My Favourite Card & Board Games

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Card & Board Games Rules and Information (Updated September 2015)

Transcript of My Favourite Card & Board Games

Page 1: My Favourite Card & Board Games
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V5 : Jan 2016

Introduction This book contains simplified rules for my favourite Card & Board games. Information about the game is included with some games. Score sheets are included with all card games. If the Rules are copyright, a link to the game’s website is shown instead. The Tantra card game is no longer available. I have included a copy of its special Display Cards and Wild Cards. Three of the games I have devised myself:

• Black Samba • Rhine Rummy • Sambola • Scrabble Threes

Please let me know if you enjoy them. I welcome feedback on these rules. You will notice the Version Number in the footer of each set of rules. It is incremented when I make updates. If you have any suggestions or comments, please contact me. David Mallen C&B Games Melbourne Australia [email protected] issuu.com/cbgames Links to other games websites:

www.pagat.com – Card Games and Tile Game Rules www.rummy-games.com – Rules & Resources for Rummy & Canasta Players www.scrabble.org.au – Scrabble Australia www.jonola.com – Jonola Industries Australia

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Contents Card Games

Black Samba

Bolivia

Canasta

Diminishing Whist

Jonola

Quiddler

Rhine Rummy

Sambola

Scrabble Cards

Tantra

Threes Board Games

Rummikub

Scrabble

Scrabble Threes

Sequence

Super Scrabble

Upwords

Word Rummikub

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Card

Games

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The RULES of BLACK SAMBA Simplified Rules for 4-Player & 6-Player Games

Main features: • Samba with both ‘Red’ and ‘Black’ Samba sets. • A ‘Black’ Samba set is a sequence of 6 cards of the same suit and 1 wild card. • A ‘Red’ Samba set scores 1500 points. • A ‘Black’ Samba set scores 1000 points. • Only take 5 cards from the Discard Pile.

[ This derivation of Canasta and Samba was devised by David Mallen in 2006 ]

BLACK SAMBA The Aim

To make the required sets (Canastas and/or Sambas) and Go Out by tabling all the cards in your hand. To accumulate points so your team reaches the Winning Score.

Teams

Alternate players form a team. 4 players form 2 teams of 2 players. (6 players form 2 teams of 3 players.)

Team 1 = Players 1 & 3 (& 5). Team 2 = Players 2 & 4 (& 6).

(See also 2- & 3-Player Games, below.)

Definitions

Cards: Fours to Aces are ‘natural’ cards. 2s and Jokers are ‘wild’ cards. Wild cards may take the place of any other card. Red and Black 3s are special cards. (See 2s & Jokers, Red 3s and Black 3s, below.)

Meld: A Meld is 3 or more cards to which other cards may be added to form a Set. (See Melds, below.) Tabling a Meld is called “Melding”. If a team has tabled their Initial Meld, the team has “Melded”.

Set: A Canasta is a set of 7 cards of the same value. A Samba is a set of 7 cards of the same suit in sequence. (See below for details of the 2 types of Canasta and Samba sets.)

Variations Any Variation shown in these rules must be agreed to, before play commences. The Pack 3 packs with 6 Jokers. [Variation: 3 packs with 9 Jokers.]

The Deal

The Dealer may be nominated by the players or selected by each player drawing a card from the stack. The player who draws the highest face value card becomes the Dealer. (If more than one player draws the same face value card, they redraw until one player has the highest face value card.)

15 cards are dealt to each player, one card at a time around the table.

The player on the left of the Dealer deals the cards for the next game. Deal Bonus No bonus points for dealing the exact amount of cards.

The Piles

After the deal, 2 piles are formed: 1 Pick-up Pile (cards face-down) and 1 Discard Pile (cards face-up).

The top card of the stack of cards in the dealer’s hand is turned face-up to form the Discard Pile. (If this card is a wild card, Red 3 or Black 3, keep turning up cards from the stack until a natural card is on top of the Discard Pile. Wild cards ‘freeze’ the Discard Pile. See ‘Frozen’ Discard Pile, below. A Red 3 or Black 3 doesn’t ‘freeze’ the pile. It is just covered by a natural card.) The remaining cards in the stack form the Pick-up Pile.

‘Frozen’ Discard Pile

If there is a wild card in the Discard Pile, the pile is ‘frozen’. Wild cards are placed at right angles to the other cards to signify this. (See To Qualify to take cards from the Discard Pile, below.)

(The terms ‘crossed’ and ‘un-crossed’ are sometimes used in place of ‘frozen’ and ‘un-frozen’.) ‘Blocked’

Discard Pile If the top card of the Discard Pile is a wild card or a Black 3, the Discard Pile is ‘blocked’. This forces the next player to take cards from the Pick-up Pile.

Your Turn

Begin your turn by either picking-up 2 cards from the Pick-up Pile, or, if you qualify, taking the top card of the Discard Pile.

Pick-up Pile: Pick-up the top two cards from the Pick-up Pile. If there is only one card in the Pick-up Pile, pick-up this card. (See also Game End, below.)

You may then place these cards in your hand and combine them with the other cards in your hand to form melds of 3 or more cards. When you have sufficient cards to form your team’s Initial Meld you may table this meld. Once your team has Melded, you may table new melds, add to tabled melds or add natural cards to completed Canastas during your turn.

(See Melds and The Initial Meld, below.)

Discard Pile: If your team has not Melded, you may not access the Discard Pile unless you are forming your team’s first or Initial Meld. Special conditions apply for the Initial Meld. (See Melds and The Initial Meld, below.)

If your team has Melded, you may take the top card of the Discard Pile provided you qualify. (See To Qualify to take cards from the Discard Pile, below.) The top card of the Discard Pile must be tabled by being combined with the qualifying cards to form a new meld or added individually to a tabled meld. You cannot keep the top card in your hand or add it to a completed Canasta or Samba.

You must table the qualifying cards before taking cards from the Discard Pile to show other players that you qualify.

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BLACK SAMBA

Your Turn

(continued)

Discard Pile: (continued) After you have tabled the top card, you must then take another 4 cards from the pile. (If there are less than 4 cards left in the pile, you take them all.) These cards may be kept in your hand or combined with other cards in your hand to form and table new melds, to add to tabled melds or, if natural cards, added to completed Canastas.

[Variation: After you have tabled the top card, you must then take all the remaining cards from the pile, not just the next 4 cards. (Per the original Samba rules.)]

Note: You cannot add wild cards to completed Canastas. You cannot add cards to completed Sambas.

If by adding the cards to a matching Samba set on the table, the total exceeds 7 cards, the cards must be tabled as a separate Samba meld. (A Samba can only contain 7 cards and Samba sets of the same suit cannot be combined.)

Complete your turn: After you have decided to table or not table cards, you complete your turn by placing one card on the top of the Discard Pile. This is called “Discarding”. Wild cards and Black 3s ‘block’ the Discard Pile. Place the wild card at right angles to indicate that the pile is also ‘frozen’. (See ‘Blocked’ Discard Pile and ‘Frozen’ Discard Pile, above.) The player on your left may now begin their turn.

You may also complete your turn by Going Out. (See Going Out, below.)

To Qualify to take cards from the

Discard Pile

‘Blocked’ Discard Pile: If the Discard Pile is ‘blocked’, you must take cards from the Pick-up Pile.

‘Unfrozen’ Discard Pile: To qualify to take the top card of an ‘unfrozen’ Discard Pile you must have:

a) A matching Canasta set of the same value or a matching Samba set of the same suit in sequence on the table – to add to these sets without using any cards from your hand to qualify.

b) At least 2 matching natural cards of the same value in your hand. c) At least 1 matching natural card of the same value and 1 wild card in your hand. d) At least 2 matching natural cards of the same suit in sequence in your hand. e) At least 1 matching natural card of the same suit in sequence and 1 wild card in your hand.

‘Frozen’ Discard Pile: To qualify to take the top card of a ‘frozen’ Discard Pile, or to take the top card for your Initial Meld, you must have:

a) At least 2 matching natural cards of the same value in your hand. b) At least 2 matching natural cards of the same suit in sequence in your hand.

When using cards from your hand to qualify you may either form a new set or add to a matching set on the table.

You cannot add the top card to a completed Canasta or Samba. Wild cards cannot be used to qualify if the Discard Pile is ‘frozen’.

[Variation: Wild cards cannot be used at any time to qualify to take cards from the Discard Pile.]

The Initial Meld

A team “Melds” when one member tables one or more melds to form the first or Initial Meld by satisfying the Minimum Card Points required. (See Initial Meld Points, below.) Bonus Points do not count towards the Initial Meld Minimum Card Points.

To form your team’s Initial Meld you may either use cards from your hand, cards taken from the Pick-up Pile or the top card of the Discard Pile. After tabling the Initial Meld, you may table other melds and cards during your Initial Meld turn.

To qualify to take the top card of the Discard Pile for your Initial Meld you must have in your hand at least 2 matching natural cards of the same value (to form a Canasta set) or 2 matching natural cards of the same suit in sequence (to form a Samba set). The other cards taken from the Discard Pile may not be used in the Initial Meld but may be melded and tabled during your Initial Meld turn after your Initial Meld is tabled.

Initial Meld Points

Progressive Team Score Initial Meld Minimum Card Points Negative 15 0 – 1495 50

1500 – 2995 90 3000 – 6995 120 7000 – 9995 150

Card Points Black 3s, 4s – 7s = 5 points. 8s – Kings = 10 points. 2s & Aces = 20 points. Jokers = 50 points.

Melds

Canasta melds: • 3 or more natural cards of the same value, to start a Canasta set. • 2 or more natural cards of the same value + 1 or 2 wild cards, to start a ‘Black’ Canasta set.

Samba melds: • A sequence of 3 or more cards of the same suit, to start a Samba set. • A sequence of 2 or more cards of the same suit + 1 wild card, to start a ‘Black’ Samba set.

The melds of the members of a team are grouped together. Canasta melds of the same card value, if tabled separately, are combined to form one set. Only after a Canasta has been completed can another Canasta meld of the same card value be started by the same team. More than one Samba meld of the same suit is allowed, however they cannot be combined into one set.

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BLACK SAMBA

Sets

Sets consist of 7 cards. A Canasta is a set of 7 cards of the same value. A Samba is a set of 7 cards of the same suit in sequence. The ‘colour’ name of the set signifies whether or not it contains wild cards. ‘Red’ Sets do not contain any wild cards. ‘Black’ Sets contain wild cards. The ‘colour’ name has nothing to do with the colour of the card’s suit. Red Hearts and Diamonds may be used in ‘Black’ sets and black Spades and Clubs used in ‘Red’ sets. (To eliminate any ‘colour confusion’, ‘Red’ and ‘Black’ sets are sometimes called ‘Pure’ and ‘Impure’, respectively.)

You may add natural cards to completed Canasta sets. Once a Samba set is completed, it is placed face-down and cannot be added to.

Bonus Points Completed Canasta and Samba sets score Bonus Points, as follows. ‘Black’ Canasta

A set of at least 7 cards of the same value, including a wild card. (Minimum of 5 natural cards of the same value and a maximum of 2 wild cards.) 300 Bonus Points

‘Red’ Canasta

A set of at least 7 natural cards of the same value. 500 Bonus Points

‘Black’ Samba

A set of exactly 6 natural cards of the same suit in sequence in the range from 4 to Ace + 1 wild card. 1000 Bonus Points

‘Red’ Samba

A set of exactly 7 natural cards of the same suit in sequence in the range from 4 to Ace. 1500 Bonus Points

[Variation] ‘Red’ Sambas score 1000 Bonus Points and ‘Black’ Sambas score 700 Bonus Points.

Going Out

A team Goes Out when one member tables all their cards. To Go Out, your team must meet the minimum requirement of two sets = 2 Canastas, or 1 Canasta and 1 Samba, or 2 Sambas. The sets may be ‘Red’ or ‘Black’. These sets may be completed and tabled prior to or during your turn.

[Variation: One of the sets must be ‘Red’.]

You must ask your team member(s), “May I go out?”, and receive a positive reply from all member(s), before tabling all your cards. You may table all your cards or discard one card and table the rest. The game then ends and each team’s game score is calculated.

If one team member says, “No”, you may not Go Out. You then discard one card and retain at least one card in your hand. (You may have to retrieve cards just tabled to do this.) The game then continues.

Going Out Bonus

200 Bonus Points are awarded to the team that Goes Out. If no team Goes Out (per Game End, below) no team receives the Going Out Bonus.

If you table your Initial Meld and Go Out in the same turn (known as Going Out ‘Concealed’) you do not receive any extra points other than the Going Out Bonus of 200 points.

Game End If the Pick-up Pile is exhausted and the player, whose turn it is next, does not qualify to take the top card of the Discard Pile, play ends.

Game Score

Basic: The sum of all the team’s Bonus Points for completed Canasta and Samba sets, Red 3s and Going Out. (Note that the Bonus Points for Red 3s is negative if the team has not melded. See Red 3s, below.)

Melds: The Card Points of tabled melds and sets minus the Cards Points of cards held in the hand by the team.

Game Score = Basic + Melds. Winning Score 10,000 points. The team with the higher score, above 10,000 points, wins.

2s &

Jokers

2s and Jokers are ‘wild’ cards and may take the place of any other card in a meld. (Once tabled they may not be replaced by a natural card.) When they are discarded they ‘block’ and ‘freeze’ the Discard Pile and are placed at right angles to the other cards to signify this.

(See ‘Frozen’ Discard Pile and ‘Blocked’ Discard Pile, above.)

Red 3s

Red 3s are ‘bonus’ cards. They are tabled and cannot be used in melds or as a discard.

If you receive a Red 3 in the deal, you must table it at the start of your first turn and replace it with the top card from the Pick-up Pile. If you receive a Red 3 when picking up from the Pick-up Pile, you table it, and take another card from the top of the Pick-up Pile to replace it. If you receive a Red 3 when taking the Discard Pile, you table it, but do not replace it with another card. If a team has melded, the Red 3s score +100 Bonus Points each. There are six Red 3s in total. If a team has melded and has all six Red 3s, the Red 3s score a total of 6 x 200 = +1200 Bonus Points.

If a team has not melded, their Red 3s score is negative!

Black 3s Black 3s are ‘blocking’ cards used to ‘block’ the Discard Pile. (Refer to ‘Blocked’ Discard Pile, above.) They cannot be melded or tabled at any time, including when Going Out.

2- & 3-Player

Games Black Samba can also be played individually without teams of two or three players. The above rules apply with “team” taken to mean a team of one person.

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SCORE SHEET for BLACK SAMBA, BOLIVIA, CANASTA, JONOLA & SAMBOLA

Round Team 1 Team 2

1

Basic Melds

Total

2

Basic Melds

Total

3

Basic Melds

Total

4

Basic Melds

Total

5

Basic Melds

Total

6

Basic Melds

Total

7

Basic Melds

Total

INITIAL MELD MINIMUM CARD POINTS

SCORE: Negative 0 - 1495 1500 - 2995 3000 - 4995 5000 - 6995 >= 7000

Black Samba 15 50 90 120 120 150 Bolivia

Canasta 15 50 90 120 - -

Jonola 50 50 90 120 150 150

Sambola 15 50 90 120 120 150

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The RULES of BOLIVIA Simplified Rules of the 4-Player & 6-Player Games

Main features: Similar to Samba. 3 packs with 6 Jokers. A Bolivia is 7 wild cards. You can meld three matching wild cards to start a

Bolivia. Different combinations of wild cards score different bonus points. You can meld 2 natural cards with 1 or 2 wild cards to start a ‘Black’ Canasta. The Discard Pile is always ‘frozen’.

BOLIVIA

The Aim To make the required Canastas, Sambas and Bolivias and Go Out by melding all the cards in your hand. To accumulate points so your team reaches the Winning Score. (Alternate players form a team.)

Definitions A Meld is 3 or more cards to which other cards are added to form a Canasta, Samba or Bolivia. A Canasta is a set of 7 cards. A Samba is a sequence of 7 cards of the same suit. A Bolivia is a set of 7 wild cards. (See below for details of Melds and the 2 types of Canasta, 2 types of Samba and 3 types of Bolivia.)

The Pack 3 packs + 6 Jokers. (Variation: 3 packs + 9 Jokers.)

The Cards Fours to Aces are ‘natural’ cards. 2s and Jokers are ‘wild’ cards. i.e. They may take the place of any other card. Red and Black Threes are special cards. (See below.)

The Deal 15 cards each Deal Bonus No bonus points for dealing the exact amount of cards.

The Piles

1 Pick-up Pile (cards face-down) and 1 Discard Pile (cards face-up). After the Deal, the remaining cards form the Pick-up Pile. The top card is turned face-up and placed next to the pile to form the Discard Pile.

The Discard Pile is always ‘frozen’. If at the end of the deal, the first card in the Discard Pile is a Red 3 it is covered with the top card from the Pick-up Pile. If the ‘covering card’ is again a Red 3, further cards are taken from the Pick-up Pile until a natural card is on top of the Discard Pile.

Your Turn

Pick-up, Meld And

Discard

Begin your turn by taking the top 2 cards of the Pick-up Pile or, if you qualify, the top card of the Discard Pile. You may then use cards in your hand to form and table new melds, to add to tabled melds or, if natural cards, to add to completed Canastas. You cannot add wild cards to completed Canastas. You cannot add cards to completed Sambas or Bolivias. If your team has not “melded” you may not access the Discard Pile unless you are forming your team’s first or Initial Meld. Special conditions apply for the Initial Meld. (See Melds and The Initial Meld, below.)

You cannot pick-up Black 3s when they are the top card of the Discard Pile, therefore you must take the top 2 cards of the Pick-up Pile.

To qualify to pick-up the top card of the Discard Pile you must have: f) A matching meld on the table. g) At least a pair of matching natural cards in your hand to form a new Canasta meld. h) At least 2 matching natural cards of the same suit in sequence in your hand to form a new Samba meld. i) At least 2 wild cards in your hand to form a new Bolivia meld. (Two 2s, two Jokers or one of each.)

You must table the qualifying cards before picking up from the Discard Pile to show other players that you qualify. The top card of the Discard Pile must be tabled in a meld and cannot be added to a completed Canasta, Samba or Bolivia.

If you melded with the top card of the Discard Pile, you must pick-up the remainder of the pile. These cards may be kept in your hand or combined with other cards in your hand to form and table new melds, to add to tabled melds or, if natural cards, to add to completed Canastas. The cards from the remainder of the pile cannot be used as part of your team’s Initial Meld. (See Melds and The Initial Meld, below.)

Complete your turn by discarding or placing one card on the top of the Discard Pile. (See The Discard, below.) You may also complete your turn by Going Out. (See Going Out, below.)

The Initial

Meld

Initial Meld Points

A team “melds” when one member tables one or more melds to form the first or Initial Meld by satisfying the minimum Card Points required. (See Initial Meld Points and Card Points, below.) Bonus Points (see Scoring, below) do not count towards the initial meld minimum points.

You may use the top card of the Discard Pile to form the Initial Meld of your team if you qualify with cards from your hand per Your Turn, above. The other cards taken from the Discard Pile may not be used in the Initial Meld. You may also form the Initial Meld with cards from your hand without accessing the Discard Pile.

Progressive Team Score Initial Meld Minimum Card Points Negative 15 0 – 1495 50

1500 – 2995 90 3000 – 6995 120

7000 – 14995 150

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BOLIVIACard Points Black 3s, 4s – 7s = 5 points. 8s – Kings = 10 points. 2s & Aces = 20 points. Jokers = 50 points.

Melds

3 or more natural cards of the same value, to start a Canasta. 2 or more natural cards of the same value plus 1 or 2 wild cards, to start a ‘Black’ Canasta. A sequence of 3 or more cards of the same suit, to start a Samba. A sequence of 2 or more cards of the same suit plus 1 wild card, to start a ‘Black’ Samba. 3 or more wild cards, to start a Bolivia.

The melds of the members of a team are grouped together. Only after a Canasta has been completed can another meld of the same card value be started by the same team. Tabled melds cannot be combined.

The Discard Discarding a Black 3 blocks the Discard Pile, forcing the next player to pick 2 cards from the Pick-up Pile. Pure or ‘Red’

Canasta 7 natural cards of the same value. 500 Bonus Points

Impure or ‘Black’ Canasta

7 cards including a wild card.

(Minimum of 5 natural cards of the same value and a maximum of 2 wild cards.) 300 Bonus Points

Samba or ‘Pure’ Samba

A sequence of 7 natural cards of the same suit in the range from 4 to Ace.

(Once a Samba is completed, it is placed face-down and cannot be added to.) 1500 Bonus Points

‘Black’ Samba

A sequence of 6 natural cards of the same suit in the range from 4 to Ace + 1 wild card.

(Once a Samba is completed, it is placed face-down and cannot be added to.)

1000 Bonus Points

‘Red’ Bolivia

Seven 2s.

(Once a Bolivia is completed, it is placed face-down and cannot be added to.) 4000 Bonus Points

‘Black’ Bolivia

Three 2s and four Jokers.

(Once a Bolivia is completed, it is placed face-down and cannot be added to.) 3000 Bonus Points

‘Mixed’ Bolivia

Seven ‘mixed’ wild cards.

(Once a Bolivia is completed, it is placed face-down and cannot be added to.) 2000 Bonus Points

Going Out

A team Goes Out when one member tables all cards. Your team must meet the minimum requirement of 1 Samba and 1 Canasta, or 1 Samba and 1 Bolivia, or 2 Sambas before Going Out.

You must ask your partner, “May I go out?”, and receive a positive reply, before tabling all your cards. You may table all your cards or discard one card and table the rest. (Remember you cannot add wild cards to completed Canastas and you cannot add cards to completed Sambas or Bolivias.)

If your partner says, “No”, discard one card and retain at least one card in your hand. The game then continues.

Going Out Bonus

200 Bonus Points If the Pick-up Pile is exhausted and the player, whose turn it is next, does not qualify to pick up the top card of the Discard Pile, play ends. In this case no team receives the Going Out Bonus.

Scoring

The Card Points of tabled cards count positive. Card Points of cards held in the hand count negative.

Black 3s held in the hand count minus 100 points. Bonus Points are scored for completed Canastas, Sambas and Bolivias, Red 3s and Going Out.

Winning Score

15,000 points. The team with the higher score, above 15,000 points, wins.

Red 3s

Red 3s are bonus cards. They are tabled and cannot be used in melds or as a discard. (There are six Red 3s in total.)

If you receive a Red 3 in the deal, you must table it at the start of your first turn and replace it with the top card from the Pick-up Pile. If you receive a Red 3 when picking up from the Pick-up Pile, you table it, and take another card from the top of the Pick-up Pile to replace it. If you receive a Red 3 when picking up the Discard Pile, you table it, but do not replace it with another card. If a team has melded, the Red 3s score +100 Bonus Points each. If a team has melded and has all six Red 3s, the Red 3s score a total of +1200 Bonus Points.

If a team has not melded, their Red 3s score is negative!

Black 3s

Black 3s are ‘blocking’ cards. (Refer to The Discard, above.) They may only be melded when Going Out. The meld must be three or more black 3s, without any wild cards, or a sequence of 3-4-5, etc. of the same suit. A single 3 can be added to a tabled sequence that starts with a 4 of the same suit. (Black 3s cannot be added to a completed Samba.)

After a team has Gone Out, black 3s held in the hand count minus 100 points.

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SCORE SHEET for BLACK SAMBA, BOLIVIA, CANASTA, JONOLA & SAMBOLA

Round Team 1 Team 2

1

Basic Melds

Total

2

Basic Melds

Total

3

Basic Melds

Total

4

Basic Melds

Total

5

Basic Melds

Total

6

Basic Melds

Total

7

Basic Melds

Total

INITIAL MELD MINIMUM CARD POINTS

SCORE: Negative 0 - 1495 1500 - 2995 3000 - 4995 5000 - 6995 >= 7000

Black Samba 15 50 90 120 120 150 Bolivia

Canasta 15 50 90 120 - -

Jonola 50 50 90 120 150 150

Sambola 15 50 90 120 120 150

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The RULES of CANASTA Simplified Rules of the 4-Player & 6-Player Games

Main features: 2 packs for the 4-player game or 3 packs for the 6-player game. A pure or ‘red’ Canasta has 7 natural cards of the same value. An impure or

‘black’ Canasta has 7 cards with at least one wild card. You can meld 2 or more natural cards with 1 wild card to start a ‘Black’ Canasta. 2 Canastas are required to Go Out.

CANASTA

The Aim To make the required Canastas and Go Out by melding all the cards in your hand. To accumulate points so your team reaches the Winning Score. (Alternate players form a team.)

Definitions A Meld is 3 or more cards of the same value to which other cards are added to form a Canasta. A Canasta is a set of 7 cards. (See below for details of Melds and the 2 types of Canasta.)

The Pack 4-players: 2 packs + 4 Jokers. 6-players: 3 packs + 6 Jokers.

The Cards Fours to Aces are ‘natural’ cards. Twos and Jokers are ‘wild’ cards. i.e. They may take the place of any other card. Red and Black Threes are special cards. (See Red 3s and Black 3s, below.)

The Deal 11 cards each

Deal Bonus 100 Bonus Points – if you select and deal the exact number of cards (44 or 45, 66 or 67) from a single pick-up from the deck.

The Piles

‘Frozen’ Discard

Pile

1 Pick-up Pile (cards face-down) and 1 Discard Pile (cards face-up). After the Deal, the remaining cards form the Pick-up Pile. The top card is turned face-up and placed next to the pile to form the Discard Pile.

If there is a wild card in the Discard Pile, the pile is ‘frozen’. They are placed at right angles to the other cards to signify this. If at the end of the deal, the first card in the Discard Pile is a wild card or a Red 3 it is covered with the top card from the Pick-up Pile. If the ‘covering card’ is again a wild card or Red 3, further cards are taken from the Pick-up Pile until a natural card is on top of the Discard Pile.

Your Turn

Pick-up, Meld And

Discard

Begin your turn by taking the top card of the Pick-up Pile or, if you qualify, the top card of the Discard Pile. You may then use cards in your hand to form and table new melds, to add to tabled melds or, if natural cards, to add to completed Canastas. You cannot add wild cards to completed Canastas. If your team has not “melded” you may not access the Discard Pile unless you are forming your team’s first or Initial Meld. Special conditions apply for the Initial Meld. (See Melds and The Initial Meld, below.)

You cannot pick-up wild cards or Black 3s when they are the top card of the Discard Pile, therefore you must take the top card of the Pick-up Pile.

To qualify to pick-up the top card of an ‘unfrozen’ Discard Pile you must have:

j) A matching meld on the table. k) At least a pair of matching natural cards or at least 1 matching natural card and 1 wild card in

your hand to form a new meld.

To qualify to pick-up the top card of a ‘frozen’ Discard Pile you must have:

c) At least a pair of matching natural cards in your hand to form a new meld.

Wild cards cannot be used to qualify if the Discard Pile is ‘frozen’.

You must table the qualifying cards before picking up from the Discard Pile to show other players that you qualify. The top card of the Discard Pile must be tabled in a meld and cannot be added to a completed Canasta.

If you melded with the top card of the Discard Pile, you must pick-up the remainder of the pile. These cards may be kept in your hand or combined with other cards in your hand to form and table new melds, to add to tabled melds or, if natural cards, to add to completed Canastas. The cards from the remainder of the pile cannot be used as part of your team’s Initial Meld. (See Melds and The Initial Meld, below.)

Complete your turn by discarding or placing one card on the top of the Discard Pile. (See The Discard, below.) You may also complete your turn by Going Out. (See Going Out, below.)

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CANASTA

The Initial Meld

Initial Meld Points

A team “melds” when one member tables one or more melds to form the first or Initial Meld by satisfying the minimum Card Points required. (See Initial Meld Points and Card Points, below.) Bonus Points (see Scoring, below) do not count towards the initial meld minimum points.

You may use the top card of the Discard Pile to form the Initial Meld of your team if you qualify with at least a pair of matching natural cards from your hand. The other cards taken from the Discard Pile may not be used in the Initial Meld. You may also form the Initial Meld with cards from your hand without accessing the Discard Pile.

Progressive Team Score Initial Meld Minimum Card Points Negative 15

0 – 1495 50 1500 – 2995 90 3000 – 4995 120

Card Points Black 3s, 4s – 7s = 5 points. 8s – Kings = 10 points. 2s & Aces = 20 points. Jokers = 50 points.

Melds

3 or more natural cards of the same value, to start a Canasta. 2 or more natural cards of the same value + at least 1 wild card, to start a ‘Black’ Canasta. (There

must be more natural cards than wild cards in a meld.)

The melds of the members of a team are grouped together. Only after a Canasta has been completed can another meld of the same card value be started by the same team.

The Discard

Discarding a Black 3 or a wild card blocks the Discard Pile, forcing the next player to pick a card from the Pick-up Pile.

Wild cards (Jokers and 2s) ‘freeze’ the Discard Pile. They are placed at right angles to the other cards to signify this. (See ‘Frozen’ Discard Pile, above.)

Pure or ‘Red’

Canasta 7 natural cards of the same value. 500 Bonus Points

Impure or ‘Black’ Canasta

7 cards including a wild card. (Minimum of 4 natural cards of the same value and a maximum of 3 wild cards.)

300 Bonus Points

Going Out

A team Goes Out when one member tables all their cards. Your team must meet the minimum requirement of 2 Canastas (prior to or during your turn) before asking permission to Go Out.

Ask your partner(s), “May I go out?” If you receive a positive reply, you may table all your cards or discard one card and table the rest. (Remember you cannot add wild cards to completed Canastas.)

If your partner says, “No”, discard one card and retain at least one card in your hand. (Refer to The Discard, above.) The game then continues.

Going Out Bonus

100 Bonus Points If the Pick-up Pile is exhausted and the player, whose turn it is next, does not qualify to pick up the top card of the Discard Pile, play ends. In this case no team receives the Going Out Bonus.

Scoring The Card Points of tabled cards count positive. Card Points of cards held in the hand count negative. Bonus Points are scored for an exact Deal, completed Canastas, Red 3s and Going Out.

Winning Score

5,000 points. The team with the higher score, above 5,000 points, wins.

Red 3s

Red 3s are bonus cards. They are tabled and cannot be used in melds or as a discard. (There are four Red 3s in 2 packs and six Red 3s in 3 packs.)

If you receive a Red 3 in the deal, you must table it at the start of your first turn and replace it with the top card from the Pick-up Pile. If you receive a Red 3 when picking up from the Pick-up Pile, you table it, and take another card from the top of the Pick-up Pile to replace it. If you receive a Red 3 when picking up the Discard Pile, you table it, but do not replace it with another card. If a team has melded, the Red 3s score +100 Bonus Points each. If a team has melded and has all the Red 3s, the Red 3s score +200 Bonus Points each.

If a team has not melded, their Red 3s score is negative!

Black 3s Black 3s are ‘blocking’ cards. (Refer to The Discard, above.) They may only be melded when Going Out. The meld must be three or more black 3s, without any wild cards.

Page 14: My Favourite Card & Board Games

SCORE SHEET for BLACK SAMBA, BOLIVIA, CANASTA, JONOLA & SAMBOLA

Round Team 1 Team 2

1

Basic Melds

Total

2

Basic Melds

Total

3

Basic Melds

Total

4

Basic Melds

Total

5

Basic Melds

Total

6

Basic Melds

Total

7

Basic Melds

Total

INITIAL MELD MINIMUM CARD POINTS

SCORE: Negative 0 - 1495 1500 - 2995 3000 - 4995 5000 - 6995 >= 7000

Black Samba 15 50 90 120 120 150 Bolivia

Canasta 15 50 90 120 - -

Jonola 50 50 90 120 150 150

Sambola 15 50 90 120 120 150

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V3 : Apr 2010 issuu.com/cbgames Page 1 of 2

RULES of DIMINISHING WHIST

Main features: Bid for how many Tricks you think you will win. Follow suit or play a Trump card to win a Trick. You only score points if you win your bid number of Tricks. Number of cards per Round increases to the Peak then decreases to the Final Round.

DIMINISHING WHIST

The Game

In this game of Whist the number of cards dealt to each player increases with each Round (up to the Peak Round), then decreases to the Final Round. The number of cards dealt = the number of tricks = the number of turns. Each player tables one card per turn to form a Trick. You bid or nominate how many Tricks you think you are likely to win. You win the Trick if you have tabled the highest ranking card in the chosen suit or the highest ranking Trump. You only score if you win the exact number of Tricks bid. The player with the highest score after the Final Round wins. This game is a variation of Oh Hell. It is also known as Israeli Whist. In the original game of Diminishing Whist a player who did not win a Trick in a Round was eliminated from the game! (This is also known as Knock-out Whist or Trumps.)

The Aim To win your bid number of Tricks. The Pack 1 pack of 52 cards, without Jokers.

The Players 2 to 7 players, playing individually. The Cards Cards rank in order from 2s to Aces. Aces are high.

Tricks Cards are that are tabled from a players hand form a Trick. The number of cards in a Trick equals the number of players.

Trumps

The suit of the card that is placed face-up on the table after the deal. If a player cannot follow suit when forming a Trick, the player may table a card of the same suit as the Trump card. The Trick is said to be “Trumped”. The player who tabled the highest ranking Trump card wins the Trick, irrespective of the ranking of the cards of the chosen suit.

The Deal

The number of cards dealt to each player equals the Round No. up to the Peak Round. After the Peak Round, the number of cards decreases by one card per player per Round until the Final Round. i.e. Players receive one card in Round 1, two cards in Round 2, three cards in Round 3, etc. and eventually one card again in the Final Round. (See The Rounds, below.) After the cards have been dealt, the dealer places the next card face-up on the table. The suit of this card is Trumps. The remaining cards are not used in this Round. The player on the left of the dealer becomes the dealer of the next Round.

The Rounds

The number of Rounds varies with the number of players. No. of Players Peak Round No. Final Round No.

2 24 47 3 17 33 4 12 23 5 10 19 6 8 15 7 7 13

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DIMINISHING WHIST

The Play

1. Deal the number of cards to each player according to the Round. Place the remaining cards face down in a pile. Select the top card from this pile and place it face-up on the table. The suit of this card is Trumps. Announce this suit to the players.

2. The player on the left of the dealer bids for Tricks by nominating how many Tricks the player is likely to win. (Tricks are usually won with high ranking cards or Trump cards.) This bid number is recorded by the scorer. Other players bid in turn.

The maximum number of Tricks per Round equals the number of cards dealt per player. As players bid, the scorer may announce when asked, how many Tricks are left. e.g. In Round 5 the first player bid “four”. This leaves only one Trick. However the other players may still bid any number from “zero” to “five” based on the ranking of the cards in their hand.

3. The player on the left of the dealer begins play by tabling a card of any suit to begin a Trick. Other players, in turn, table a card of the same suit. If a player cannot follow suit (i.e. the player does not have any cards of the same suit), any other card or a Trump card may be tabled.

If a player plays a Trump card, the Trick is said to be “Trumped”.

4. The player who tabled the highest ranking card of the chosen suit or, if the Trick has been “Trumped”, the highest ranking Trump card, wins the Trick. The player collects the Trick and places the cards face-down on their side of the table. This player then commences the next Trick.

5. The Round ends when all cards have been played. Each player then tells the scorer how many Tricks they won. The scorer compares this with the bid number of winning Tricks and gives the player a score.

The Score

To score points a player must have won exactly the bid number of Tricks. If not, the score is zero. The score = 10 points + one point for each Trick won.

e.g. Bid 4 Tricks and won exactly 4: Score 10 + 4 = 14 points. Bid 4 Tricks and won 5: Score = zero. Bid 4 Tricks and won zero: Score = zero. Bid zero Tricks and won zero: Score = 10 points. Bid zero Tricks and won 2: Score = zero.

Winning Score The player with the highest cumulative score after the Final Round wins.

Variations

There are a number of optional variations to the basic game. These must be agreed and announced before play begins.

1. Only play to the Peak Round. (This variation is the original game of Oh Hell.)

2. Partners. In the 4- or 6-player game, alternate players may form a partnership or team. Each player still bids individually but the scorer only records the total team bid number and team score. The total number of Tricks won by the team is compared with the team’s bid number when assessing the score. The team with the highest score at the end of the game wins.

3. No Trumps. The Trump card is not revealed at the end of the deal. The highest ranking card of the chosen suit wins the Trick.

4. Bonus Trumps. Tricks won with a Trump card score an extra point.

5. Joker Trumps. Include the two Jokers in the pack. Playing a Joker wins the Trick. Only one Joker may be played per Trick.

Page 17: My Favourite Card & Board Games

DIMINISHING WHIST SCORE SHEET

Dealer 3 Player Game 4 Player Game Player 1 Player 2 Player 3 Player 4

Round No. of Cards

Round No. of Cards

Bid Score Bid Score Bid Score Bid Score

1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7 8 8 8 8 9 9 9 9 10 10 10 10 11 11 11 11 12 12 12 12 13 13 13 11 14 14 14 10 15 15 15 9 16 16 16 8 17 17 17 7 18 16 18 6 19 15 19 5 20 14 20 4 21 13 21 3 22 12 22 2 23 11 23 1 24 10 Final Position = 25 9 1 1 26 8 2 2 27 7 3 3 28 6 4 4 29 5 5 5 30 4 6 6 31 3 7 7 32 2 8 8 33 1 9 9 10 10 11 11 12 12 13 11 14 10 15 9 16 8 17 7 18 6 19 5 20 4 21 3 22 2 23 1

Final Position = Won exact bid number of Tricks: Score = 10 points + 1 point for each Trick won.

e.g. Bid 4 & won exactly 4: Score = 14. Bid zero and won zero: Score = 10 Did not win exact bid number of Tricks: Score = zero.

Page 18: My Favourite Card & Board Games

RULES of JONOLA

Main features: A variation of Canasta. 3 packs with 9 Jokers. 2 Pick-up Piles. Pick-up 2 cards, one from each pile. Only pick-up 5 cards from the Discard Pile. You cannot discard Jokers.

You can meld 2 natural cards with 1, 2 or 3 wild cards

to start a ‘Black’ Canasta. 2 ‘Red’ and 1 ‘Black’ Canasta are required to Go Out. Black 3s cannot be melded at any time.

For a copy of the official Jonola rules, please contact Jonola Industries, Australia.

www.jonola.com

See Sambola. It is a combination of Jonola and Black Samba that I devised in 2011.

Page 19: My Favourite Card & Board Games

SCORE SHEET for BLACK SAMBA, BOLIVIA, CANASTA, JONOLA & SAMBOLA

Round Team 1 Team 2

1

Basic Melds

Total

2

Basic Melds

Total

3

Basic Melds

Total

4

Basic Melds

Total

5

Basic Melds

Total

6

Basic Melds

Total

7

Basic Melds

Total

INITIAL MELD MINIMUM CARD POINTS

SCORE: Negative 0 - 1495 1500 - 2995 3000 - 4995 5000 - 6995 >= 7000

Black Samba 15 50 90 120 120 150 Bolivia

Canasta 15 50 90 120 - -

Jonola 50 50 90 120 150 150

Sambola 15 50 90 120 120 150

Page 20: My Favourite Card & Board Games

V5 : Mar 2015 issuu.com/cbgames Page 1 of 1

The Short Word Card Game

Main features

Make short words with a special pack of ‘letter’ cards. 8 Rounds. Round 1 = 3 cards per player up to Round 8 = 10 cards per player. Table all the cards in your hand making words with 2 or more cards. The longest word and the most words made by a player in each Round get a bonus.

RULES

The Game

The game consists of 8 Rounds beginning with 3 cards dealt to each player, followed by 4 cards and so on up to 10 cards. Players make words with 2 or more cards and table all cards at once to ‘Go Out’. The other players then have their final turn and table any words from cards in their hand.

The Aim To achieve the highest number of points by combining the cards to make words.

The Pack A special pack of 118 ‘letter’ cards. Most cards contain one letter. Some cards contain 2 letters. i.e. CL, ER, IN, QU & TH. The points value is shown on each card.

The Players 2 – 8 players, playing individually.

Words

Words must be made with 2 or more cards. Proper nouns (nouns that begin with a capital letter), prefixes, suffixes, abbreviations or hyphenated words are unacceptable.

Once tabled, words may be challenged using a standard word list or dictionary. The cards may then either be manipulated to make an acceptable word(s) or returned to your hand.

The Deal The number of cards dealt each player changes with each Round. Round 1 = 3 cards, Round 2 = 4 cards, …, Round 8 = 10 cards.

The Play

Deal the number of cards to each player according to the Round. Place the remaining cards face down as the Pick-up Pile. Turn over the top card to form the Discard Pile.

The player on the left of the dealer starts play. To begin your turn, select the top card from the Pick-up Pile or the top card of the Discard Pile. Combine the card with the cards in your hand to form words and discard one card to complete your turn. (You may discard the card selected from the Pick-up Pile. The card selected from the Discard Pile must not be discarded in this turn.) Do not table any cards until you are able to Go Out or until your final turn (after another player has Gone Out.)

Going Out

After picking-up one card to commence your turn, you may Go Out if you have one or more words in your hand, plus one card to discard. Announce that you are “Going Out”. Table the words and place the discard on the top of the Discard Pile, leaving no cards in your hand.

The other players then have one final turn. In turn they select a card from the Pick-up Pile or the top card of the Discard Pile, table any words then discard one card. Cards not forming a word remain in their hand. This completes the Round. The player on the left of the dealer deals the next Round.

Important: You must discard a card when Going Out or when completing your final turn. Once you have tabled acceptable words you may not manipulate them further.

The Score The points for tabled cards are positive. The points for cards remaining in your hand are negative. If your resultant score is negative it is counted as zero. The player with the highest cumulative score after the 8 Rounds wins.

Bonuses

The longest word (with the most letters, not cards) and the most number of words made by players in each Round score a bonus of 10 points each. If two or more players have words of the same length or the same number of words, no bonuses are awarded.

Page 21: My Favourite Card & Board Games

Quiddler is a card game with a special pack of letter cards. It is for 2 to 8 players. There are 10 Rounds with Round 1 having 3 cards to Round 8 having 10 cards per player. Players form words that score points. There are also bonus points for the most words and the longest word in each Round. The decorated letters on the centre of the cards were inspired by Celtic manuscripts from 500 – 800AD such as the Book of Kells and the Book of Durrow. The points score and quantity of each letter card are tabulated below.

Letter Points Quantity Letter Points Quantity A 2 10 Q 15 2

B 8 2 R 5 6

C 8 2 S 3 4

D 5 4 T 3 6

E 2 12 U 4 6

F 6 2 V 11 2

G 6 4 W 10 2

H 7 2 X 12 2

I 2 8 Y 4 4

J 13 2 Z 14 2

K 8 2 CL 10 2

L 3 4 ER 7 2

M 5 2 IN 7 2

N 5 6 QU 9 2

O 2 8 TH 9 2

P 6 2 Total - 118

A “quiddler” is a person who wastes time on trivialities; an idle person; a dawdler.

The game of Quiddler was created by Marsha Falco of Set Enterprises, Inc. It is copyright and the slogans and logos are registered trademarks of Cannei, LLC of Arizona, USA.

www.setgame.com/quiddler

Go to issuu.com/cbgames for my Quiddler Words list.

Page 22: My Favourite Card & Board Games

QUIDDLER SCORE SHEET Round Player

1 (3 cards)

Score Bonus Total

2 (4 cards)

Score Bonus Total

3 (5 cards)

Score Bonus Total

4 (6 cards)

Score Bonus Total

5 (7 cards)

Score Bonus Total

6 (8 cards)

Score Bonus Total

7 (9 cards)

Score Bonus Total

8 (10 cards)

Score Bonus Total

QUIDDLER SCORE SHEET Round Player

1 (3 cards)

Score Bonus Total

2 (4 cards)

Score Bonus Total

3 (5 cards)

Score Bonus Total

4 (6 cards)

Score Bonus Total

5 (7 cards)

Score Bonus Total

6 (8 cards)

Score Bonus Total

7 (9 cards)

Score Bonus Total

8 (10 cards)

Score Bonus Total

Page 23: My Favourite Card & Board Games

V5 : Sep 2013 issuu.com/cbgames Page 1 of 3

RULES of RHINE RUMMY This game was devised by David Mallen whilst cruising the Rhine River in Germany in 2008.

It is a form of Rummikub but uses cards instead of tiles.

Main features: Table sets of cards and add to tabled sets to get rid of all your cards. A set of at least 3 ‘natural’ cards is required to qualify before you can table cards. You can manipulate tabled sets to form new sets and quickly get rid of your cards. Jokers are ‘wild’ cards. Only one Joker is allowed per set. Jokers can be replaced by the card they represent and used to form new sets. If you Qualify and Go Out in the same turn you go “Down & Out”!

RHINE RUMMY

The Game

The game consists of 10 Rounds. Players form sets of cards and place them on the table. They may also add individual cards from their hand to the tabled sets. This may involve manipulating the tabled sets to form new sets.

The Round ends when one player has tabled all their cards. The other players then count the face value of the cards in their hand to form their score. The player with the lowest score after the 10 Rounds wins.

The Aim To make sets of 3 or more cards and table all your cards. (See Sets, below.) The Pack 2 packs + 4 Jokers. (Extra packs may be added for more players.)

The Players Two or more players, playing individually.

The Cards Jokers are ‘wild’ cards. i.e. They may take the place of any other card. (See The Joker, below.) The other cards are ‘natural’ cards. Aces may be ‘low’ or ‘high’. (See Sets, below.)

Sets

There are two types of sets of cards:

1. A group of 3 or more cards of the same value. e.g. 4 Queens.

2. A sequence of 3 or more cards of the same suit. e.g. 3, 4, 5 & 6.

Only one Joker may be used per Set. e.g. 3, 4 & JKER (= 5)

Aces may be ‘low’ or ‘high’ in a sequence. e.g. Ace, 2, 3 or Jack, Queen, King, Ace. The sequence King, Ace, 2 is not allowed.

The Deal

Shuffle the cards and deal 10 cards per person.

The remaining cards are placed face down and split to form 2 Pick-up Piles and placed at opposite ends or corners of the table for convenience. (1 pile may be used for the 2-player game.)

The player on the left of the dealer starts play.

To Qualify

To qualify to begin tabling cards you must first table a “qualifying set” of at least 3 ‘natural’ cards. The “qualifying set” must not contain any Jokers.

Once you have tabled a “qualifying set” continue play per Qualified Play, below.

If you do not have a “qualifying set” in your hand, pick-up the top card from the Pick-up Pile. The card taken from the Pick-up Pile is placed in your hand to complete your turn. It must not be tabled until your subsequent turns.

Say “Fin”, “Finished”, “Your turn” or “Pass” to advise the next player you have completed your turn.

Qualified Play

Once you have qualified you may table any number of cards to form new sets, add to tabled sets or manipulate sets to form new sets. (See Manipulation, below.) The minimum number of cards in a set is 3. One Joker may be included in a set. (See The Joker, below.)

Alternatively, if you cannot or do not wish to table any cards, you must pick-up the top card from the Pick-up Pile. The card taken from the Pick-up Pile is placed in your hand to complete your turn. It must not be tabled until your subsequent turns.

Say “Fin”, “Finished”, “Your turn” or “Pass” to advise the next player you have completed your turn.

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RHINE RUMMY

Manipulation

You may remove cards from, add cards to, or split tabled sets to form new sets using tabled cards and cards from your hand. You must table at least one card from your hand to begin a manipulation. The minimum number of cards in a set is 3. (To manipulate Jokers, see The Joker, below.)

The Joker

Only one Joker is allowed per set.

If the Joker is part of a group of cards of the same value it represents a card of this value. If the Joker is part of a sequence of cards of the same suit its position in the sequence automatically specifies the card it represents.

Tabling a Joker:

You may only table a Joker from your hand when it forms part of a set or when it is accompanied by a ‘natural’ card (from your hand or the table) and added to a tabled set.

Just adding a Joker to a tabled set is not allowed. Removing a tabled ‘natural’ card from a set and replacing it with a Joker is not allowed.

e.g. Table a 3, 3 & JKER.

e.g. Add a 3 & JKER to a tabled set of three 3s.

e.g. Remove the 10 from a tabled set of four 10s. Add a JKER from your hand and the 10 to a tabled sequence of 6, 7 & 8. The JKER represents the 9.

Manipulating a Joker:

You may only remove a Joker from a set by replacing it with the ‘natural’ card that it represents. Once the Joker has been removed from a set it can be nominated as any card. It must remain on the table.

adding the Joker to a tabled set is not allowed. Removing a tabled ‘natural’ card from a set and replacing it with the Joker is not allowed.

If the Joker is removed from a set and it is not possible to use it to form another set, it must be returned to its original set (in its original position, if the set was a sequence) and the ‘natural’ card placed elsewhere on the table or back in your hand.

e.g. 4 Queens and a JKER form a tabled set. You must add another Queen to the set if you wish to remove the Joker. You may then use the Joker to add to or form another set.

e.g. A tabled set consists of a 7, JKER & 9. You must replace the Joker by the 8 if you wish to remove it from the set. You may then use the Joker to add to or form another set. It could even be returned to the original set to represent the 10 and you could add the Jack to the set.

e.g. A tabled set consists of a 7, JKER & 9. You may not remove the 7 & 9 to form other sets, then add two 8s to the Joker to form a set of three 8s. You can only use the Joker by replacing it with the 8.

End of Play

If you have tabled all your cards, you Go Out and the Round ends. (See Going Out, below.)

If you Qualify and Go Out in the same turn, you have gone “Down & Out” and you receive a bonus score! (See “Down & Out” Bonus, below.)

If the Pick-up Pile is exhausted and a player cannot table a card for their turn, play ends for that Round. Other players may not table cards.

The player on the left of the dealer, deals the next Round.

Going Out When you table all your cards, you Go Out and the Round ends. Your score is zero. The other players must not table any cards after you have Gone Out.

“Down & Out” Bonus

If you go “Down & Out” you receive a bonus of –20 points.

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RHINE RUMMY

The Score

The value of the cards remaining in your hand counts towards your score. The number on the card is its points value. 2s = 2 points, 3s = 3 points, 4s = 4 points, etc. Jacks = 11 points, Queens = 12 points, Kings = 13 points, Aces = 15 points, Jokers = 20 points.

Winning Score The winner is the player with the lowest cumulative score after the 10 Rounds.

Tactics

You may wish to keep some cards (that can be tabled) in your hand, and table them in subsequent turns, rather than having to pick-up new cards from the Pick-up Pile. The risk in doing this is that you may not be able to table the cards when it is your turn or, if another player Goes Out, these cards count towards your score.

Table high value cards first. The Joker may be used to help achieve this.

Variations

There are a number of optional variations to the basic game. These must be agreed and announced before play begins.

1. The “qualifying set” consists of one or more sets with the total minimum value of 30 points. Jokers may be used in the “qualifying set” but their value is only that of the card they replace.

2. Twos are also ‘wild’ cards. They are not used as ‘natural’ cards to form sets. Their value is 50 points.

3. The points value of each card is similar to Canasta. (If a Canasta pack is used, the points are printed on the card.) The exceptions are 2s and 3s that have a value of 5 points only.

i.e. 2s – 7s = 5 points, 8s – Kings = 10 points, Aces = 20 points, Jokers = 50 points.

Rhine Rummy is now on the www.pagat.com website

Page 26: My Favourite Card & Board Games

Rhine Rummy score sheet

Rnd Dealer

1

2

3

4

5

6

7

8

9

10

Rnd Dealer

1

2

3

4

5

6

7

8

9

10

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V11 : Jan 2016 issuu.com/cbgames Page 1 of 3

The RULES of SAMBOLA Rules of the 4-Player & 6-Player Games

Jonola © is a special derivation of Canasta in which you make Canastas = Sets of 7 cards of the same value. Samba is another derivation of Canasta in which Sambas are also allowed = Sets of 7 cards of the same suit in sequence.

Sambola is the combination of these two games.

© Jonola Industries, Australia www.jonola.com

Main features: • 3 packs with 9 Jokers. • You cannot discard Jokers. • Only take 5 cards from the Discard Pile.

• You can make ‘Red’ and ‘Black’ Canasta sets. • You can make ‘Red’ and ‘Black’ Samba sets. • 1 ‘Black’ and 2 ‘Red’ sets are required to Go Out.

[ This derivation of Canasta, Jonola and Black Samba was devised by David Mallen in 2011 ]

SAMBOLA The Aim

To make the required sets (Canastas and /or Sambas) and Go Out by tabling all the cards in your hand. To accumulate points so your team reaches the Winning Score.

Teams

Alternate players form a team. 4 players form 2 teams of 2 players. (6 players form 2 teams of 3 players.)

Team 1 = Players 1 & 3 (& 5). Team 2 = Players 2 & 4 (& 6).

(See also 2- & 3-Player Games, below.)

Definitions

Cards: Fours to Aces are ‘natural’ cards. 2s and Jokers are ‘wild’ cards. Wild cards may take the place of any other card. Red and Black 3s are special cards. (See 2s, Jokers, Red 3s and Black 3s, below.)

Meld: A Meld is 3 or more cards to which other cards may be added to form a Set. (See Melds, below.) Tabling a Meld is called “Melding”. If a team has tabled their Initial Meld, the team has “Melded”.

Set: A Canasta is a set of 7 cards of the same value. A Samba is a set of 7 cards of the same suit in sequence. (See below for details of the 2 types of Canasta and Samba sets.)

Variations Any Variation shown in these rules must be agreed to, before play commences. The Pack 3 packs with 9 Jokers. [Variation: 3 packs with 6 Jokers.]

The Deal

The Dealer may be nominated by the players or selected by each player drawing a card from the stack. The player who draws the highest face value card becomes the Dealer. (If more than one player draws the same face value card, they redraw until one player has the highest face value card.)

15 cards are dealt to each player, one card at a time around the table.

The player on the left of the Dealer deals the cards for the next game. Deal Bonus No bonus points for dealing the exact amount of cards.

The Piles

After the deal, three piles are formed: 2 Pick-up Piles (cards face down) and 1 Discard Pile (cards face up).

The top card of the stack of cards in the dealer’s hand is turned face-up to form the Discard Pile. (If this card is a wild card, Red 3 or Black 3, keep turning up cards from the stack until a natural card is on top of the Discard Pile. Wild cards ‘freeze’ the Discard Pile. See ‘Frozen’ Discard Pile, below. A Red 3 or Black 3 doesn’t ‘freeze’ the pile. It is just covered by a natural card.)

The remaining cards in the stack are split into two piles about the same size to form the 2 Pick-up Piles on either side of the Discard Pile. (The Pick-up Piles must not be re-split during the game if one pile is getting low in cards. See Your Turn, below.)

‘Frozen’ Discard Pile

If there is a 2 in the Discard Pile, the pile is ‘frozen’. The 2s are placed at right angles to the other cards to signify this. (See To Qualify to take cards from the Discard Pile, below.)

(When the Discard Pile is first formed at the end of the deal, a Joker also ‘freezes’ the pile and is placed at right-angles to the other cards.)

All cards that have ‘frozen’ the Discard Pile must be taken before the pile is ‘un-frozen’. (The terms ‘crossed’ and ‘un-crossed’ are sometimes used in place of ‘frozen’ and ‘un-frozen’.)

‘Blocked’ Discard Pile

If the top card of the Discard Pile is a 2 or a Black 3, the Discard Pile is ‘blocked’. This forces the next player to take cards from the Pick-up Piles. (See also Jokers – Special Discard, below, for another way the pile can be ‘blocked’.)

Your Turn

Begin your turn by either picking-up 2 cards from the Pick-up Piles, or, if you qualify, taking the top card of the Discard Pile.

Pick-up Pile: Pick-up the top card from each Pick-up Pile. If one Pick-up Pile has run out of cards, take 2 cards from the remaining pile. If there is only one card left in the Pick-up Piles, pick-up this card. (See also Game End, below.)

You may then place these cards in your hand and combine them with the other cards in your hand to form melds of 3 or more cards. When you have sufficient cards to form your team’s Initial Meld you may table this meld. Once your team has Melded, you may table new melds, add to tabled melds or add natural cards to completed Canastas during your turn.

(See Melds and The Initial Meld, below.)

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SAMBOLA

Your Turn

(continued)

Discard Pile: If your team has not Melded, you may not access the Discard Pile unless you are forming your team’s first or Initial Meld. Special conditions apply for the Initial Meld. (See Melds and The Initial Meld, below.)

If your team has Melded, you may take the top card of the Discard Pile provided you qualify. (See To Qualify to take cards from the Discard Pile, below.) The top card of the Discard Pile must be tabled by being combined with the qualifying cards to form a new meld or added individually to a tabled meld. You cannot keep the top card in your hand or add it to a completed Canasta or Samba.

You must table the qualifying cards before taking cards from the Discard Pile to show other players that you qualify.

After you have tabled the top card, you must then take another 4 cards from the pile. (If there are less than 4 cards left in the pile, you take them all.) These cards may be kept in your hand or combined with other cards in your hand to form and table new melds, to add to tabled melds or, if natural cards, added to completed Canastas.

Note: You cannot add wild cards to completed Canastas. You cannot add cards to completed Sambas.

If by adding the cards to a matching Samba set on the table, the total exceeds 7 cards, the cards must be tabled as a separate Samba meld. (A Samba can only contain 7 cards and Samba sets of the same suit cannot be combined.)

Complete your turn: After you have decided to table or not table cards, you complete your turn by placing one card on the top of the Discard Pile. This is called “Discarding”. 2s and Black 3s ‘block’ the Discard Pile. Place the 2 at right angles to indicate that the pile is also ‘frozen’. (See ‘Blocked’ Discard Pile and ‘Frozen’ Discard Pile, above, and Special Discard, below.) The player on your left may now begin their turn.

You may also complete your turn by Going Out. (See Going Out, below.)

To Qualify to take cards from the

Discard Pile

‘Blocked’ Discard Pile: If the Discard Pile is ‘blocked’, you must take cards from the Pick-up Pile.

‘Unfrozen’ Discard Pile: To qualify to take the top card of an ‘unfrozen’ Discard Pile you must have:

a) A matching Canasta set of the same value or a matching Samba set of the same suit in sequence on the table – to add to these sets without using any cards from your hand to qualify.

b) At least 2 matching natural cards of the same value in your hand. c) At least 1 matching natural card of the same value and 1 wild card in your hand. d) At least 2 matching natural cards of the same suit in sequence in your hand. e) At least 1 matching natural card of the same suit in sequence and 1 wild card in your hand.

‘Frozen’ Discard Pile: To qualify to take the top card of a ‘frozen’ Discard Pile, or to take the top card for your Initial Meld, you must have:

a) At least 2 matching natural cards of the same value in your hand. b) At least 2 matching natural cards of the same suit in sequence in your hand.

When using cards from your hand to qualify you may either form a new set or add to a matching set on the table.

You cannot add the top card to a completed Canasta or Samba. Wild cards cannot be used to qualify if the Discard Pile is ‘frozen’.

The Initial Meld

A team “Melds” when one member tables one or more melds to form the first or Initial Meld by satisfying the Minimum Card Points required. (See Initial Meld Points, below.) Bonus Points do not count towards the Initial Meld Minimum Card Points.

To form your team’s Initial Meld you may either use cards from your hand, cards taken from the Pick-up Pile or the top card of the Discard Pile. After tabling the Initial Meld, you may table other melds and cards during your Initial Meld turn.

To qualify to take the top card of the Discard Pile for your Initial Meld you must have in your hand at least 2 matching natural cards of the same value (to form a Canasta set) or 2 matching natural cards of the same suit in sequence (to form a Samba set). The other 4 cards taken from the Discard Pile may not be used in the Initial Meld but may be melded and tabled during your Initial Meld turn after your Initial Meld is tabled.

Initial Meld Points

Progressive Team Score Initial Meld Minimum Card Points Negative 15 0 – 1495 50

1500 – 2995 90 3000 – 6995 120 7000 – 9995 150

Card Points Black 3s, 4s – 7s = 5 points. 8s – Kings = 10 points. 2s & Aces = 20 points. Jokers = 50 points.

Melds

Canasta melds: • 3 or more natural cards of the same value, to start a Canasta set. • 2 or more natural cards of the same value + 1, 2 or 3 wild cards, to start a ‘Black’ Canasta set.

Samba melds: • A sequence of 3 or more cards of the same suit, to start a Samba set. • A sequence of 2 or more cards of the same suit + 1 wild card, to start a ‘Black’ Samba set.

The melds of the members of a team are grouped together. Canasta melds of the same card value, if tabled separately, are combined to form one set. Only after a Canasta has been completed can another Canasta meld of the same card value be started by the same team. More than one Samba meld of the same suit is allowed, however they cannot be combined into one set.

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SAMBOLA

Sets

Sets consist of 7 cards. A Canasta is a set of 7 cards of the same value. A Samba is a set of 7 cards of the same suit in sequence. The ‘colour’ name of the set signifies whether or not it contains wild cards. ‘Red’ Sets do not contain any wild cards. ‘Black’ Sets contain wild cards. The ‘colour’ name has nothing to do with the colour of the card’s suit. Red Hearts and Diamonds may be used in ‘Black’ sets and black Spades and Clubs used in ‘Red’ sets. (To eliminate any ‘colour confusion’, ‘Red’ and ‘Black’ sets are sometimes called ‘Pure’ and ‘Impure’, respectively.)

You may add natural cards to completed Canasta sets. Once a Samba set is completed, it is placed face-down and cannot be added to.

Bonus Points Completed Canasta and Samba sets score Bonus Points, as follows. ‘Black’ Canasta

A set of at least 7 cards of the same value, including a wild card. (Minimum of 4 natural cards of the same value and a maximum of 3 wild cards.) 300 Bonus Points

‘Red’ Canasta

A set of at least 7 natural cards of the same value. 500 Bonus Points

‘Black’ Samba

A set of exactly 6 natural cards of the same suit in sequence in the range from 4 to Ace + 1 wild card. 700 Bonus Points

‘Red’ Samba

A set of exactly 7 natural cards of the same suit in sequence in the range from 4 to Ace. 1000 Bonus Points

[Variation] ‘Red’ Sambas score 1500 and ‘Black’ Sambas score 1000 Bonus Points, per the original games of Samba and Black Samba.

Going Out

A team Goes Out when one member tables all their cards. To Go Out, your team must satisfy the minimum requirement of three sets = 2 ‘Red’ Canastas or Sambas and 1 ‘Black’ Canasta or Samba. These may be completed and tabled prior to or during your turn.

You must ask your team member(s), “May I go out?”, and receive a positive reply from all member(s), before tabling all your cards. You may table all your cards or discard one card and table the rest. The game then ends and each team’s game score is calculated.

If one team member says, “No”, you may not Go Out. You then discard one card and retain at least one card in your hand. (You may have to retrieve cards just tabled to do this.) The game then continues.

Going Out Bonus

200 Bonus Points are awarded to the team that Goes Out. If no team Goes Out (per Game End, below) no team receives the Going Out Bonus.

If you table your Initial Meld and Go Out in the same turn (known as Going Out ‘Concealed’) you do not receive any extra points other than the Going Out Bonus of 200 points.

Game End If the Pick-up Piles are exhausted and the player, whose turn it is next, does not qualify to take the top card of the Discard Pile, play ends.

Game Score

Basic: The sum of all the team’s Bonus Points for completed Canasta and Samba sets, Red 3s and Going Out.

Melds: The Card Points of tabled melds and sets minus the Cards Points of cards held in the hand by the team.

Game Score = Basic + Melds. Winning Score 10,000 points. The team with the higher score, above 10,000 points, wins.

2s

2s are ‘wild’ cards and may take the place of any other card in a meld. (Once tabled they may not be replaced by a natural card.) When a 2 is discarded it ‘blocks’ and ‘freezes’ the Discard Pile and is placed at right angles to the other cards to signify this.

(See ‘Frozen’ Discard Pile and ‘Blocked’ Discard Pile, above.)

Jokers

Special Discard

Jokers are ‘wild’ cards and may take the place of any other card in a meld. (Once tabled they may not be replaced by a natural card.) Jokers cannot be discarded. They ‘freeze’ the Discard Pile if turned-up when it is first formed at the end of the Deal or when turned-up during the Special Discard. (See The Piles, above.)

Only Jokers left in your hand: If you only have Jokers in your hand but have just tabled some natural cards or 2s, you must retrieve at least one of them so that you are able to discard. If you only have Jokers if your hand and have not tabled any natural cards or 2s, you must perform the Special Discard.

Special Discard: Reveal your hand to the players then select 1 card from a Pick-up Pile and place it on the Discard Pile. If this card is a wild card, Red 3 or Black 3, the pile is ‘blocked’. A wild card also ‘freezes’ the pile.

Red 3s

Red 3s are ‘bonus’ cards. They are tabled and cannot be used in melds or as a discard.

If you receive a Red 3 in the deal, you must table it at the start of your first turn and replace it with the top card from a Pick-up Pile. If you receive a Red 3 when picking up from a Pick-up Pile, you table it, and take another card from the top of the same Pick-up Pile to replace it. If you receive a Red 3 when taking cards from the Discard Pile, you table it, but do not replace it with another card. The Red 3s score 100 Bonus Points each. There are six Red 3s in total. If the team has all six Red 3s, the Red 3s score a total of 6 x 200 = 1200 Bonus Points. If a team has not Melded, the Red 3s score is still positive.

Black 3s Black 3s are ‘blocking’ cards used to ‘block’ the Discard Pile. (Refer to ‘Blocked’ Discard Pile, above.) They cannot be melded or tabled at any time, including when Going Out.

2- & 3-Player Games

Sambola can also be played individually without teams of two or three players. The above rules apply with “team” taken to mean a team of one person.

When playing individually you may wish to consider the following variations:

Going Out: Minimum requirement of three sets = 1 ‘Red’ and 2 ‘Black’ Canastas or Sambas. Going Out: Minimum requirement of two sets = 1 ‘Red’ and 1 ‘Black’ Canasta or Samba.

2- & 3-Player variations suggested by Peter Öberg, Sweden (2015)

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SCORE SHEET for BLACK SAMBA, BOLIVIA, CANASTA, JONOLA & SAMBOLA

Round Team 1 Team 2

1

Basic Melds

Total

2

Basic Melds

Total

3

Basic Melds

Total

4

Basic Melds

Total

5

Basic Melds

Total

6

Basic Melds

Total

7

Basic Melds

Total

INITIAL MELD MINIMUM CARD POINTS

SCORE: Negative 0 - 1495 1500 - 2995 3000 - 4995 5000 - 6995 >= 7000

Black Samba 15 50 90 120 120 150 Bolivia

Canasta 15 50 90 120 - -

Jonola 50 50 90 120 150 150

Sambola 15 50 90 120 120 150

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.SCRABBLE CARDS.

Light hearted word fun

Main features

Use letter cards to make words and table them across or down in ‘crossword’ fashion, linking them to other words.

Remove words that are not part of the new word(s) just tabled. Tabling all 7 letters from your hand is called a “Bingo”. It scores a bonus 50

points.

Simplified Rules

SCRABBLE CARDS RULES

The Game

Each player has 7 cards and makes words that share common letters in ‘crossword’ fashion. Each letter of the words score points. The game ends when one player has no more cards in their hand and there are no replacement cards available or all players Pass. The player with the highest score at the end of the game wins.

The Aim To table all your cards and score the highest number of points. The Players 2 – 6 players, playing individually.

The Cards 90 ‘letter’ cards and 2 blank cards. The cards score different points. The points value is shown on each card. The blank cards are ‘wild’ and may be used to replace any letter. Once the letter is nominated it cannot be changed. Their points value is zero.

The Start

Nominate a dictionary and/or standard word list that will be used in case a word is challenged.

Count the cards to make sure there are 92 cards. Shuffle the cards and place them facedown on the table to form the Pick-up Pile.

To choose which player goes first, each player selects one card from the Pick-up Pile. If there is more than one player with the same letter closest to the beginning of the alphabet, they draw again until they have different letters. Blank cards are better than the letter ‘A’. The player with a blank card or the letter closest to the beginning of the alphabet goes first. All cards are returned to the Pick-up Pile and it is reshuffled by the first player.

The first player deals 7 cards from the top of the Pick-up Pile to him/herself, then deals 7 cards to the person on his/her left and so on around the table until all players have 7 cards.

Go to issuu.com/cbgames for my Scrabble Word Lists

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SCRABBLE CARDS RULES

The Play

You have 3 options when it is your turn to play:

1. Pass.

Say “Pass”. Play then continues to the player on your left. If you cannot play a word, you must exchange cards or “Pass”. (If all players Pass twice in succession, the game ends. See The End, below.)

2. Exchange cards.

Place one or more cards facedown on the table and take the same number of new cards from the top of the Pick-up Pile and place them in your hand. This is the end of your turn. (Once there are no more cards in the Pick-up Pile this option cannot be actioned.)

3. Play a word.

If you are the first player – Place two or more cards on the table to form the first word. (“First player” bonus: The points value of this first word is doubled.)

If you are a subsequent player – Place one or more cards on the table linking to a word(s) already tabled to form one or more new or modified words.

All words must be acceptable. (See Words, below.)

Add up the total points value of the new and modified word(s). Add this total to your score. If you table 7 cards in one turn you score the “Bingo” bonus of 50 points in addition to your score.

Remove all cards not linked to these new or modified word(s) and place them in the Discard Pile. (See Remove Cards, below.)

Replace the cards you played with more from the top of the Pick-up Pile so you have 7 cards in your hand. (If there are not enough cards left, take all the cards. If there are no cards left, you play with the cards left in your hand.)

This is the end of your turn.

Remove Cards

(This feature of the game is unique to

Scrabble Cards)

If you have tabled cards to form one or more new or modified words, you add up the points of these words then remove all the ‘old’ cards not linked to these new words (as follows) and place them in the Discard Pile.

You remove part of an ‘old’ word that is linked to the new word(s) provided one ‘old’ letter remains. If the new word links to more than one letter of the ‘old’ word then the whole ‘old’ word remains. (You must not create a new word by removing letters from an ‘old’ word.)

Example 1: Table O & E to form OR & OWE. Remove L, O & F, I, S.

L L

O

O

W O W E O W E

F I R S F I R S R

Example 2: Table H, O & B to form HOB, HO, ON & BE. No cards may be removed as you have linked to more than one ‘old’ letter. (Removing L & R to form ONE is not allowed as this creates a new word.)

H O B

H O B

L O N E R L O N E R

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SCRABBLE CARDS RULES

Words

Words must be made with 2 or more cards either across or down. Words going up, left or diagonal are not permitted.

New words may be formed by:

Adding one or more letters to a word or letters already on the table.

Placing a word at right angles to a word already on the table. The new word must use one of the letters already on the table or must add a letter to it.

Placing a complete word parallel to a word already played so that adjacent letters also form complete words.

Proper nouns (nouns that begin with a capital letter), prefixes, suffixes, abbreviations or hyphenated words are unacceptable.

Once tabled, words may be challenged by any other player. If the word(s) is not acceptable, the cards are returned to your hand and you lose your turn.

The End

If you have tabled all your cards and there are no cards in the Pick-up Pile, you have Gone Out and the game ends.

If you cannot play a word and there are no cards in the Pick-up Pile, you must “Pass”. If all players Pass twice in succession, the game ends.

The Score

At the end of the game, the points value of the cards remaining in the hand of each player is deducted from their individual scores. (This applies whether a player Goes Out or the game ends as a result of successive Passes, per The End, above.)

If you have Gone Out no points are deducted from your score (because you have no cards in your hand) however the sum of the points deducted from each other player is added to your score.

The player with the highest final score wins the game.

Variations

1. Beginning with the first player, 1 card is dealt to each player in turn until they have a total of 7 cards – rather than dealing 7 consecutive cards to each player.

2. If a word is challenged and found not acceptable, you may return the cards to your hand and table another word. If you cannot form another word, you may Pass or Exchange cards in lieu.

3. You may refer to the nominated dictionary and/or standard word list to check that a word is acceptable before tabling the word.

4. Use a 2 or 3 minute egg timer for each turn. If you exceed this time and have not tabled a word you must Pass.

5. You cannot exchange cards if there are less than 7 cards in the Pick-up Pile. 6. If all players Pass once in succession (instead of twice), the game ends. 7. Once the game ends, the points values of the cards remaining in each player’s

hands are ignored. 8. The “First player” bonus is ignored.

SCRABBLE CARDS

Points Letters & Quantity 0 2 blank cards

1 E ×10, A ×8, O ×7, T ×5, I ×8, N ×5, R ×5, S ×4, L ×4, U ×4

2 D ×4, G ×3

3 C ×2, M ×2, B ×2, P ×2

4 H ×2, F ×2, W ×2, Y ×2, V ×2

5 K ×1

8 J ×1, X ×1

10 Q ×1, Z ×1

Page 34: My Favourite Card & Board Games

Score Sheet

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The RULES of TANTRA Simplified Rules of the 3- to 9-Player Card Game : 3 or 4 players recommended

Main features: Every Round is different as specified on the Display

Card. The sets required to Go Out change. The Wild card changes. Some other ‘rules’ may also change.

You can Buy cards when it is not your turn.

You may have identical pairs of cards in runs. If you are the first player to Lay Down and Go Out in

the same turn you get the highest score. This is known as a “Grand Slam”.

TANTRA

The Aim To form specified sets of cards and Go Out by tabling all the cards in your hand. To accumulate the most points after the nominated number of Rounds.

The Game Either choose a time limit or a fixed number of Rounds to complete a game.

The Packs A pack of 44 Display Cards. A Wild Card pack. 2, 3 or 4 packs of playing cards. For 3 5 players use 2 packs, 6 7 players use 3 packs and 8 9 players use 4 packs.

Wild Cards

Wild Cards can take the place of any other card. They cannot be used if the Display Card shows “No Wild Cards”. The nominated Wild Card for the Round is drawn from the Wild Card pack. (See The Draw below.)

Jokers are also ‘wild’. They cannot be used if the Display Card shows “No Jokers”. However they can be used if the Display Card shows “No Wild Cards”.

The Sets

There are two types of sets of cards: 1. A “Kind” = a group of cards of the same value. Usually called, for example, “3 of a kind”, etc.

e.g. 3 Queens. The cards do not have to be the same suit. 2. A “Run” = a sequence of cards of the same suit. e.g. 2, 3 4, 5 & 6 of Hearts.

The number of cards in a set is specified on the Display Card.

Aces may be ‘low’ or ‘high’ in a Run. e.g. Ace, 2, 3 or Jack, Queen, King, Ace.

The Piles

One Pick-up Pile (cards face down) and one Discard Pile (cards face up) of playing cards are formed after the Deal. If the Pick-up Pile is exhausted during play, the Discard Pile is turned over without shuffling to form a new Pick-up Pile. The last card discarded forms the new Discard Pile.

One Display Card pile and one Wild Card pile, both with cards facing down. Shuffle the Display Card and the Wild Card packs and place them face down on the table. (These 2 piles are not shuffled again.) The top cards from these 2 piles are drawn to begin the Round.

The Deal Shuffle the playing cards and deal 11 cards each. After the Deal, the remaining cards form the Pick-up Pile. The top card of the Pick-up Pile is turned face-up and placed next to it to form the Discard Pile.

The Draw

To begin the Round, draw the top card from the Display Card pile and place it face up on the table. If this card does not show “No Wild Cards”, draw the top card from the Wild Card pile and place it face up on the table.

The Display Card specifies the set requirements and rules for the Round. If used, the Wild Card indicates which cards are Wild Cards for the Round. At the end of the Round these 2 cards are placed underneath their piles. The 2 piles are not reshuffled.

Important: Make a note of the total number of cards required to form the specified sets.

The Play

The player on the left of the dealer starts play. Select a card from the Pick-up Pile or the top card of the Discard Pile. (You must always take one or other of these cards to begin your turn, including when Going Out.) Begin to form the specified sets of cards in your hand and discard one card to complete your turn. (You must always discard, including when Going Out.)

You may need to Buy cards to have enough to form the specified sets. (See The Draw, above.)

If the Display Card specifies “No Jokers” it is a good idea to discard any you have or pick-up.

If the player on your left has only one card left in the hand, be careful not to discard a card that can be Laid Off as this will allow that player to Go Out.

If you have the specified sets in your hand you may Lay Down your sets and Lay Off your remaining cards, then discard to Go Out. (See Laying Down, Laying Off and Going Out, below.) If you Lay Down your sets and Go Out in the same turn you receive a higher score.

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TANTRA

Identical Cards in

Runs

Only when specified on the Display Card, pairs of identical cards (of the same suit) may be used in a run where one card of the pair replaces a missing card. The identical cards must be adjacent to each other in the run. e.g. 6, 7, 7, 9 or 6, 7, 9, 9 replaces 6, 7, 8, 9 when an 8 is missing. Several identical pairs may be used in the one run.

Identical cards are not allowed and the start or end of a run. e.g. 6, 6, 7, 8 or 5, 6, 7, 7 are not allowed to replace 5, 6, 7, 8. However 5, 5, 7, 8 or 5, 6, 8, 8 are OK.

Jokers and Wild Cards cannot be used to form identical pairs.

Buying

Buying is taking the top card from the Discard Pile out of turn. If you want the top card of the Discard Pile but it is not your turn, you may ask to “Buy” it. You must do this immediately it is placed on the Discard pile. When buying a card you also must take a ‘penalty’ card from the top of the Pick-up Pile.

The player whose turn it is has 3 choices when someone asks to buy a card. 1. Say “No” and take the card to start your turn. 2. Say “Yes” and look at the top card of the Pick-up Pile. If you don’t want this card, hand it

to the buyer as their ‘penalty’ card. Pick up the next card of the Pick-up Pile to start your turn.

3. Say “Yes” and look at the top card of the Pick-up Pile. If you want this card, keep it (to start your turn) and hand the buyer the next card from the Pick-up Pile as their ‘penalty’ card.

If more than one player wants to buy a card, the one nearest the left of the player whose turn it is, has priority. You may buy your own discard but you have the lowest priority.

You are limited to 3 Buys per Round maximum cards in your hand = 17. If the Display Card specifies “19 Cards Allowed”, then you may Buy 4 times maximum cards in your hand = 19. Buying is not allowed when the Display Card specifies “No Buying”.

Once you have “Laid Down” your cards you cannot buy anymore. Laying Down

Placing the specified sets face up on the table in the specified order.

Laying Off

Once you have “Laid Down” your sets, you may place any remaining cards in your hand on any tabled sets, including your own. The cards must ‘match’ the tabled sets by continuing the Run or Kind. You cannot table any more new sets. You may Lay Off in the same turn as Laying Down or in subsequent turns.

Going Out

When it is your turn, you may “Lay Down” and “Lay Off” all your remaining cards, if you have any, then discard the last card in your hand to Go Out. If you are the first player to “Lay Down” your sets, “Lay Off” any remaining cards and Go Out in the same turn you have achieved the “Grand Slam” and receive the highest score.

Scoring

Only the player who Goes Out scores plus points. The Cards Points of cards held in the hands of the other players count minus points. Tabled cards are not counted.

Going Out scores: Laying Down in one turn and Going Out in another turn = 50 points. Laying Down and Going Out in one turn and other players have also Laid Down cards = 100 points. Laying Down and Going Out in one turn and you are the only player with Laid Down cards = 300 points. This is known as the “Grand Slam”.

Card Points Cards 2 7 = 5 points, 8 Ace = 10 points, Jokers = 25 points and Wild Cards = 100 points. The Winner The player with the highest score at the end of the game is the winner.

Variations

1. Use the original game scoring system. i.e. The Going Out scores are 20, 100 and 500 instead of 50, 100 and 300 and are all negative. All Card Points are positive. (Cards 2 6 = 5 points,

7 Ace = 10 points.) The player with the lowest score wins. 2. Use Card Points similar to Canasta. i.e. 2 7 = 5 points, 8 King = 10 points, Ace = 20 points,

Joker = 50 points, Wild Card = 100 points. 3. Use face value Card Points for 2 – 10, Jack = 11, Queen = 12, King = 13, Ace = 15, Joker = 25

and Wild Cards = 100 points. 4. Do not shuffle the Display Cards, but use them in number order. Start at the next Display Card

for the next game. Reference: “The Game of Tantra” by W.J.Woolcock, Tantra International, Glenhuntly, Victoria. First published in 1988. Revised in 1991.

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DISPLAY CARDS

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WILD CARDS

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TANTRA score sheet

Rnd Dealer

1

2

3

4

5

6

7

8

9

10

Rnd Dealer

1

2

3

4

5

6

7

8

9

10

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RULES of THREES

Main features: 2 packs with 4 Jokers are used. (Canasta packs are suitable.) 14 rounds with a different number of cards dealt and different ‘wild’ cards per

round. e.g. Round 1 = 3 cards dealt to each player and 3s are ‘wild’ cards. Jokers are also ‘wild’ cards. To Go Out, table all the cards in your hand in sets of three or more cards. After a player has Gone Out, the other players get one more turn to table cards. Cards remaining in your hand count towards your score. Lowest score wins.

THREES

The Game

The game consists of 14 rounds beginning with 3s, followed by 4s, 5s, and so on through to Aces, then ending with two ‘bonus rounds’ of Jokers and 2s. In each round the card of the round is ‘wild’. Jokers are also ‘wild’ cards. Players make sets of cards and table these all at once to ‘Go Out’. The other players then have a final turn and table any sets of cards and add-up the points of any cards remaining in their hand to count towards their score. The player with the lowest score after the 14 rounds wins. This game is a variation of Rummy. It is also known as “Three Thirteen”.

The Aim To make sets of 3 or more cards and table all your cards. (See Sets, below.)

The Pack 2 packs + 4 Jokers. (For the 2-player game, a single pack of cards with 2 Jokers may be used.)

The Players Two or more players, playing individually.

The Cards

Jokers are ‘wild’ cards. i.e. They may take the place of any other card. Other cards are also ‘wild’ according to the round being played. (See The Rounds, below.) Aces may be ‘low’ or ‘high’. (See Sets, below.)

Sets

There are two types of sets of cards:

1. A group of 3 or more cards of the same value. e.g. 4 Queens. 2. A sequence of 3 or more cards of the same suit. e.g. 2, 3 4, 5 & 6 of hearts. A group of 3 or more ‘wild’ cards can also form a set. Aces may be ‘low’ or ‘high’ in a sequence. e.g. Ace, 2, 3 or Jack, Queen, King, Ace.

The Deal The number of cards dealt changes with each round. Round 1 = 3 cards, Round 2 = 4 cards, …, Round 13 = 15 cards, Round 14 = 16 cards. (See The Rounds, below.)

The Rounds

Round Deal ‘Wild’ Cards 1 13 cards each 3s and Jokers ײ ײ 4s ײ ײ 14 2 ײ ײ 5s ײ ײ 15 3 ײ ײ 6s ײ ײ 16 4 ײ ײ 7s ײ ײ 17 5 ײ ײ 8s ײ ײ 18 6 ײ ײ 9s ײ ײ 19 7 ײ ײ 10s ײ ײ 10 8 ײ ײ Jacks ײ ײ 11 9

ײ ײ Queens ײ ײ 12 10 ײ ײ Kings ײ ײ 13 11 ײ ײ Aces ײ ײ 14 1213 (bonus) 15 ײ ײ Jokers only 14 (bonus) 16 2 ײ ײs and Jokers

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THREES

The Play

Deal the number of cards to each player according to the round. Place the remaining cards face down as the Pick-up Pile. Turn over the top card to form the Discard Pile. (This card may be a ‘wild’ card.) Announce which cards are ‘wild’ for this round. The player on the left of the dealer starts play. Select a card from the Pick-up Pile or the top card of the Discard Pile. Begin to form sets of cards in your hand and discard one card to complete your turn. Do not table any sets of cards until you are able to Go Out or until your final turn (after another player has Gone Out.) After picking-up one card to commence your turn, you may Go Out if you have one or more sets of cards in your hand plus one discard. Announce that you are “Going Out”. Table the sets and place the discard on the top of the Discard Pile, leaving no cards in your hand. (As you have no cards remaining in your hand, your score is zero.) The other players then have one final turn. In turn, select a card from the Pick-up Pile or the top card of the Discard Pile, table any sets of cards then discard one card. The cards remaining in your hand count towards your score. (Your score may also be zero if you are able to table all your cards and discard one card.) This completes the round. The player on the left of the dealer, deals the next round. Important: You must discard a card when Going Out or when completing your final turn.

Going Out

After picking-up one card to commence your turn, you may Go Out if you have one or more sets of cards in your hand plus one discard. Table the sets and place the discard on the top of the Discard Pile, leaving no cards in your hand. The other players then have one final turn to table any sets they have.

The Score

Cards remaining in your hand contribute to your score. The number on the card is its points value. 2s = 2 points, 3s = 3 points, 4s = 4 points, etc. Jacks = 11 points, Queens = 12 points, Kings = 13 points, Aces = 15 points, Jokers = 20 points.

Winning Score The player with the lowest cumulative score after the 14 rounds, wins.

Variations

There are a number of optional variations to the basic game. These must be agreed and announced before play begins.

1. Twos are also ‘wild’ cards in every round.

2. Jokers are not ‘wild’ cards and are removed from the pack. Round 13 is omitted. Deal 15 cards for the final ‘bonus round’ of 2s.

3. The points value of each card is similar to Canasta. (If a Canasta pack is used, the points are printed on the card.) The exceptions are 2s and 3s that have a value of 5 points only.

i.e. 2s – 7s = 5 points, 8s – Kings = 10 points, Aces = 20 points, Jokers = 50 points.

4. Only play 11 rounds: 3s to Kings. (This is the original “Three Thirteen” game.)

5. Only play 12 rounds: 3s to Aces. No ‘bonus rounds’ of Jokers and 2s.

6. Omit Round 13. Deal 15 cards for the final ‘bonus round’ of 2s. Jokers remain ‘wild’ cards for all rounds.

7. Aces may only be played ‘low’. (This is the original “Three Thirteen” game.) i.e. They may be used to form a sequence: Ace, 2, 3, 4, etc. In this variation their

points value is only 1 point.

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abc THREES SCORE SHEET XYZRound Deal Wild Cards Player 1 Player 2 Player 3 Player 4 Player 5 Player 6

No. of Cards Jokers &

1 3 3s 2 4 4s 3 5 5s 4 6 6s 5 7 7s 6 8 8s 7 9 9s 8 10 10s 9 11 Jacks

10 12 Queens 11 13 Kings 12 14 Aces 13 15 Jokers only 14 16 2s

Card Points 2s = 2 points, 3s = 3 points, 4s = 4 points, etc. Jacks = 11 points, Queens = 12 points, Kings = 13 points, Aces = 15 points,

Jokers = 20 points.

abc THREES SCORE SHEET XYZRound Deal Wild Cards Player 1 Player 2 Player 3 Player 4 Player 5 Player 6

No. of Cards Jokers &

1 3 3s 2 4 4s 3 5 5s 4 6 6s 5 7 7s 6 8 8s 7 9 9s 8 10 10s 9 11 Jacks

10 12 Queens 11 13 Kings 12 14 Aces 13 15 Jokers only 14 16 2s

Card Points 2s = 2 points, 3s = 3 points, 4s = 4 points, etc. Jacks = 11 points, Queens = 12 points, Kings = 13 points, Aces = 15 points,

Jokers = 20 points.

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Board

Games

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RUMMIKUB This tile game is based on the Rummy card game and is known by various names such as

Rummi Cub, Rummy Blok, Rummy Chip, Rummy Club, Rummy Cube, Rummy-O, Rummy Tiles

Simplified Rules

Main features: • Table Sets of numbered tiles and add to tabled Sets to get rid of all your tiles. • You must Qualify before you can table individual tiles. • You can also manipulate tabled Sets to form new Sets. • Jokers are ‘wild’ tiles that replace numbered tiles.

RUMMIKUB

The Game

Players form Sets of tiles and place them on the table. Once you have qualified you may add individual tiles from your rack to the tabled Sets. This may involve manipulating the tabled Sets to form new Sets.

The game ends when one player has tabled all their tiles. The other players then count the face value of the tiles in their rack to form their score. You may play an agreed number of games or play for an agreed time. The player with the lowest score after this wins.

The Aim To make Sets of 3 or more tiles and table all your tiles. (See Sets, below.)

The Tiles 106 tiles: 104 tiles numbered 1 to 13 in 4 different colours (Red, Yellow, Blue & Black) – there are 2 tiles of each number and colour and 2 Jokers.

The Players Two, three of four players, playing individually.

Sets

There are two types of Sets of tiles:

1. A Group of 3 or 4 tiles of the same value and of different colours. (Maximum tiles = 4.) e.g.

2. A Run of 3 or more tiles of the same colour. (Maximum tiles = 13.) e.g.

The Run 12, 13, 1 is not allowed.

Both Sets have a minimum of 3 tiles.

Only one Joker may be used per Set.

e.g. A Joker takes the place of a Yellow 8.

To Begin

All tiles are placed in a bag or in a pool face down on the table. Each player selects one tile. The player with the highest number goes first. (Jokers count higher than number 13.) If players select the same number they select again until one player has a unique highest number. This player then goes first. Return all tiles to the bag or pool.

The first player then selects 14 tiles and places them on their rack. The player on the left of the first player then selects their tiles and so on around the table. When all players have selected their tiles, the first player starts play. Play continues with the player on the left of the first player and so on around the table.

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RUMMIKUB

To Qualify

To Qualify to begin tabling tiles you must first table one or more “Qualifying Sets” of at least 3 tiles each. The “Qualifying Sets” may contain Jokers. (Only one Joker is allowed per Set.) Jokers count as the number that they represent in these “Qualifying Sets”.

The “Qualifying Sets” must add up to at least 30 points for you to Qualify. e.g. 33 points. e.g. 30 points.

If you do not have enough points to Qualify, select one tile from the bag or pool and place it in your rack. If you have enough points to Qualify, you do not have to table your tiles. You may continue to select tiles from the bag or pool. This completes your turn. Tiles selected from the bag or pool must not be tabled until your subsequent turns.

Once you have tabled one or more “Qualifying Sets” that is the end of your turn. Your next turn is per Qualified Play, below.

Say “Pass” to advise the next player you have completed your turn.

Qualified Play

Once you have qualified you may table any number of tiles to form new Sets, add to tabled Sets or manipulate Sets to form new Sets. (See Manipulation, below.) You must table at least one number tile. The minimum number of tiles in a Set is 3. Only one Joker is allowed per Set. (See The Joker, below.)

Alternatively, if you cannot or do not wish to table any tiles, you must select one tile from the bag or pool and place it in your rack. This completes your turn. It must not be tabled until your subsequent turns.

Say “Pass” to advise the next player you have completed your turn.

Manipulation

You may remove tiles from, add tiles to, or split tabled Sets to form new Sets using tabled tiles and tiles from your rack. You must table at least one number tile from your rack to begin a manipulation. The minimum number of tiles in a Set is 3. (To manipulate Jokers, see The Joker, below.)

Adding:

e.g. Adding a 4 from the rack.

Removing & Adding:

e.g. Removing the Red 7 from the Group and adding 8 from the rack to form the Run 4, 5, 6, 7 & 8.

e.g. Removing the Blue 1 from the Group and adding a Red 1 from the rack, then using the Blue 1 to form a new Run by adding a 2 and 3 from the rack. Splitting & Adding:

e.g. Splitting a run into two and adding 7 from the rack.

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RUMMIKUB

The Joker

Jokers are ‘wild’ tiles. i.e. They may take the place of any other tile. They are also known as “Smileys”. Their colour is irrelevant. There is usually one Red and one Black Joker but they may be used in place of a tile of any colour.

Only one Joker is allowed per Set. A Joker can be used to represent a tile for the third time.

If the Joker is part of a Group of tiles of the same value, it represents a tile of this value. If there are only 3 tiles in the Set, the Joker represents both the missing colours from the Group.

If the Joker is part of a Run of tiles of the same colour, its position in the Run automatically specifies the tile it represents.

Tabling a Joker:

You may only table a Joker from your rack when it forms part of a new Set. i.e. It must be accompanied by at least 2 other tiles from your rack.

e.g. The Joker represents a Yellow or Blue 5

Just adding a Joker to a tabled Set is not allowed.

Removing a tabled tile from a Set and replacing it with a Joker from your rack is not allowed.

Replacing a Joker:

You may only remove a Joker from a Set by replacing it with the tile that it represents from your rack. Once you have replaced the Joker it may be used to form a new Set with tiles from your rack and/or tiles from the table. It must remain on the table.

e.g. Replace the Joker with a Red 4 from your hand. Take the Yellow 8 from the Run and the Joker and add a Blue 8 from your hand (or from another Set on the table) to form a Group of three 8s.

e.g. Replace the Joker with a Black 7. Use the Joker and two 2s (from your hand or other Sets on the table) to form a Group of three 2s.

Just adding the Joker to a tabled Set is not allowed. Removing a tabled tile from a Set and replacing it with the Joker is not allowed.

If the Joker is removed from a Set and it is not possible to use it to form another Set, it must be returned to its original Set (in its original position) and the tile placed elsewhere on the table or back in your rack.

Splitting a Set containing a Joker:

You may split a Set that contains a Joker. The Joker must remain with at least 2 number tiles.

e.g. Split the Run into two by adding a Black 8 from your rack. (If you have already tabled a tile from your rack, the Black 8 may come from another Set on the table.)

(See Variations, below, for other optional ways to use the Joker.)

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RUMMIKUB

End of Play

If you have tabled all your tiles, you Go Out and the game ends. Your score is zero and you have won the game. The other players must not table any tiles after you have Gone Out.

If the bag or pool of tiles is exhausted and a player cannot table a tile for their turn, play ends. Other players may not table tiles. The player with the lowest score wins the game.

The player that wins the game goes first in the next game.

The Score The value of the tiles remaining in your rack counts towards your score. The number on the tile is its points value. Jokers in your rack count 30 points. If you are playing more than one game, the winner is the player with the lowest cumulative score after the agreed end point.

Strategy

You may wish to keep some tiles (that can be tabled) in your rack, and table them in subsequent turns, rather than having to select new tiles from the bag or pool. The risk in doing this is that you may not be able to table the tiles when it is your turn or, if another player GSetoes Out, these tiles count towards your score.

Table high value tiles first. The Joker may be used to help achieve this.

Variations

There are a number of optional variations to the basic game. These must be agreed and announced before play begins.

Play:

1. Play continues with the player on the right of the first player and so on around the table. (This variation is in accordance with Hebrew tradition, as the game was invented in the 1940s by a Romanian, Ephraim Hertzano, who emigrated to Israel in the 1950s.)

Qualifying:

2. The number of points to Qualify = 50 points. 3. Only one “Qualifying Set” of 3 or more tiles may be tabled to Qualify. 4. Jokers may not be used in the “Qualifying Set”. 5. Once you have tabled your “Qualifying Sets” you may table more tiles from your rack and manipulate tabled

tiles as part of your turn.

Tabled Sets:

6. Tabled Sets, including the “Qualifying Sets”, may be joined together like a ‘crossword’ by sharing tiles. The Sets rule, above, still applies but Sets may go up or down, left or right. e.g. Yellow 6, 7, 8 across and Blue 7 & Black 7 down sharing the Yellow 7.

The Joker:

7. You may table a Joker and one number tile from your rack to add to or form a new Set with other tiles on the table.

8. 2 Jokers are allowed per Set. The tiles that they replace must be nominated so the players know if the Set is a Group of tiles of the same value or a Run of tiles of a particular colour.

9. Once you have replaced the Joker with a tile from your rack it can be nominated as any tile and must be used to form a new Set with at least 2 tiles from your rack.

10. Once you have replaced the Joker with a tile from your rack, it may be added to any tabled Set. Only one Joker is allowed per Set. (See Sets, above, for the maximum tiles per Set.)

11. You may replace the Joker with a tile (that it represents) from the table. 12. You may not manipulate a Set that contains a Joker until the Joker has been replaced. 13. To remove the Joker from a Group of 3 tiles of the same value and of different colours you must replace it

with 2 tiles of the same value and the missing colours from your rack. i.e. Red 9, Yellow 9 & Joker must have the Joker replaced with a Blue 9 & a Black 9.

Time:

14. You may use a 2 or 3 minute egg timer to limit the time for each turn. When your time is up you must select a tile from the bag or pool and “Pass” to the next player. If you are in the middle of a Manipulation, you must return all the tiles to their original positions then take 3 penalty tiles from the bag or pool.

Going Out:

15. When a player Goes Out all other players are allowed one more turn. They do not have to select a tile from the bag or pool, just table any tiles from their rack, if possible. If they cannot do this they just “Pass”.

Scoring:

16. The player who goes out receives the sum of the other player’s scores added to their cumulative score. The other individual player’s scores are subtracted from their cumulative scores. The player with the highest final score wins.

Some of these Variations have come from different versions or releases of the game.

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The Famous ‘Crossword’ Game

Main features

• Use letter tiles to make words and place them on a board across or down in ‘crossword’ fashion linking them to other words.

• Uncommon letters have higher points values than the more common letters. • Special squares on the board can multiply the letter and/or word score. • Tabling all 7 letters from your rack is called a “Bingo”. It scores a bonus 50

points.

SCRABBLE

The Game Each player has 7 tiles and makes words that share common letters in ‘crossword’ fashion. The game ends when one player has no more tiles in their rack and there are no replacement tiles available.

The Aim To table all your tiles and score the highest number of points. The Players 2 – 4 players, playing individually.

The Tiles 98 ‘letter’ tiles and 2 blank tiles. The tiles score different points. The points value is shown on each tile. The blank tiles are ‘wild’ and may be used to replace any letter. Once the letter is nominated it cannot be changed. Their points value is zero.

The Board

The board consists of 15 x 15 squares in which to place the tiles. Certain squares represent multipliers:

Double Letter Score (light blue) = double the points value of the tile on this square. Triple Letter Score (dark blue) = triple the points value of the tile on this square. Double Word Score (light red) = double the points value of the word. Triple Word Score (dark red) = triple the points value of the word.

Letter multipliers are considered first before Word multipliers. If a word is placed over 2 Double Word Score squares, the points value of the word is multiplied by 4. If a word is placed over 2 Triple Word Score squares, the points value of the word is multiplied by 9.

If a blank tile is placed on a Word multiplier square, the multiplier still applies.

A multiplier square is only considered the first time it is covered by a tile. Once it has been covered by a tile and this tile is used in a new or modified word, the points value of the tile is no longer multiplied.

The Start

Nominate a dictionary and/or standard word list that will be used in case a word is challenged.

Count the tiles to make sure there are 100 tiles. Place all the tiles in a bag or facedown on the table to form the tile pool. When selecting tiles you must not look into the bag or turn over the tiles in the tile pool prior to selection.

To choose which player goes first, each player selects one tile from the bag or tile pool. If there is more than one player with the same letter closest to the beginning of the alphabet they draw again until they have different letters. Blank tiles are better than the letter ‘A’. The player with a blank tile or the letter closest to the beginning of the alphabet goes first. All tiles are returned to the bag or tile pool and it is shuffled or remixed.

The player who goes first takes 7 tiles from the bag or tile pool, then the person on the player’s left takes their tiles and so on around the table.

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SCRABBLE

The Play

You have 3 options:

1. Pass.

Say “Pass”. Play then continues to the player on your left. If all players Pass twice in succession, the game ends.

2. Exchange tiles.

Place one or more tiles back in the bag or tile pool, shuffle or remix the tiles and take the same number of new tiles and place them on your rack. This is the end of your turn.

Once there are no more tiles in the bag or tile pool this option cannot be actioned.

Note that if you exchange more tiles than there are in the bag or tile pool, you will get some back!

3. Play a word.

If you are the first player – Place two or more tiles on the board covering the centre ‘star’ square. (This square acts as a Double Word Score multiplier.)

If you are a subsequent player – Place one or more tiles on the board linking to a word(s) already tabled to form one or more new words.

All words made must be acceptable. (See Words, below.)

Once a tile is placed on the board and scored it may not be moved or replaced.

Add up the total points value of the new and modified word(s) taking into account any multiplier squares covered for the first time. (See The Board, above.) Add this total to your score. If you table 7 tiles in one turn you score the “Bingo” bonus of 50 points in addition to your score.

Replace the tiles you played with more from the bag or tile pool so you have 7 tiles in your rack. (If there are not enough tiles left, take all the tiles. If there are no tiles left, you play with the tiles left in your rack.) This is the end of your turn.

Words

Words must be made with 2 or more tiles either across or down. Words going up, left or diagonal are not permitted.

New words may be formed by:

• Adding one or more letters to a word or letters already on the board.

• Placing a word at right angles to a word already on the board. The new word must use one of the letters already on the board or must add a letter to it.

• Placing a complete word parallel to a word already played so that adjacent letters also form complete words.

Proper nouns (nouns that begin with a capital letter), prefixes, suffixes, abbreviations or hyphenated words are unacceptable.

Once tabled, words may be challenged by any other player. If the word(s) is not acceptable, the tiles are returned to your rack and you lose your turn.

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SCRABBLE

Going Out If you have tabled all your tiles and there are no replacements available in the bag or tile pool, you have Gone Out and the game ends.

The Score

At the end of the game, the points value of the tiles remaining in the rack of each player is deducted from their individual scores. (This applies whether a player Goes Out or the game ends as a result of successive Passes, per The Play: 1. Pass, above.)

If you have Gone Out no points are deducted from your score (because you have no tiles in your rack) however the sum of the points deducted from each other player is added to your score.

The player with the highest final score wins the game.

Variations

1. If a word is challenged and found not acceptable, you may return the tiles to your rack and table another word. If you cannot form another word, you may Pass or Exchange tiles in lieu.

2. You may refer to the nominated dictionary and/or standard word list to check that a word is acceptable before tabling the word.

3. When exchanging tiles place them facedown on the table then select the same number of new tiles from the bag or tile pool. Then place your old tiles in the bag or tile pool.

4. You cannot exchange tiles if there are less than 7 tiles in the bag or tile pool. 5. Use a 2 or 3 minute egg timer for each turn. If you exceed this time and have not

tabled a word you must Pass. 6. If all players Pass once in succession (instead of twice), the game ends. 7. Once the game ends, the points values of the tiles remaining in each player’s

racks are ignored.

SCRABBLE TILES Points Letters & Quantity

0 2 blank tiles

1 E ×12, A ×9, O ×8, T ×6, I ×9, N ×6, R ×6, S ×4, L ×4, U ×4

2 D ×4, G ×3

3 C ×2, M ×2, B ×2, P ×2

4 H ×2, F ×2, W ×2, Y ×2, V ×2

5 K ×1

8 J ×1, X ×1

10 Q ×1, Z ×1

Go to issuu.com/cbgames for my Scrabble Word Lists

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Score Sheet

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Scrabble Threes

A fast game for fun This game uses the Rules of Scrabble with the following differences:

• Only select 6 tiles for your rack.

• Only table 1, 2 or 3 tiles per turn.

• Scoring is optional. It slows the game down!

• If you can’t go, you may pass.

• If you have 3 consecutive passes you may exchange 3 tiles, then have your turn.

• If your word is challenged and is not in the Word List, you may try one other word or pass.

• The first person to go out wins. Other players continue to play until all tiles are tabled or there is no

place to go. The player with the most tiles left in their rack comes last!

This game was devised by David Mallen on 23rd May 2013 at a Scrabble evening, while waiting for other tables to finish playing.

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The game consists of a game board, a pack of cards and coloured chips. The board is a 10 x 10 layout of cards including 4 “printed chips” in the corners. You play a card from your hand and place a chip on the corresponding card on the board. (You then replace the card with one from the pick-up pile.) When you have 5 chips in a row it is a Sequence. Jacks are special cards. With a One-eyed Jack you may remove your opponents chip. A Two-eyed Jack is a “wild” card and you can use it to place your chip anywhere on the board. You play individually or in teams. The number of cards dealt and the number of sequences required to win varies according to the number of players or teams.

Players Teams Cards Sequences 2 7 2 3 6 1 4 2 teams of 2 6 2

6 2 teams of 3 5 2 3 teams of 2 5 1

8 2 teams of 4 4 2 9 3 teams of 3 4 1

There are a number of variations of the game including Sequence For Kids, Sequence Numbers, Sequence Dice, Sequence Rummy, Sequence States & Capitals, One Eyed Jacks and Jacks Gone Wild. The object Sequence For Kids is to match the animals on your cards with those on the game board. The first player to make a sequence of 4 chips in a row, using only their coloured chips, is the winner. With the Dragon card, you can take away one of any opponent's chips. If you play the Unicorn card, you can place your chip anywhere on the board. Sequence For Kids is perfect for the younger members of your family.

An exciting game of strategy for the whole family

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The popular game of Scrabble supersized !

Super Scrabble was introduced in 2004 as a variant of the original Scrabble board game. The board has an extra 3 rows and columns surrounding the original board layout. i.e. 21 x 21 grid = 441 squares (the original is 15 x 15 = 225 squares). These extra squares contain some quadruple letter (4L) and quadruple word (4W) squares. The 4W squares are in the 4 corners and there are extra triple word (3W) squares along the outer edge. There are also more double word (2W) squares that are placed close together making “double x double” word scores possible. In addition, opportunities for “bingos” (tabling 7 tiles) are increased due to the three extra squares in each direction.

The new game includes 200 tiles with a new distribution of letter tiles (not just a double set of the original distribution).

Super Scrabble Tiles Points Letters & Quantity

0 4 blank tiles

1 E ×24, A ×16, O ×15, T ×15, I ×13, N ×13, R ×13, S ×10, L ×7, U ×7

2 D ×8, G ×5

3 C ×6, M ×6, B ×4, P ×4

4 H ×5, F ×4, W ×4, Y ×4, V ×3

5 K ×2

8 J ×2, X ×2

10 Q ×2, Z ×2

More squares, more tiles, more points !

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© Milton Bradley Co.

The 3-dimensional word game for 2 to 4 players

Simplified Rules

SET-UP: 1. Place the letter tiles in a bag or in a pile face-down on the table. 2. Each player selects one tile to choose who goes first. The letter A or closest to “A” goes first. If more than one

player selects the same letter and this is A or closest to “A”, these players redraw until one player wins the draw. Return the tiles to the bag or pile and reshuffle them.

3. The winner of the draw selects 7 tiles from the bag or pile and places them on their rack. The players on the left of this person then select their 7 tiles in turn.

WORDS: Before commencing, players must agree on a dictionary or word list that will be used to check that words are acceptable.

Words that are not acceptable are: Capitalised and hyphenated words, abbreviations, prefixes and suffixes and words requiring an apostrophe.

PLAY: 1. Place a word of 2 or more tiles on the gameboard. The first player’s first word must cover at least one of the centre 4

squares. (These centre squares have cutouts on their corners.) 2. Words are read across (left to right) or down. 3. In subsequent turns, play 1 or more tiles in the same row or column that cover or connect to words on the gameboard.

The new tiles may cover existing tiles (2 or more high) or be placed 1-high on the gameboard. 4. When you have played your tiles, calculate your score and advise the score-keeper.

5. If you cannot table any tiles you must Pass. 6. You may swap one tile from your rack with one in the bag or pile, instead of placing any tiles on the gameboard. This

completes your turn. (You must not place any tiles on the gameboard after the tile swap.) 7. If words are not acceptable they must be replaced or you must Pass.

8. If you have tabled tiles, select more tiles from the bag or pile (if available) to replenish your rack of 7 tiles. 9. Play moves to the player on your left.

GAME END: 1. If you have tabled all the remaining tiles from your rack, you Pass until the game finishes. 2. The game finishes when all players have no tiles left on their rack or they have all Passed and cannot place any tiles

on the gameboard. 3. Deduct 5 points for each tile in each player’s rack. The player with the highest score wins.

RESTRICTIONS: 1. Maximum stack height = 5 tiles. 2. You cannot place a tile on top of a tile of the same letter. 3. When placing tiles on top of a word, at least one letter of the original word must remain visible. 4. You must not just play a single S to make a word into a plural. 5. The Qu tile may be used as the letter “Q” (ignoring the “u”) or as both letters “QU”. Its use may be different across

from down. e.g. QuEEN across and QIN down. 6. If you cannot table any tiles you must Pass.

SCORING: You score points for each word you make. If you make 2 or more words per turn, add together the score for each word. i.e. Any common tiles are scored twice. The higher the stack, the more points you score.

1. Word Score = 1 point for every tile in the stack that forms the word. 2. New Word Bonus = Extra point per tile for new words that have all letters 1 high. 3. Qu Bonus = Extra 2 points if the Qu tile is used in a word that has all letters 1 high. 4. Bingo Bonus = Extra 20 points if you table all your 7 tiles in one turn. 5. At the end of the game you lose 5 points for each tile remaining on your rack.

TILES: There are 64 letter tiles.

One - F, J, K, Qu, V, W, X, Z. Two - B, C, G, H, R, Y. Three - D, L, M, N, P, S, U. Four - I, O, T. Five - A. Six - E.

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Score Sheet

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WORD RUMMIKUB Simplified Rules

Word Rummikub is a variation of Rummikub with letters instead of numbers.

WORD RUMMIKUB The Aim To table letters making words until you have no more letters in your rack and no more tiles available

to play with.

To make long words to earn the most points. The Players 2, 3 or 4 players.

The Tiles 110 letter tiles: A=8, B=3, C=3, D=4, E=10, F=3, G=3, H=3, I=8, J=2, K=4, L=4, M=4, N=5, O=8, P=3, Q=3, R=5, S=6, T=6, U=6, V=2, W=2, X=2, Y=2, Z=1.

2 blank tiles. (See Blank Tiles, below.) Dictionary Before play commences, choose a dictionary or word list that can be used to check if words are

acceptable. e.g. Collins Scrabble Words dictionary, Scrabble Word Checker, etc. Definitions Meld: To place a word from your rack onto the table to qualify to continue to place tiles on the

table. The first or initial Meld is a word with 6 or more letters. Subsequent Melds are words with 4 or more letters. (See Qualify to Play, below.)

Manipulation: Splitting, combining or adding to tabled words and using tiles from other tabled words or from your rack to form new words. (See Manipulation, below.)

Minimum Word Length: 3 letters. Tile Stack The tiles are shuffled and placed face up in 16 stacks of 7 tiles each.

Select Tiles Each player selects 2 stacks of 7 tiles and places them on their rack. First Player The player with the most ‘A’s or letter(s) closest to ‘A’ goes first.

Qualify to

Play To qualify to place tiles on the table you must Meld first. Your first or initial Meld is a word with 6 or more letters.

If you have a word with 6 or more letters, you may Meld by placing it on the table. This completes your turn. No other tiles may be tabled.

If you do not have word with 6 or more letters, you must pick 1 tile from the top of any Tile Stack. (Hint: Choose a letter that will help you make a word.) This completes your turn.

To re-qualify you must Meld with a word of 4 or more letters. (Replace “6” with “4” above.) Play Once you have Melded you may either table one or more words, or table letters and manipulate

tabled words to form new words. (See Manipulation, below.) You must table at least 1 tile from your rack. If you cannot, you must pick 1 tile from the top of any Tile Stack. This completes your turn.

If you have no tiles left on your rack you select 1 stack of 7 tiles from the Tile Stack and place them on your rack. (If there are less than 7 tiles left in the Tile Stack, you take all the remaining tiles.) You must then re-qualify to continue to Play. (See Qualify to Play, above.)

Play continues until one player Goes Out. (See Going Out, below.) Duplicate

Words Duplicate words are not allowed. i.e. You may not table or create a word (by Manipulation) that is the same as a word already on the table.

Going Out If, at the end of your turn, you have no tiles left on your rack and there are no tiles remaining in the Tile Stack, you Go Out and the game ends.

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WORD RUMMIKUB Manipulation You may split, combine or add to tabled words and form new words using letters on the table or from

your rack. You must table at least 1 tile from your rack. All words must have at least 3 letters.

e.g. Splitting: (Tabled word = LAUGHING) Split LAUGHING into LAUGH and RING by adding R from your rack. (Score = 4)

e.g. Adding: (Tabled word = LAUGH) Add TER from your rack to LAUGH to form LAUGHTER. (Score = 8)

e.g. Splitting and Adding: (Tabled words = METRE and LAUGH) Split METRE into MET and RE. Take T from your rack and RE from the split and add them to LAUGH to form LAUGHTER. (Score = 8)

e.g. Splitting and Adding: (Tabled words = LAUGH and TERM) Split TER from TERM and add it to LAUGH to form LAUGHTER. Take ORE from your rack and add it to M to form MORE. (Score = 8 + 4 = 12)

e.g. Combining and Adding: (Tabled words = PROOF and FOOL) Combine the 2 words the form FOOLPROOF. Add ING from your rack to form FOOLPROOFING. (Score = 12)

Important: When splitting a tabled word, at least 3 letters of the original word must remain in the original order. e.g. In the example above, MET must remain. It cannot be used to make an entirely different word, such as, TIME. However, more letters may be added. e.g. Add AL to form METAL

Scoring You score 1 point for every letter of every new word you table or new words you make by manipulation. Only the words that have letters added as a result of manipulation, count towards your score.

e.g. If you split LAUGHING into LAUGH and SING by adding S from your rack, you score 4 points for the new word SING only.

e.g. If you split LAUGHING into LAUGH and BIN by adding B from your rack, then add the G to ONE to make GONE, you score 3 + 4 = 7 points.

Winning Score

The player with the highest score wins.

Blank Tiles Blank tiles are ‘wild’ and may be used in place of any letter. You must nominate the letter when

tabling a blank tile. Blank tiles count 1 point.

If you have a letter tile corresponding to the nominated letter, you may, during your turn, replace the blank tile with the letter tile. You may then use the blank tile to form a word and re-nominate the letter it represents. The blank tile must remain on the table as part of a new word. It cannot be nominated as an ‘S’ to form a plural word.

You may nominate a blank tile from your rack as ‘S’ and use it in a word or to form a plural. (See S, below.)

S The letter ‘S’ may be tabled from your rack and added to a word to form a plural. You score 1 point for each of the letters in this new word.

You cannot manipulate a (tabled plural) letter ‘S’ and add it to another tabled word to form a new plural word.

You may split the letter ‘S’ from a word and use it to form a new ‘non-plural’ word. e.g. Split S from MARKS and add IX from your rack to form MARK and SIX. (Score = 3)

Variations 1. If you table all the tiles in your rack in one turn (including Going Out), your score is doubled.

2. Minimum word length is increased to 4 letters. 3. Replacing a blank tile with a letter tile is not allowed. 4. When a player Goes Out, the tiles on the racks of the other players count 1 point each and this

individual points total is deducted from their score. 5. If the number of tiles on your rack gets below 7 tiles, top-up your rack after each turn so you

always have a minimum of 7 tiles to play with. You may have less than 7 tiles as the Tile Stack is depleted. (The Subsequent Meld rule is ignored when playing this ‘Scrabble’ variation.)

These Rules are in Draft for your review. They have been compiled because the Rules supplied in the box are ambiguous and do not cover all situations and plays. Please send suggestions to [email protected]

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W O R D R U M M I K U B

Score Sheet

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