KINGDOMS

You control a Kingdom, with a Royal Court, and the Royal Court's Subjects.

Jacks, Queens and Kings make up your Royal Court, and all Number cards are the Subjects.

The suits that make up your Royal Court, will change the way you attain Glory.

Club Royalty are military minded. Their Subjects take up arms to fight for Glory on the battlefield for their Kingdom.

Spade Royalty are agricultural. Their Subjects are mostly farmers. These subjects work hard on the land, and produce an abundance of food for their glorious and fertile Kingdom.

Diamond Royalty are entrepreneurial and influential. Their Subjects are Miners, and Merchants that embrace the material riches of the world.

Heart Royalty are invested in Wisdom and Arts. Their Subjects are spiritual and romantic. They seek knowledge and enlightenment.

How to play in brief

Each player places Jacks, Queens and Kings into their Royal Court - and places Subjects "Numbered Cards" from their hand into their Kingdoms Population

The Subjects can be Outcast to attain Glory. The way you attain glory depends on who is the Regnant (leader of the Kingdom) in your Royal Court.

Upon attaining Glory, you may have an opportunity to activate a Consort (Second in charge) ability for an extra effect.

When a player has 10 cards in their Glory Pile, the game ends. Whoever has the highest total (by counting the value of all cards in their Glory wins the Game.)

A Regnant can be:

A Jack, when there is no Queen or King in the Royal Court.
A Queen, when there is no King in the Royal Court.
A King is always Regnant when in the Royal Court.

A Consort can be:

A Queen, when there is a King in the Royal Court.
A Jack, when there is Queen Regnant or a King Regnant. When there is a Queen and a King; the Jack becomes a Chamberlain.

Board Layout

Re = Regnant
Co = Consort
Ch = Chamberlain
(Collectively known as the Royal Court)

The Glory is face-up - the other Kingdom can view and count your Glory tally at any time.

Draw Pile is Face Down

Discard Pile is Face Up (Cards placed here whenever instructed to "Discard")

Peasant Piles are Face Up. (Cards placed here whenever instructed to "Outcast")

Subjects (Number Cards) are Face Up. Army Cards are played Face Down.
(Collectively known as the Population.)

Jokers are "Court Jesters" and played Face Up on the non-population side of the Royal Court.
(Note: Treaty Cards are also placed in this position)

 

To Start

Each player is dealt 7 cards. If you are dealt seven cards without a Royal Card, or without a Subject Card; you must declare a Mulligan - show your cards and draw Seven new cards.

Who has the first turn?
Each player plays a Subject (Numbered Card) from their hand face down. They each turn their card over. Whoever has the highest card will go first.
The winning card is Discarded, the losing card goes back into the losers hand.

If both players turn over the same value card, they are both discarded and the process is repeated after each player draws a new card. (Mulligans can be declared if no Subject Cards are in hand).

Turn Sequence

Draw Phase

Draw 2 cards from the Draw Pile.
You may also Draw any or both of these cards from the top of any Peasant Pile, However, to do this you must have a card in Your Royal Court of the same suit as any card being taken from a Peasant Pile.

Note: If you have 7 or more cards in your hand at the start of the Draw Phase, skip the Draw Phase.

When there are no more cards available in the Draw Pile, immediately combine the Discard Pile, and both Peasant Piles, Shuffle and place face down to create a fresh Draw Pile.

Action Phase

Available actions are (in no particular order):

  • Prestigious Court
    You have a King, Queen, and Jack of the same suit in your Royal Court.
  • Glory Powers
    You have a Chamberlain
  • Intrigue
    Optional Treason, Revolt, and Conspiracy.
  • Chamberlain Declarations
    If you have no Jack, and the Opponent has a Chamberlain.
  • Assassination
    You have an Ace in hand that is the same suit as a card in the Opponents Royal Court.
  • No Consort Ascendancy
    You have No Consort.
  • Battle
    If you have an Army Card.
  • Treaty
    You have a Number Card in hand.
  • Polity
    You have fewer Glory cards.
  • Regnant Abilities and Consort Abilities
    Using Regnant to claim Glory, and then optionally activating the Consort ability.
  • Dethrone (Discarding Cards from your Royal Court)
    You must always leave at least one Royal Card in your Royal Court.

You may perform as many Actions as possible before moving to another Phase.

Note: Royal Discards
Whenever a Kingdom has one of their Royal Cards placed into the Discard Pile - that Kingdom may rearrange their current Population in any way, including converting Army Cards into Subject Cards - before placing any surplus Subject Cards into Your Peasant Pile (in any order you choose).

Inauguration Phase

When you have available space in Your Royal Court - You may place one Royal Card into your Royal Court.

You may only have one King, one Queen, and one Jack in a Royal Court.

Note:  You must have a Royal Card in play before proceeding to another phase. If you have none, and are unable to place one - you must show your hand to the opponent, discard all cards, and draw seven new cards - and place a Royalty Card. Repeating if necessary.

Population Phase

You may place any amount of Subjects (Number Cards) from your hand, into Your Population, if there is space available.

Subjects are placed beside a member of the Royal Court.
Next to a King you may place up to 3 Subjects. Or up to 4 Subjects when the King has a Consort.
Next to a Queen you may place up to 3 Subjects.
Next to a Jack you may place up to 2 Subjects. Or up to 3 Subjects when the Jack is a Regnant.

You may also re-arrange Subjects between the Regnant, Consort, and Chamberlain rows during this Phase. You may also turn Army Cards face up to become Subjects.

You may also place "Army Cards" from your hand during Your Population Phase.

Note: You must place at least one Subject or Army Card into Your Population from your hand during Your Population Phase if there is space available.

If you cannot place a Subject when a space is available:
Show your hand to the opponent as proof and draw cards, showing the opponent each card until you draw a Subject, and immediately place it into your population. If you reach 7 cards in hand in this way, without drawing a Subject, discard all cards from your hand, draw seven new cards and place a Subject.

Court Jesters

During Your Population Phase, you may also place a Court Jester (Joker) into Your Royal Court (if no Court Jester already present). Having a Court Jester makes you immune to Chamberlain Declarations and Royal Court Assassinations.

Discard Phase

You may Discard one card from your hand directly onto the Discard Pile.

You may also move one Subject from Your Population into the Opponent's Population if there is space available - or - onto Your Peasant Pile.

Refugee Phase

Turn over the next card on the draw pile.

Whichever Kingdom is most in "Aligned" with this card; must take it.
(Whoever has the most cards in the Royal Court with the same suit as the refugee must take it - if it is a draw, whoever has the most cards of the same suit including the Royal Court and Population must take it - if a draw - the player who turned it over must take it).

If you turned over a Joker, your must take it.

Intrigue

Scandal, Treason, and Revolt:

During your Action Phase; If the Opponent has One Royal Card that does not have a Subject of the same suit in Their Population you may invoke once:
Scandal: Place one of the Opponents Subjects into the Opponents Glory.

OR (not and)

During your Action Phase; If the Opponent has Two Royal Cards that do not have a Subject of the same suit in Their Population you may invoke once:
Revolt: Place any one of the Opponents Subjects into the Opponents Peasant Pile.
(You may invoke Scandal instead)

OR (not and)

During your Action Phase; If the Opponent has Three Royal Cards that do not have a Subject of the same suit in Their Population you may invoke once:
Treason: If you have a vacancy in your Population - you may take one Subject from the Opponents Population and and place into Your Population.
(You may invoke Scandal, or Revolt instead)

Sedition:

When you place a Subject into Your Glory which is the same suit as the Opponents Regnant - the Opponents must immediately Discard 1 card from their hand. If they have no cards in hand - they must Outcast 1 Subject, or Discard 1 Army Card. If unable to do either - there is no Sedition.

Conspiracy:

When you place a Subject into Your Glory during your Action Phase that does not share a suit with any card in Your Royal Court - you may also Discard any one card from your Glory.

Usurper:

If you place a King into your Royal Court that already has a Jack of a different suit, You must immediately Discard the Jack.

No Consort Ascendancy

If you have No Consort during your Action Phase you may once Discard one Number Card from Your Hand or Population for the following effect according the Suit of the Number Card Discarded.

Spade "Master of the Hunt" - Draw a card from the Draw Pile.

Heart "Herald" - Place a card from your Glory pile immediately into your population - you are still in your Action Phase.

Club "Champion" - Remove any card of a lower value from the Opponents Population.

Diamond "Treasurer" - The opponent must give you a card of their choice from their hand, which goes immediately into your hand. If they do not hold any cards, they may give you any of their Subjects. If unable to perform either action - you may draw a card.

Chamberlains

When a Jack shares the Royal Court with a Queen and a King, it becomes a Chamberlain.
If the Jack is the same suit as the Queen, it is referred to as a "Eunuch Chamberlain" and cannot activate a Glory Power.

Glory Power

During your Action Phase (If you have a Chamberlain), you may discard a card from Your Glory. Based on the Suit Discarded you may:

Spade - "Cultivate"- Discard as many cards as you like from your hand, and Draw cards until you have seven in hand.

Heart - "Oracle"- Place any Subject from Your Kingdom into Your Glory.

Club - "Pillage" - Discard One Card from the Opponents Glory.

Diamond - "Pledge" - Take any card of lesser value (than the Glory discarded) from the Opponents Glory and place into Your Glory.

(Note: There is no limit to how many times Glory Power can be performed during Your Action Phase)

Chamberlain Declarations

A Chamberlain Declaration is a way to steal an opponent's Chamberlain and all Subjects currently on that Chamberlain (Subjects must be taken).

A Chamberlain Declaration can be performed during Your Action Phase if the opponent has a Chamberlain, and you have no Jack in your Royal Court.

To activate a Chamberlain Declaration, the following conditions must be met:

"Estate"If the Other Kingdom has a Chamberlain of the same suit as your King,  and you discard one Spade from Your Glory.

"Paramour"If the Other Kingdom has a Chamberlain of the same suit as your Queen,  and you discard one Heart from Your Glory.

"Depose"If the Other Kingdom has a Chamberlain not of the same suit as their King,  and you discard one Club from Your Glory.

"Greed"If the Other Kingdom has a Chamberlain not of the same suit as their Queen,  and you discard one Diamond from Your Glory.

Assassins

During your Action Phase, you may play an Ace (once per Action Phase) from your hand to Discard a member of the Opponents Royal Court of the same suit.
Any Ace can kill a Court Jester.
Note: The Ace is first played onto the Discard Pile with the chosen target Discarded on top.
Note: You can also play an Ace into your Population (value of 1) - it cannot be used as an Assassin once placed into the population.

Army Cards / Battle Action

During your Population Phase, you have the option of placing Subject Cards face down from your hand next to Your Regnant - these are referred to as Army Cards.
(Note: Army Cards take up available Subject spaces and count towards the standard number of allowable Subject spaces.)

These cards are used for Battle - and cannot be used for any other purpose. You may however turn these cards face up during your Population Phase for use on your next turn.

During your Action Phase you may once declare a Battle by pointing at one of your Army Cards.

  • If the opponent has any Army Cards, they must choose one to turn over, and you then you turn over the Army Card you pointed at. The lowest card is immediately Discarded. The highest card is now face-up and becomes a part of the victors Population. (If a draw, the Defender wins)
  • If the opponent does not have an Army Card. You may Discard any card from the Opponents Population of a Lower Value (battle bonuses apply to Subject and Army Card). You now turn your Army Card face up - which becomes a Subject Card.

Battle Bonuses

  • Army Cards that share the same suit as their Regnant gain a +1 bonus in Battle.
  • Army Cards that are of the Clubs suit, gain a +1 in Battle
  • Army Cards gain a +1 in Battle if the Regnant is a Club

(Example - It is possible to gain a +3 bonus if you have a Club Army Card and a Club Regnant)

Polity Action

If you have less Glory Cards; You may declare "Polityonce during your Action Phase.

Turn over the top card of the draw pile, Discard if not a Number Card - there is no Polity, end the Polity Action.

If you turn over a Number Card (now called a Glory Card) begin the Polity Rounds:

Round One:
(You have two options each Round)

Option A) Take a Number Card from your hand, and give to the Opponent (which goes into their hand). Note: As you pass the card to the opponent; announce the value of the card. The Value of the Card is the Number on the Card, with a +1 bonus if it matches the Glory Card, and another +1 bonus if it Matches Your Regnant.).
The Opponent may now Pass a higher value card to you from their hand (and win this Round) OR "Abstain" (not pass a card) and You win this Polity Round.

Option B) You "Abstain" (do nothing and the opponent wins this Round).

Round Two, and Round Three. Repeat the Round One process until a player has won 2 Rounds. They must now take the Glory Card.

Treaty Action

During the Action Phase you may place any Numbered Card from Your Hand onto the Opponents Court Jester (or Court Jester Space if no Court Jester is present)- this becomes a "Treaty Card".

This prevents the Opponents Kingdom from activating a Regnant Ability by using a card that is the same suit as the Treaty Card during their Action Phase, unless they can place a higher Numbered Card on top of the Treaty Card to immediately Discard both cards during their Action Phase.

During the Opponents Discard Phase, the Treaty Card is always Discarded.

Regnant & Consort Abilities

During your Action Phase, you may once activate a Regnant Ability by outcasting Subjects from Your Population.
Consort Abilities are optional abilities that may activate a whenever you place a card into Your Glory during Your Action  Phase.

Spade Regnant - "Harvest" - Outcast Spade Subject to activate.
Place any Subject from Your Kingdom of an equal or lower value into Your Glory.

Spade Consort - "Reap"
Outcast Any Subject from Your KingdomPlace a card of lower value from Your Kingdom into Your Glory.

Heart Regnant - "Invention" - Outcast Heart Subject to activate.
Outcast a Second  Subject of equal or higher value from Your Kingdom. Take any Subject from the Other Kingdom and place into Your Glory.

Heart Consort - "Epiphany" - (If you have space available in your population)
Draw a card, place into your hand - You may now place any Subject into your population. You are still in the Action Phase.

Club Regnant - "Invade" - Outcast Club Subject to activate.
Choose any Subject of a lower value from the Other Kingdom and place into Your Glory.

Club Consort - "Honour"
Outcast any Subject from Your Kingdom. Place a card of lower value from the Opponent's Kingdom into Your Glory.

Diamond Regnant -"Investment" - Peasant a Diamond Subject to activate.
Outcast any other Subject from Your Kingdom. Take any Subject from Your Kingdom and place into Your Glory.

Diamond Consort - "Negotiations"
Swap any Diamond Subject from Your Population with a card from Your Glory.

Influential Royal Court

A Royal Court with a Regnant and Consort of the same suit attracts a passive effect.

Spades "Abundance"- Draw 3 Cards instead of 2 for your Draw Phase.

Hearts "Divine" - During your Draw Phase - You may also Draw from the top of the Discard Pile. You (and only you) may also look at the top card of the Draw Pile before choosing to take it.

Clubs - "Sabotage" - During the Opponents Draw phase, you take their first Draw card.

Diamonds "Endow" - When the opponent must take a Refugee Card, you have the option of taking it instead.

Prestigious Court

If during your Action Phase:
You have a King, Queen, and Jack of the same suit in Your Royal Court.
Then you may once take one card from the top of any Peasant Pile and place into your Glory.

(Note: You still also have an Influential Court).


BELLICOSE

Each player receives 2 dice to keep a Health count, starting from 12.

Keep a paper score sheet for each players Point tally, and each players Energy Tally.

Each player takes turns rolling 5 dice. They may retain any dice and roll the remaining dice. They may then roll a 3rd time with any dice.

A player then chooses what action they wish to take. Give Damage, Gain Health, Gain Points, or Gain Energy. A player may only perform one of these actions.

Each 6 is worth 1 Energy (mark the amount on the players Energy Tally). (A Player May only have a maximum of 20 Energy)

Each 5 is worth 1 Damage to an opponent (they record damage by turning their dice to lower their health count).

Each 4 is worth 1 Health (you may turn your dice to restore your health count (to a max of 12).

If you have one 1, you gain 1 Point. Each additional 1 is worth 1 more point.

If you have two 2's, you gain 2 Points. Each additional 2 is worth 1 more point.

If you have three 3's, you gain 3 Points. Each additional 3 is worth 1 more point.

After choosing an Action, a player may also spend Energy points to contribute a bonus to the chosen effect. Each 2 Energy points spent, add a +1 bonus to the total. Energy cannot be used to cause extra Damage. (Energy can only be used for Health and Points.)

2 Energy can also be spent for an extra roll (at any time).

A player may forgo taking any an action at the end of their turn. By announcing "Withholding". The next player must play their turn with only 4 Dice. (for one turn).

The first player to reach 20 Points, or cause opponent to lose all Health, is the winner.


GENERAL MHING

Each player is dealt 7 cards.

Use a score sheet - when someone hits 20 points, the player with the highest points wins. This can take a few games.

The oldest player goes first (there is a disadvantage to going first).

Players take turns drawing a card from the Draw Pile and discarding a card from their hand (face up in the Discard Pile between the players).

Instead of discarding a card, you may instead place in front of you a "Sequence". This is 3 cards of the same suit in face value order. eg. 7 Hearts 8 Hearts 9 Hearts

After playing a sequence you do not also discard a card. You instead draw two cards.

You may only play one sequence per turn.

When a player places down their 4th sequence, the game immediately ends, and scores are tallied.

Note:

When a player starts their turn, they may take the previously discarded card instead of drawing a card. However, they must immediately use that card to play a sequence.

Aces are Wild and may be played as any card of the same suit as the Ace.

At any time during your turn, you may also swap any Aces being used in one of your sequences, with a card from your hand - if it results in a valid sequence.

When the game ends (someone plays a 4th sequence.) All players discard the remaining cards in their from hand.

How to Score:

Players receive one point per matching sequence.

Sequences match when:

They are the same Suit - eg.
Sequence:  7 Hearts, 8 Hearts, 9 Hearts
Sequence:   1 Hearts, 2 Hearts, 3 Hearts

The same face value cards - eg.
Sequence: 7 Hearts, 8 Hearts, 9 Hearts
Sequence: 7 Spades, 8 Spades 9 Spades

In Order- Eg.
Sequence: 7 Hearts, 8 Hearts, 9 Hearts
Sequence: 10 Clubs, Jack Clubs, Queen Clubs,

Bonus Point
Players receive a bonus point if all of their cards are 7 and below or 7 and above (Called High / Low)

It is important to note that players receive 1 point for every Match. Which means that a sequence can match more than once!

For example:
Sequence 1: 7 Hearts, 8 Hearts, 9 Hearts
Sequence 2: 10 Hearts, J Hearts, Q Hearts
Sequence 3: 7 Spades, 8 Spades 9 Spades

Is worth 5 Points as ...
Sequence 1 matches Sequence 2 (Same Suits)
Sequence 1 matches Sequence 2 (In Order)
Sequence 1 matches Sequence 3 (same face values)
Sequence 2 matches Sequence 3 (In Order)
High Bonus! (One bonus point for being all 7 and above)

 

Who wins the round:

Whichever player has the highest score - wins their points. The losing player gets no Points.
In the event of a Draw, the player with the least number of sequences in play, wins. (ie. not the player who put down their 4th sequence).

And then:

Keeping playing rounds until someone hits 14 points. The highest score on the score sheet is the winner.

 

Another Scoring Example...

Sequence 1: 7 Hearts, 8 Hearts, 9 Hearts
Sequence 2: 10 Hearts, J Hearts, Q Hearts
Sequence 3: 7 Spades, 8 Spades, 9 Spades
Sequence 4: 7 Clubs, 8 Clubs, 9 Clubs

Is worth 8 Points as...
Sequence 1 matches Sequence 2 (Same Suits)
Sequence 1 matches Sequence 2 with - (In Order)
Sequence 1 matches Sequence 3 (Same Face Value)
Sequence 1 matches Sequence 4 (Same Face Value)
Sequence 2 matches Sequence 3 (In Order)
Sequence 2 matches Sequence 4 (In Order)
Sequence 3 matches Sequence 4 (Same Face Value)
High Bonus! (One bonus point for being all 7 and above)

Another Scoring Example... (The Highest Score possible)

Sequence 1: 2 Hearts, 3 Hearts, 4 Hearts,
Sequence 2: 5 Hearts, 6 Hearts, 7 Hearts
Sequence 3: 8 Hearts, 9 Hearts, 10 Hearts
Sequence 4: J Hearts, Q Hearts, K Hearts

Sequence 1 matches Sequence 2 (Same Suits)
Sequence 1 matches Sequence 2 (In Order)
Sequence 1 matches Sequence 3 (Same Suits)
Sequence 1 matches Sequence 4 (Same Suits)
Sequence 2 matches Sequence 3 (Same Suits)
Sequence 2 matches Sequence 3 (In Order)
Sequence 2 matches Sequence 4 (Same Suits)
Sequence 3 matches Sequence 4 (Same Suits)
Sequence 3 matches Sequence 4 (In Order)

9 Points!


AVOCADO

Each player draws 7 cards.

To see who goes first, each player places a card face-down. Turn both cards over. Whoever has the lowest card wins (claims the centre position, and becomes the colour they won with).

Place the losing card beneath the winning card in the centre grid position. Each player draws a card. Technically, the first player has already had their turn (the card in the centre), so the second player plays first.

From here, players take turns placing a card into a position within the 3 x 3 grid. And drawing a card.

A card can be played in any empty place on the grid.

A card may also be placed on top of another card if:

1. It is the same suit

2. It is the same value or higher AND the "stronger" suit

A stronger suit is...

Spades can be placed on Hearts.
Hearts can be placed on Clubs.
Clubs can be placed on Diamonds.
Diamonds can be placed on Spades.

Ace Rule: Ace is played as the highest card - and once placed is the lowest card.
When a player places an Ace, they become that colour, and the other player becomes the other colour.

Who wins: To win the game, you must place a third card of the same suit along a row and it must be your colour.


7 CARD HEARTS

This is a two player game.

Cards are ranked 2 low to Ace high.

Each player is dealt 7 cards.

The First Player places a card into the Play Position (and draws a card), and the second player places a card on top Play Position (and draws a card).

The Second Player must follow suit if able to do so.

If the Second Player followed suit, whoever placed the highest card becomes the First Player, and places the Play Position cards into their Point Pile.

If the Second Player did not follow suit, then the First Player remains the same, and places the Play Position cards into their Point Pile.

---

The First Player cannot play a Heart card, unless Hearts of been "broken". This means someone has previously played a heart when they could not follow suit.

---

When each player has no cards in their hand. Tally all points in each players Point Pile.

Hearts = 1 Point Each

Queen = 13 Points.

If a player has a Queen and an 8 of Diamonds, then their Queen is only worth 3 points.

It is recommended to play multiple games until someone reaches 30 points total. Then whoever has the lowest points wins Seven Card Hearts.

---

Who Goes First? Whoever has the Lowest Club plays it as the first card of the game.

 


ZEE POKER

ZeePoker

Player 1
-------------
| A | B | C |
-------------
| D | X | E |
-------------
| F | G | H |
-------------
 Player 2

 

A, B, C, D, E, F, G, H are referred to as Positions.

X is the Draw Pile.

A, B, C, D, E is Player 1's "Side"

D, E, F, G, H is Player 2's "Side"

 

The game in a nutshell:

Each player places a card into any Position. Whoever has the highest Poker hand on their "Side", wins the Round. The loser draws a card, and the winner goes first next round.

The first person to have no cards when another person draws a card, wins the game.

How to Play Z Poker

Z-Poker has two parts. The Start Game, and the End Game.

The Start Game is essentially played to determine who has the first turn (becomes the "Starter").

How to play the "Start Game".

  1. Each Player is dealt ten cards. The Draw Pile is placed face-down between the players (X).
  2. Each player selects a card and plays it face down into any empty position.
  3. Cards are flipped over at the same time, the player with the highest card (Ace High) is determined the "Leader" of the "Start Game". (Note: If each player flipped over the same ranked card, then point 1 & 2 is repeated until a "Leader" is found.)
  4. Players now take turns placing cards Face-Up into any position, with the Leader going first.
  5. As soon as any player has a card in all positions of their "Side", determine who has the best poker hand on their "Side", this player becomes the first "Starter" of the End Game.
    (Note: You do not necessarily need to have all positions filled on your "Side" to have the best Poker Hand)
  6. Whoever has the worst Poker Hand, becomes the first "Reply" of the End Game, and Draws a Card.
    (Note: If each layer has the same ranked Poker Hand in their "Side", then whoever was "Leader" becomes the first "Starter" of the End Game.)

How to play the "End Game".

The Starter plays a card into any position.
The Reply plays a card into any position.
Whoever has the highest poker hand using the cards on their "Side" becomes the Starter.
Whoever has the lowest poker hand using the cards on their "Side" becomes the Reply, and draws a card.

Repeat the "End Game" until a Winner is found.
The first person to have no cards when another person draws a card, is the Winner.


SUIT UP!

2 Draw Two
3 Mirror
4
5
6
7 Play Under 7
8 Skip
9 Switch (Can't Follow Suit.)
10 Clears (Have two turns)
J
Q
K
A Wild (Play on Anything)

The winner of this game is the player who has no cards in their hand at the start of the next players turn.

Each player is dealt 10 cards.

Who Goes First? (The Hinson Method)
To start the game, each player places a card face down. Each player then flips their card, the highest card goes on top of the other card and whoever played the highest card goes first - and must play an eligible card on top of their first card.

How To Play
Cards are played in a pile between the players.
Players take turns playing cards onto the pile and any EQUAL or HIGHER value card can be placed on the pile.

If a player does not follow with a higher card of the same suit then they draw a card at the end of their turn.
If a player cannot play a card of equal or higher value they draw a card and their turn is over.
A player may play any card of the same suit whether it be higher or lower.
Playing a card of equal value does not incur a penalty and the player does not need to draw a card.

 


CARDBALL

An understanding of Baseball rules is necessary to play Cardball.

------------
The card positioning in Card Baseball:

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(Actual positions of 'Piles' can be altered to adjust to your playing area, although the Base positions and Pitcher positions should emulate a Baseball Field)

Card Values in Cardball are from Ace (lowest value) to King (highest value), However an Ace has a Higher Value than a King, and only a King).

To Start:

Before the game begins, determine who will bat first, and how many Innings will be played.

Deal each player seven cards.

Before each new Pitch, each player ensures that they have seven cards in their hand.

How to play:

The Batting Player places a card ("Batting Card") from their hand face down onto the 'HP' Position.
The Fielding Player places a card ("Pitching Card") from their hand face down onto the 'P' Position, and announces the Suit of their card placed.

(Note: it is easier if each player to continues holding their card while face down).

The Batting Player then has one option to:

  • Not Swing (And put the Batting Card back into their hand OR Places the Batting Card into the Discard Pile and Draws a Card and places into their hand.)
  • Swing (By turning their Batting Card face up)
  • Sacrifice (By calling "Sacrifice" before turning their Batting Card face up)

After the Batting Player makes their choice both the Fielding Player reveals their Pitching Card. If the Batting Player chose to:

Not Swing:

  • If the Pitching Card is an Ace to 6 = Ball. The Pitching Card is placed into the Count Area; Face Down to represent a Ball.
  • If the Pitching Card is a 7 to King = Strike. The Pitching Card is placed into the Count Area; Face Up to represent a Strike

Swing:

If the Batting and Pitching Cards are the Same Suit, and the Batting Card is:

  • Ace to 10 = Fly Ball (If Pitching Card is Ace to 6)
  • Ace to 10 = Base Hit (If Pitching Card is to King)
  • Jack or Queen; it is a Base Hit.
  • King and the Pitching Card is 7 to 8 = Double
  • King and the Pitching Card is = Triple
  • King and the Pitching Card is Jack, Queen, King = Home Run

If the Batting and Pitching Cards are a Different Suit, and the Pitching Card is:

  • 1 value Higher, the Same Value, or 1 value Lower as the Batting Card (supersedes all outcomes below) = Foul Ball
  • Ace (and Batting Card is a 3 to 6) = Hit by Pitch
  • Ace to 6 = Swing and a Miss (Strike)
  • 7 to 9 = Pop-up
  • 10, Jack, Queen, King = Base Hit

Note: The Fielding Player Draws a card after every Strike or Foul Ball.


Sacrifice:

The Batting Player can declare a "Sacrifice" just prior to revealing their Batting Card.

The Batting Card moves to first base (and any runners forced to advance). Any any runners not forced to advance, may also advance one base.

The Pitching Player may choose whether the Batting Card is automatically Out at 1st Base - OR - may attempt to throw out any one Runner by placing a "Throw Out" Card from their hand of the Same Suit and Higher Value onto that Runner for an Out.
However, this can be overturned if the the Batting Player can play "Slide Card" from their hand that is the Same suit and Higher than the "Throw Out"Card onto the "Throw Out" Card. If so, replace the "Runner Card" with the "Throw Out"Card, and discard the original "Runner Card" and the "Slide Card".

Stealing:

First resolve the outcome of the Pitch - If the Pitch results in a Ball or Strike - Steal attempts can be made.

Caught Stealing:

  • When attempting to steal 2nd base, the Fielding Player can place a "Caught Stealing" Card of the Same Suit as the Runner Card for the Out.
    However, this can be overturned by the Batting Player by playing a "Slide Card" from their hand that is the Same Suit and Higher than the "Caught Stealing" Card. In this case, Discard the "Caught Stealing " and "Slide" Cards.
  • When attempting to steal from 2nd base to 3rd base, the Fielding Player can place a "Caught Stealing" Card from their hand of the Same Suit for an Out. This cannot be overturned by the Fielding Player by "Sliding".

Fly Ball:

When a Fly Ball is hit, the Fielding Player can catch the ball for an Out by playing any card from their hand onto the Field of the Same Suit and of a Higher Value than the Batting Card.
If a ball is not caught it is a Base Hit.
If a ball is Caught - The Fielding Player may then choose to Advance Runners 1 base at the risk of each runner being Thrown Out.

Pop-up:

When a Pop-up is hit, the Fielding Player can catch the ball for an Out by playing any card from their hand of the Same Suit as the Batting Card.
If a ball is not caught it is a Base Hit.
If a ball is caught - The Fielding Player cannot Advance Runners.

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Advancing Runners and Throw Outs

If hitting a ball results in "runners" advancing, the "Runner" Cards (cards that have moved from one base to another) may be moved around the diamond accordingly (Note that cards ending up on Home Plate are placed on Home Plate, and any runner on Home Plate at the end of a play - is a Run Scored.

After runners have advanced, the Fielding Player has the opportunity to Throw Out any runners by placing a card of the Same suit of a Higher Value from their hand onto these runners (including any cards on Home Plate.)

The Fielding Player may attempt Throw out up to 3 runners for a "Base Hit". 2 Runners for a "Double hit", and 1 runner for a "Triple Hit".

Any Runner Thrown Out in this way is placed onto the Out Pile.

However - The Batting Player can cancel each Throw Out attempt - by playing a Higher Value Card Card ("Slide Card") of the Same Suit as the Throw Out Card onto the Throw Out card.

When a Batting player successfully prevents a Throw out - the "Throw Out" Card now replaces the runner card, place the old Runner Card and Slide Card into the Discard Pile.

Note: The Batting player can elect to not advance a runner if not forced to run - to avoid being thrown out. For example, a batter hitting a double, can stop at first base to avoid the possibility of being thrown out on second base. Or a batter hitting a double, and the runner on second base only advances to third base to avoid being thrown out at home plate.

After each pitch...

The Fielding Player places their Pitching Card into the Discard Pile.

End of an Innings

When there are 3 Outs, place all cards currently on the field into a Discard Pile. Players keep their current cards in hand for the change over.

Empty Draw Pile

When the Draw Pile is empty. Shuffle the Discard Pile and place face down to become the new Draw Pile.

Publishers note:
5 R/G, 40 AB, 10 Hits, 2 2B, 0.5 3B, 1 HR, 1 Stolen, 0.5 Caught stealing, 4 Walks, 8 Strikeouts, 0.5 Hit by Pitch 0.5 Sacrifice. 0.5 Wild Pitches, 25 Putouts - 40 Foul Balls. 150 Pitches.


CARD-FU

Card-Fu is a competitive card game that simulates a battle between two Martial Artists. The object of the game is to reduce the opponents health to zero through winning combats and performing combos.


Game Setup

You may need to use pen and paper to keep health score. Each players starts with 60 Life.

Shuffle the deck, and deal each player 7 cards.

Clubs = Throw / Hearts = Block / Spades = Attack

These are the three types of "moves" you can make in combat - They have a "rock-paper-scissors" relationship - instead it's "throw-block-attack".

Note: block beats everything when played with a lower value.


Gameplay

Each player plays a card face-down, and then reveals their cards. The combat winner can then play extra Damage Cards (Diamonds).

Tally-up the number of damage dealt in the attack and note it on the score sheet.

Discard all "combat" cards (any cards that were just played). Then each player ensures they have seven cards in their hands (Draw cards)

The Combat Winner?

Clubs beat Hearts, Hearts beat Spades, Spades beat Clubs. If each player reveals the same suit, then the lowest value card wins (lower is considered faster). If each player has Block (Hearts), then nothing happens.

Note: Counter Attack!
If your Block (hearts) is "faster" (lower card value) than an Attack, then you may to play 1 extra "Combo Card" (diamonds) from your hand. This is called a "Counter Attack".

Also, when you play a Block that is faster than a Throw (which would normally beat a Block) - you win! You may also play 1 extra Combo Card (diamonds)

Card Value?

Cards are considered faster - when their value is lowest. When two Attacks (or Throws) are played, the faster card wins that combat. Note: Aces are considered the lowest ranked card (fastest card) - however, they do Ten Damage (Except for Ace of Hearts)

Combo Card?

Diamonds are your Combo Cards; they are played on top of a successful attack/throw - play as many from your hand as possible, but you must follow a one higher or one lower sequence.
For example: If you won an attack with a 7 of clubs, then you may now play an 8 of diamonds, then a 9, then a 10, Jack etc.
Example 2: If you won an attack with a Queen of Spades, then you could place a King of diamonds, then a Queen of diamond, a Jack, 10 of diamonds, 9, 8 etc.

Tally the Damage

When the combat is over - the loser must add up the total damage dealt.
This includes the card that won the Combat - and all Combo Cards (diamonds).
Tally the numbers on any numbered cards, and then add 10 for each Ace, Jack, Queen or King.

 

 

Winning the Fight
When a player has 0 or less life, they Lose the Fight.

If both players exhaust their supply of cards - and no one has reached 100 - then the lowest score is considered the loser.

 

Optional - Prevent Combo with a Bluff

When you lose combat, you may play a card from your hand face down. After the opponent finishes their combo, reveal and discard your card. If you revealed an Ace, all combo damage is reduced to 0. If you do not reveal an Ace, then you bluffed and your card did nothing. This kind of bluff can trick the opponent into stopping their combo early.