Post by matt on May 5, 2018 6:31:50 GMT
Cards to use:
Red and Blue ranked cards (Hearts, Diamonds, Clouds, Knives) (also works with Black & Green cards).
Associated colour cards for: (a) Hunters (2), (b) Travellers(2) and (c) Jokers(2)
Watcher
Crone
Wheel
Darkness
Objective:
To collect the most pairs of equally ranked cards. If there is a tie for winner, the person with pure pairs wins (without the help from Jokers or Wheel). If there is still a tie, the older player wins.
Ending:
The game ends for everyone when a single player no longer has any face up cards in front of them.
Setup:
Shuffle the non-ranked cards and deal 5 face up to each player.
Deal a single card face down to each player - this forms their hand.
Set the remaining cards in the centre to act as as the primary draw pile. A discard pile (face up) will also belong here, next to the draw pile.
Shuffle the Special cards together and create a secondary draw pile, next to the main draw pile.
Beginning:
The player to the left of the dealer goes first.
Taking a turn:
Begin by drawing a single card from the primary draw pile (or the discard pile).
Match any pairs you can from your cards. These can come from either your face up tabled cards, or from your hand.
If you match both cards that you picked up, then continue and draw another one. If that card also makes a match, continue drawing single cards.
Place any matched pairs aside, not fully stacked up, but spread out somewhat so that other players can see how many pairs you have.
Play any special cards that you want to.
End your turn by finishing with one card in your hand - one of three situations will lead to this:
(1) you can’t make any matches using the two cards in your hand, so you discard one and be left with one.
(2) you’ve matched one card from your hand with a face up card in front of you and cannot make any further matches
(3) you’ve matched both of the cards in your hand (so you drew more, as required) but cannot make any matches
*************************(this is the Work In Progress bit)*************************
Distribution of Special Cards :
Once all players have had a turn, the player with the highest ranked single card in their hand, is given the top card from the Special cards secondary draw pile.
This card goes on the table for all players to see.
It can only be used on a players turn (cannot be used out of turn).
It does not have to be used straight away (exception: Watcher must be used at the first available time).
***************************************************************************
Special cards - Explanations:
Once played, keep this card in front of you:
**Wheel - a wild card - can be matched with any other non-special card to form a pair. Keep this card with the other matched card (do not add to stock of Special cards).
**Jokers: Red and Blue - just like a Wheel, except colour matching applies (e.g. Red Joker must match a red card).
Once played, return to the stock of Special cards and re-shuffle.
Hunter(s) - Hunt (steal) a card from another player’s tabled face-up cards, but only from one of the two suits on the Hunter’s card, in order to make a matching pair.
Traveler(s) - Travel (swap) one of your tabled face-up cards with one of another player’s tabled face up cards.
Crone - steal a pair from the player who has the least number of pairs. If two people share the same number of lowest pairs, take from the eldest player.
Watcher - search through the discard pile and extract all pairs.
Darkness - search through the draw pile and extract a single card, which can be used immediately to match either your hand or one of the face up unmatched cards in front of you.
Omnihedron - count total number of face up unmatched cards still in play for all players. Gather and shuffle them, together with the draw pile. Re-deal, beginning with the player on the left of whoever played the Omnihedron. This may mean you end up with a different number of face up unmatched cards in front of you.
Red and Blue ranked cards (Hearts, Diamonds, Clouds, Knives) (also works with Black & Green cards).
Associated colour cards for: (a) Hunters (2), (b) Travellers(2) and (c) Jokers(2)
Watcher
Crone
Wheel
Darkness
Objective:
To collect the most pairs of equally ranked cards. If there is a tie for winner, the person with pure pairs wins (without the help from Jokers or Wheel). If there is still a tie, the older player wins.
Ending:
The game ends for everyone when a single player no longer has any face up cards in front of them.
Setup:
Shuffle the non-ranked cards and deal 5 face up to each player.
Deal a single card face down to each player - this forms their hand.
Set the remaining cards in the centre to act as as the primary draw pile. A discard pile (face up) will also belong here, next to the draw pile.
Shuffle the Special cards together and create a secondary draw pile, next to the main draw pile.
Beginning:
The player to the left of the dealer goes first.
Taking a turn:
Begin by drawing a single card from the primary draw pile (or the discard pile).
Match any pairs you can from your cards. These can come from either your face up tabled cards, or from your hand.
If you match both cards that you picked up, then continue and draw another one. If that card also makes a match, continue drawing single cards.
Place any matched pairs aside, not fully stacked up, but spread out somewhat so that other players can see how many pairs you have.
Play any special cards that you want to.
End your turn by finishing with one card in your hand - one of three situations will lead to this:
(1) you can’t make any matches using the two cards in your hand, so you discard one and be left with one.
(2) you’ve matched one card from your hand with a face up card in front of you and cannot make any further matches
(3) you’ve matched both of the cards in your hand (so you drew more, as required) but cannot make any matches
*************************(this is the Work In Progress bit)*************************
Distribution of Special Cards :
Once all players have had a turn, the player with the highest ranked single card in their hand, is given the top card from the Special cards secondary draw pile.
This card goes on the table for all players to see.
It can only be used on a players turn (cannot be used out of turn).
It does not have to be used straight away (exception: Watcher must be used at the first available time).
***************************************************************************
Special cards - Explanations:
Once played, keep this card in front of you:
**Wheel - a wild card - can be matched with any other non-special card to form a pair. Keep this card with the other matched card (do not add to stock of Special cards).
**Jokers: Red and Blue - just like a Wheel, except colour matching applies (e.g. Red Joker must match a red card).
Once played, return to the stock of Special cards and re-shuffle.
Hunter(s) - Hunt (steal) a card from another player’s tabled face-up cards, but only from one of the two suits on the Hunter’s card, in order to make a matching pair.
Traveler(s) - Travel (swap) one of your tabled face-up cards with one of another player’s tabled face up cards.
Crone - steal a pair from the player who has the least number of pairs. If two people share the same number of lowest pairs, take from the eldest player.
Watcher - search through the discard pile and extract all pairs.
Darkness - search through the draw pile and extract a single card, which can be used immediately to match either your hand or one of the face up unmatched cards in front of you.
Omnihedron - count total number of face up unmatched cards still in play for all players. Gather and shuffle them, together with the draw pile. Re-deal, beginning with the player on the left of whoever played the Omnihedron. This may mean you end up with a different number of face up unmatched cards in front of you.