.

If the stockpile is empty and the next player to draw does not wish to draw from the discard pile the round will end, and scoring begins. This does not count as a knock for scoring.

SCORING When the round ends player reveals their hands. All players sort their hands into valid sets and runs and leave any unmatched cards to be scored. Players score their unmatched cards, also known as deadwood. 스포츠토토

The player with the least amount of deadwood is paid the difference between their deadwood and all other players. For example, if one player wins with 5 deadwood and another player has 10 deadwood, the losing player would pay 5 stakes worth to the winner. If the winner is not the player who knocked, if such a player exists, then the knocker must pay an additional 10 stakes along with the difference to the winner.

If there is a tie for least deadwood two things can happen. When the knocker and another player tie, the other player takes all the winnings but the knocker does not pay anything. If two other players, other than the knocker, tie, then all winnings including the knocker’s payment are split evenly between the two players.

KRAKEN VARIANT

KRAKEN VARIANT

OBJECT OF KRAKEN: The object of Kraken is to score the most points by the end of the game. NUMBER OF PLAYERS: 4 players MATERIALS: A modified deck of 52-cards, a way to keeps score, money or chips, and a flat surface. TYPE OF GAME: Trick-Taking Card Game AUDIENCE: Teens, Adults OVERVIEW OF KRAKEN Kraken is a trick-taking card game for 4 players in partnerships of 2. The goal of the game is to be the team to score the most points by the end of the game. A game consists of 16 rounds, and each round is scored before the next starts.

This version of Kraken has a betting element added to it. Players should determine before the game begins how much a stake is worth.

SETUP The deck must be modified first by removing all cards 6s and lower. This leaves a deck of 32 cards.

The first dealer is chosen at random and passes to the left for each new round. The dealer will shuffle the deck and deal each player a hand of 8 cards. this can be done in groups of 3,2 and 3 cards or two groups of 4 cards.

Card Ranking and Values The card ranking differs between the trump suit and the other suits. The trump suit is ranked Jack (high), 9, Ace, 10, King, Queen, 8, and 7 (low). The other suits rank with Ace as the high card followed by 10, King, Queen, Jack, 9, 8, and 7 being the low card.

Card also have values associated with them when won in tricks. These values also differ from trump and non-trump suits. For the trump suit jacks are worth 20 points, 9s are worth 14 points, aces are worth 11 points, 10s are worth 10 points, kings are worth 4 points, queens are worth 3 points and 8s and 7s are worth nothing.

For the non-trump suits, aces are worth 11 points, 10s are worth 10 points, kings are worth 4 points, queens are worth 3 points, and jacks are worth 2 points. 9s, 8s, and 7s are worth nothing.

TRUMP CHOICE The team of the player who chooses trumps becomes the declaring team and is responsible for winning more points during the round to score. The player to the dealer’s left must choose the trump suit. 스포츠토토사이트

Challenges After the trumps are determined the player to the left of the trump decider may choose to challenge them by declaring contra. If they pass then the player tot eh right of the trump decider may also declare the challenge. They challenge states the opposing team does not think the trump makers team will get their contracted number of tricks, and double the score at the end.

If a challenge is issued the trump decider’s team may challenge back, with either teammate issuing the challenge. Either player may declare re and again double the score at the end (multiply it by 4).

There is a final possible challenge by the trump decider’s opponents who may declare superkraken and thus multiply the score by 8 at the end of the round.

Each team must declare contra at least 4 times during the 16 rounds.

KRAKEN

KRAKEN

OBJECT OF KRAKEN: The object of Kraken is to score the most points by the end of the game. NUMBER OF PLAYERS: 4 players MATERIALS: A modified deck of 52-cards, a way to keeps score, and a flat surface. TYPE OF GAME: Trick-Taking Card Game AUDIENCE: Teens, Adults OVERVIEW OF KRAKEN Kraken is a trick-taking card game for 4 players in partnerships of 2. The goal of the game is to be the team to score the most points by the end of the game. A game consists of 16 rounds, and each round is scored before the next starts.

SETUP The deck must be modified first by removing all cards 6s and lower. This leaves a deck of 32 cards.

The first dealer is chosen at random and passes to the left for each new round. The dealer will shuffle the deck and deal each player a hand of 8 cards. this can be done in groups of 3,2 and 3 cards or two groups of 4 cards.

Card Ranking and Values The card ranking differs between the trump suit and the other suits. The trump suit is ranked Jack (high), 9, Ace, 10, King, Queen, 8, and 7 (low). The other suits rank with Ace as the high card followed by 10, King, Queen, Jack, 9, 8, and 7 being the low card.

Card also have values associated with them when won in tricks. These values also differ from trump and non-trump suits. For the trump suit jacks are worth 20 points, 9s are worth 14 points, aces are worth 11 points, 10s are worth 10 points, kings are worth 4 points, queens are worth 3 points and 8s and 7s are worth nothing.

For the non-trump suits, aces are worth 11 points, 10s are worth 10 points, kings are worth 4 points, queens are worth 3 points, and jacks are worth 2 points. 9s, 8s, and 7s are worth nothing.

TRUMP CHOICE For this game, there are 3 ways to choose trumps. These should be discussed before the game and one should be chosen. There is the free choice, the Utrecht, and the random trump. The team of the player who chooses trumps becomes the declaring team and is responsible for winning more points during the round to score.

The free choice starts with the player to the dealer’s left (or the dealer according to some variations) who may choose a trump suit or pass. the clockwise from them a player will have the same choice. If all players pass the starting player must choose trumps. 사설토토

Utrecht means the player to the dealer’s left must choose the trump suit.

In random trump, a second deck is shuffled, and the top card is revealed. This card determines the trump suit. The player left of the dealer may accept this trump suit or pass. Clockwise around the table players will receive the same choice. If all pass player may, before the game, decide to either reveal a second card the player to the left of the dealer must use as trumps or allow the player to the left to call a trump suit as long as it is not the same as the suit of the first revealed card.

Challenges After the trumps are determined the player to the left of the trump decider may choose to challenge them by declaring contra. If they pass then the player tot eh right of the trump decider may also declare the challenge. They challenge states the opposing team does not think the trump makers team will get their contracted number of tricks, and double the score at the end.

If a challenge is issued the trump decider’s team may challenge back, with either teammate issuing the challenge. Either player may declare re and again double the score at the end (multiply it by 4).

There is a final possible challenge by the trump decider’s opponents who may declare superkraken and thus multiply the score by 8 at the end of the round.

KNOCK RAMI (GRENOBLE KNOCK RUMMY)

KNOCK RAMI (GRENOBLE KNOCK RUMMY)

OBJECTIVE OF KNOCK RAMI: The objective of Knock Rami is to be the last player remaining. NUMBER OF PLAYERS: 2 to 5 players MATERIALS: A standard 52-card deck plus 2 jokers, chips or money for betting, and a flat surface. TYPE OF GAME: Rummy Card Game AUDIENCE: Adults OVERVIEW OF KNOCK RAMI Knock Rami is a rummy card game for 2 to 5 players. The goal is for you to win the pot by being the last player eliminated.

Knock Rami is a betting game. Players should determine before the game begins how much a stake will be worth.

SETUP Players will all pay an equal stake into the pot before the start of the game.

The dealer first dealer is chosen at random and passes to the left for each new round. The dealer will shuffle the deck and allow the player to their right to cut the deck. The dealer will then deal each player a hand, one card at a time. For 2-player games each player receives 10 cards each. For games with 3 or more players 7 cards are dealt to each player.

The rest of the deck is placed centrally as a drawing pile. The top card is revealed and placed next to the draw pile to start the discard pile.

Card Ranking, Point Values, and Combinations The ranking is ace (low), 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, and King (high). Jokers are wild cards and can be rank and suit of card.

The value of each card is as follows. Aces are worth 1 point, 2s through 10s are worth their numeric value, and Jacks, Queens, and Kings are all worth 10 points each. Jokers are worth 25 points if unmatched.

The point of the round is to form as many cards in your hand into valid combinations as possible. The types of combinations that can be made are as follows. Players can make sets or runs.

A set is 3 to 4 cards of the same rank. A run is 3 or more cards of the same suit in ranking order. Ace is always low for runs and cannot be used to bridge between King and 2. Only one joker can be used in any one set or run. 사설토토사이트

GAMEPLAY The game begins with the player left of the dealer, and passes clockwise from them. On a player’s turn they will draw either the top card of the draw pile or the top of the discard. This card is added to their hand. Then a player must either discard one card form their hand face up to the discard pile or knock.

If a player chooses to knock, they will discard one card from their hand face down to the discard. This ends the game.

If drawing the top card form the discard pile, you may not discard the same card again. A player may not knock until their second turn. All players must have had at least one turn before anyone can knock.

If the stockpile is empty and the next player to draw does not wish to draw from the discard pile the round will end, and scoring begins. This does not count as a knock for scoring.

WILDLANDS

WILDLANDS

OBJECTIVE OF WILDLANDS: The objective of Wildlands is to be the first player to accumulate five points. NUMBER OF PLAYERS: 2 to 4 Players MATERIALS: 1 Gameboard, Damage Tokens, 42 Map Cards, 1 Active Player Marker, 20 Miniature Bases, 20 Crystal Shards, 20 Character Miniatures, 20 Character Cards, 30 Action Cards, 4 Faction Cards, and 1 Rulebook TYPE OF GAME: Area Movement Board Game AUDIENCE: Ages 14 and Up OVERVIEW OF WILDLANDS In the place of a great kingdom, the wildlands have taken over. This land contains no laws, and you must band together in order to survive, build wealth, and maybe earn some glory. Each player controls a unique river faction, and they are at war. Which player will conquer the land and win the game?

SETUP The players will choose a color and a faction to represent them throughout the game, collecting the cards, figurines, bases, and crystals that match. The players will then choose the map that they would like to play on. It is recommended to play on the dungeon for the first few games.

Each player should place their character cards and faction cards in front of them face up, and each of the miniatures on the corresponding character cards. Their action cards are then shuffled and placed in front of them face down, creating their own action deck.

The map cards are shuffled and ten are dealt to each player. Players will then choose one card for each of their characters, stacking it on the character card face down. This card represents the space in which the character will appear for the first time, and they should be kept secret from any other player.

The rest of the map cards that the players have are passed to the player on their right. The crystal shards that each player collected are placed on these five map spaces. Once they are placed, each player will draw seven action cards from their deck, forming their hand. The player with the lowest number shard will be the first player. The game is ready to begin.

GAMEPLAY During a turn, a player will reveal a character, complete as many actions as they choose, and draw three cards. At this point, their turn comes to an end, and the player on their left will begin their turn. Players earn points by claiming crystals and knocking out enemies, both of which count for a point. After five points have been accumulated by a player, the game comes to an end.

If during the start of their turn, the players still have a character on their character card, then the player must reveal one. In order to do this, flip the map card that is assigned to the character and place the figurine on the board space that matches. Players can reveal as many characters as they wish. 메이저토토사이트

Players can play as many action cards as they want, as long as they play one at a time. Players must choose which option they will use. Players may also play interrupt cards in order to block actions from being completed. Players can shuffle their discard pile if they run out of cards.

In order to claim shards, it must match the player’s color, their character must be on the same space as the token, and then play three cards that display the character’s icon. When a player is done revealing characters and playing cards, they can declare that their turn is coming to an end. After drawing enough cards to make their hand equal to seven cards, the turn comes to an end.

END OF GAME The game immediately comes to an end when a player has accumulated five points, and they are declared the winner. The game may also end if a player loses their characters, and at this point the player with the most points wins the game.

SPOOF

SPOOF

OBJECTIVE OF SPOOF: The objective of Spoof is to not forfeit by being the last player to correctly guess the game. NUMBER OF PLAYERS: 3 to 5 Players MATERIALS: 115 Cards, 230 Trivia Questions, 30 Second Timer, Answer Sheets, Whiteboard, Scoreboard, 2 Markers, 8 Bidding Chips, and Instructions TYPE OF GAME: Party Card Game AUDIENCE: Ages 8 and Up OVERVIEW OF SPOOF Spoof is the classic game of bluff, but forfeits are involved. Players need to ensure that they are sly and cunning on order to beat out their opponents. Each player will hide a number of disks on their hand, and everyone must guess how many the others have. Players will throw each other under the bus, ensuring that they are the final winners!

SETUP Setup is simple and easy. Each player is given a white board, answer sheets, a marker, and a bidding chip. Players sit around the playing area, with the trivia questions placed in the middle of them, facing down. The players will choose who goes first, and the game is ready to begin. 메이저토토

GAMEPLAY The first player is randomly chosen by the group. This player will draw a trivia question card and read it aloud to the group. Each player will then write their answer on an answer sheet and submit it to the reader. Once everyone has placed their answers, the reader will write them all down on the white board in random order.

The reader will present the white board to the other players. At this time, everyone will place their chips beside the answer that they think is correct. The player whose answer gets the most chips, wins the number of points equal to the number of chips. The players who answer correctly, will earn one point for their correct answer. The players will record their scores on their score sheets.

When everyone has recorded their scores, the player to the left will then become the reader. The game will continue in this manner until the players hit a predetermined point amount or until they decide to quit.

END OF GAME The game may come to an end either when the players decide or when there are no more trivia questions to be answered. The scores are tallied on the scoreboard, and the player with the highest score wins the game!

RISE OF TRIBES

RISE OF TRIBES

OBJECTIVE OF RISE OF TRIBES: The objective of Rise of Tribes is to be the first player to win 15 points by growing, moving, and managing your tribe. NUMBER OF PLAYERS: 2 to 4 Players MATERIALS: 15 Basic Terrain Tiles, 8 Leader Cards, 4 Tribal Elder Figurines, 8 Scenarios, 1 Resource Multiplier, 11 Event Tokens, 12 Village Tokens, 96 Resource Tokens, 1 Action Board, 8 Player Boards, 14 Dice, 4 Score Markers, 80 Tribe Figurines, 60 Goal Cards, 16 Event Tiles, 1 Volcano Tile, and Instructions TYPE OF GAME: Area Control Board Game AUDIENCE: Ages 10 and Up OVERVIEW OF RISE OF TRIBES Each player controls a tribe in prehistoric times that are only looking to do four things, grow, move, gather, and lead. Players are only allowed to move certain spaces across the board depending on their population. If they have many, and the area cannot sustain them, they may either leave or fight. Players attempt to accumulate points to win the game for their tribe!

SETUP In order to setup the game, the number of terrain tiles used should be one more than the number of players for each kind of terrain, and any additional are placed in the box. They are placed randomly together, faceup in order to create a board. Each player will collect twenty tribe members, a score disc, a deck of fifteen goal cards, and a player board.

All resource tokens and village markers are placed beside the game board within reach of all players. The action board is placed where all players are able to see it. Above the action board, the deck of shuffled event cards is placed. The score disc for every player is placed on the zero space of the action board.

Three dice are placed on each of the actions, with one sun facing up, one moon facing up, and one black. The first player is randomly chosen by the group, and they will place their members in a tile of their choice. The next players will follow in suit, ensuring that nobody places tribe members on a preoccupied space. The game is ready to begin.

GAMEPLAY During their turn, a player will go through five steps in order to score as many points as possible. At the start of their turn, the player will count their villages, scoring one point for every one that they have. They will then roll two dice, and if they roll doubles, they trigger an event. 메이저사이트추천

Then, a player will choose which two actions they wish to complete. They can grow, move, gather, or lead. Growing adds tribe members, moving allows for more members to fit, gathering obtains resources, and leading pushes the tribe closer to their goals. All actions have a default benefit that is listed, and some are greater than others.

Next, a player can resolve conflicts by removing one of each player’s tribe members at a time from a tile until only one player remain. This occurs when there is more than five tribe members on a tile. There can only be five tribal members on a tile, and if there are more than that, conflict will occur, even if it is between the same player’s members.

Players are then able to complete goals that consist of developments and achievements. In order to complete developments, resources are used. Achievements depend on the circumstance of the game, as indicated on the card. Players to not have to fulfill a goal card.

The game continues in this manner until a player has earned 15 points.

END OF GAME The game immediately comes to an end when a player accumulates 15 points. They win the game! If a player loses all of their tribe members, then they are eliminated from the game, and they can begin a new turn with only two tribe members.

DECK THE YARD

DECK THE YARD

OBJECTIVE OF DECK THE YARD: To have 8 or more claimed cards by the end of the game NUMBER OF PLAYERS: 1 player CONTENTS: 18 pattern cards, 58 bulb card deck, 4 event cards, 6 character cards TYPE OF GAME: Solitaire card game AUDIENCE: Ages 10+ INTRODUCTION OF DECK THE YARD Deck the Yard is a solitaire card game designed by Don Riddle. The contents from the Christmas Lights card game are used. In this game, you are trying to draw and play bulb cards in order to capture pattern cards. The luck of the draw will help you score character cards as well for your claimed pile. If you can manage your hand well and claim 8 cards before the game ends, you win.

THE CARDS & SETUP To play Deck the Yard, the Christmas Lights card game is required. From it, you need 18 pattern cards, 42 bulb cards (7 from each color), 6 bubble bulbs, 8 plugs, 5 broken bulbs, 3 draw event cards, the power outage event card, and 6 character cards.

Shuffle all of the pattern cards together and turn the first two face up on the table.

Shuffle all of the bulbs, plugs, and event cards together to form the draw pile. Place the Power Outage card face up near you. This is a reminder of the event card effects.

Draw five cards from the draw pile. You cannot start the game with any character, broken bulb, or event cards. If drawn, place those aside and replace them with another draw. One you have five bulbs in your hand, shuffle the cards that were set aside back into the deck.

THE PLAY Begin your turn by playing a card from your hand. There are three options for play.

PLAY A COLOR BULB To meet the objective of collecting at least 8 pattern cards, you will create strands of lights that are identical to the pattern on the card. There can only ever be five cards out on the table at once. You may play one card from your hand per turn. If it is the first bulb played, place it down on the table. Any bulbs played after that are put to the right of the lineup, and they must match the pattern card exactly. If you cannot play the next card in the pattern, you cannot play a card.

Once you have played five bulbs to match the pattern exactly, you may collect the pattern card and add it to your claim pile. Immediately turn over the next pattern card from the pile.

PLAY A BUBBLE BULB If you choose to play a bubble bulb, it goes to the far right of your lineup. It sits there as the final bulb in the pattern. The rest of the bulbs are filled in between it and the previously played bulbs. There can only be one bubble bulb played in a pattern. 메이저사이트

DISCARD You can discard one card from your hand.

After completing one of the above actions, draw back up to five cards. Bulb cards are added to your hand. Any event cards must be resolved immediately and discarded unless you have a plug card. If you have a plug card, you can discard it along with the event card and nothing happens. If you do not have a plug card, the power outage even goes into action. Discard your whole hand and draw up to five. If this happens, event cards, character cards, and broken bulbs are not kept in the new hand. They are shuffled back into the deck. It is essentially a complete reset.

If you draw a character card, you can only add it to your claim pile by discarding a plug. If you cannot discard a plug, the character card is discarded.

If you draw a broken bulb, it can be discarded by also discarding a plug from your hand. If you do not have any plugs, the broken bulb is discarded along with any lights you have in your lineup. If a broken bulb is drawn, and you do not have any bulbs in your lineup, nothing happens. Just discard the broken bulb.

A player continues to draw and resolve cards until they have five bulbs in their hand.

SOLO LIGHTS

SOLO LIGHTS

OBJECTIVE OF SOLO LIGHTS: Complete five strands of lights before Santa arrives NUMBER OF PLAYERS: 1 player CONTENTS: 18 pattern cards, 42 bulb cards, 5 character cards, 5 plugs, 5 broken bulbs, 3 bubble bulbs, 4 event cards TYPE OF GAME: Solitaire Card Game AUDIENCE: Ages 10+ INTRODUCTION OF SOLO LIGHTS Solo Lights is a solitaire card game that uses the Christmas Lights Card Game contents. In this game, you are trying to fix broken bulbs and complete five strands of lights. Each completed strand will need to be connected to the next with a plug, and the game must be completed before Santa’s character card is revealed.

THE CARDS & SETUP

This game uses components from the Christmas Lights Card Game.  First, shuffle together the 42 color bulbs and 5 plugs.  Draw five cards to form your starting hand.

Now, shuffle presents, bubble bulbs (which are wild cards), broken bulbs, and the power outage card into the deck.

Choose five character cards that you’d like to use. One of the cards must be Santa. These five cards are used as a time for the game. Make sure Santa is at the bottom of the pile and place the pile face down on the table.

From the 18 pattern card deck, draw two. Choose the one you’d like to start the game with and discard the other. 토토사이트추천

THE PLAY Begin the game by playing one card from your hand to the table in order to start your first strand of lights. Immediately draw a card from the deck. Continue doing this until you have created a strand that matches the pattern on the pattern card. Bulbs can be played in any order, and bubble bulbs can be used to represent any color on the strand. Continue doing this until you can no longer play a bulb.

If you cannot play a bulb, you must choose a card to discard from your hand and draw another one from the draw pile.

PRESENT CARDS When you draw a present card from the deck, you get to add another pattern card. Flip the top pattern card over from the pattern card deck. Now you have more than one option.

FINISHING A PATTERN One you have completed a strand that matches your pattern card, flip the pattern card over and draw a new one from the deck. Strands of lights are connected by plugs. You cannot start working on your next pattern until you play a plug card.

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