variations of 13QUEENS.

  • ALL STANDARD RULES EXCEPT WHEN CALCULATING THE INFLUENCE SCORE. INFLUENCE POINTS FOR NON-QUEEN CARDS ARE ONLY ACTIVE WHEN YOU HAVE THE QUEEN FOR THAT SUIT IN YOUR HAND.

  • how to win.

    IF YOU ARE THE DRAGON, HAVE A HIGHER INFLUENCE SCORE THAN THE REST OF THE PLAYERS COMBINED.

    IF YOU ARE NOT THE DRAGON, HAVE A BETTER COMBINED INFLUENCE SCORE WITH YOUR FELLOW NON-DRAGONS THAN THE DRAGON.

    anatomy of a turn.

    IF YOU ARE THE DRAGON, ROLL AND DRAW TO START YOUR TURN.

    IF YOU ARE NOT THE DRAGON, DRAW ONE CARD TO START YOUR TURN.

    THE DRAGON HAS A TURN AFTER EACH PLAYER. MEANING INSTEAD OF:

    DRAGON
    PLAYER A
    PLAYER B
    PLAYER C
    DRAGON
    PLAYER A
    PLAYER B
    PLAYER C

    THE ORDER GOES:

    DRAGON
    PLAYER A
    DRAGON
    PLAYER B
    DRAGON
    PLAYER C
    DRAGON
    PLAYER A
    DRAGON
    PLAYER B
    DRAGON
    PLAYER C

    set up.

    SELECT SOMEONE TO BE THE DRAGON.

    DEAL 13 CARDS TO EACH PLAYER. SET THE REST ASIDE AS THE DRAW PILE.

    THE DRAGON GOES FIRST.

variations of other
card games and games.

INCORPORATING BOTH POWER + INFLUENCE HIERARCHIES.

  • how to win.

    CAPTURE YOUR OPPONENT’S TOKENS. HAVE THE HIGHEST INFLUENCE SCORE BASED ON THE CAPTURED TOKENS WHEN THE DRAW PILE EMPTIES.

    calculating influence score.

    TOKENS ARE WORTH THE POINTS OF THEIR CORRESPONDING SUIT ON THE INFLUENCE HIERARCHY (A).

    IF THERE IS A TIE, THE PLAYER WITH THE MOST POWERFUL CAPTURED TOKEN (Q) WINS.

    anatomy of a turn.

    TO START, ROLL THE DICE AND DRAW.

    IF YOU HAVE ACTION CARDS, YOU MAY USE THEM TO SWITCH SUITS ON EITHER THE POWER HIERARCHY (Q) OR THE INFLUENCE HIERARCHY (A).

    IF YOU HAVE THREE OF A KIND, YOU MAY USE THEM TO MOVE A TOKEN ON THE BOARD.

    IF YOU CANNOT PLAY, IT MOVES ON TO YOUR OPPONENT’S TURN.

    IF YOU WISH TO JUMP OR DOUBLE-JUMP AN OPPONENT’S TOKEN IN ORDER TO CAPTURE IT, YOUR TOKEN MUST BE MORE POWERFUL THAN THE TOKEN IT IS JUMPING.

    YOU CANNOT JUMP A TOKEN OF THE SAME SUIT.

    IF YOUR TOKEN REACHES THE OPPOSITE END OF THE BOARD, IT IS FLIPPED FACE-DOWN AND “QUEENED.” QUEENED TOKENS CAN MOVE IN ANY DIRECTION AND CAN JUMP ANY OF YOUR OPPONENT’S TOKENS. ONLY ANOTHER QUEENED TOKEN CAN JUMP A QUEENED TOKEN.

    THE MOMENT THE DRAW PILE IS EMPTY, GAMEPLAY STOPS AND INFLUENCE SCORES ARE CALCULATED.

    set up.

    DIVIDE THE BLACK AND WHITE TOKENS. HAVE EACH PLAYER PICK A COLOR AND ARRANGE THEIR 13 TOKENS ON EVERY OTHER SQUARE WITH THE SUITS FACE-UP ON THEIR SIDE OF THE CHECKERBOARD.

    SORT THROUGH THE CARDS. SET ASIDE THE QUEENS AND ACES.

    ARRANGE THE QUEENS IN THE SAME PATTERN AS THE POWER HIERARCHY.

    ARRANGE THE ACES IN THE SAME PATTERN AS THE INFLUENCE HIERARCHY.

    SHUFFLE THE REMAINING CARDS. DEAL 13 CARDS TO EACH PLAYER. SET THE REST ASIDE AS THE DRAW PILE.

    variation-ception.

    IF YOU’D LIKE, YOU CAN CHOOSE TO HAVE THE GAMEPLAY CONTINUE UNTIL THE ENTIRETY OF ONE PLAYER’S TOKENS ARE CAPTURED BY SHUFFLING THE DISCARD PILE AND TURNING IT INTO A NEW DRAW PILE.

  • how to win.

    HAVE THE HIGHEST INFLUENCE SCORE WHEN THE GAME STOPS.

    calculating influence score.

    ALL QUEENS FROM YOUR PERSONAL PILES ARE WORTH 13 POINTS NO MATTER WHAT. THE INFLUENCE POINTS OF ALL NON-QUEENS FROM YOUR PERSONAL PILES ARE DETERMINED BY WHERE THEIR SUIT SITS ON THE INFLUENCE HIERARCHY.

    FROM THERE, SUBTRACT THE INFLUENCE SCORE OF THE REMAINING PLAYING CARDS IN YOUR PERSONAL DRAW PILE.

    gameplay.

    ALL GAMEPLAY IS SIMULTANEOUS.

    DRAW THE TOP THREE CARDS FROM YOUR PERSONAL DRAW PILE AND FLIP THEM OVER TO REVEAL PLAYABLE CARDS. ONCE YOU GO THROUGH YOUR WHOLE DRAW PILE, FLIP OVER AND BEGIN AGAIN WITHOUT SHUFFLING.

    ANY ACES CAN BE USED TO START YOUR PERSONAL PILES. FROM THERE, YOU CAN TAKE EXPOSED CARDS FROM YOUR DRAW PILE AND ANY EXPOSED CARDS FROM THE CENTER PILES TO COUNT UP FROM ACE TO KING OF THE SAME SUIT.

    ANY KINGS CAN BE PLACED IN THE CENTER TO ESTABLISH SHARED PILES. YOU CAN PLACE EXPOSED CARDS FROM YOUR DRAW PILE COUNTING DOWN FROM KING TO ACE ON THE CENTER PILES AS LONG AS THE SUITS DO NOT MATCH AND THE CARD YOU ARE PLACING IS MORE POWERFUL THAN THE ONE BENEATH IT.

    ANY EXPOSED ACTION CARD CAN BE USED ON EITHER THE POWER OR THE INFLUENCE HIERARCHIES.

    GAMEPLAY STOPS AS SOON AS ONE PLAYER EMPTIES THEIR PERSONAL DRAW PILE.

    set up.

    DEAL THE ENTIRE DECK OUT EVENLY TO THE PLAYERS.

INCORPORATING JUST THE POWER HIERARCHY.

  • how to win.

    CAPTURE MORE OF YOUR OPPONENT’S TOKENS BY THE TIME THE DRAW PILE EMPTIES.

    IF THERE IS A TIE, THE PLAYER WITH THE MOST POWERFUL CAPTURED TOKEN (Q) WINS.

    anatomy of a turn.

    TO START, ROLL THE DICE AND DRAW.

    IF YOU HAVE ACTION CARDS, YOU MAY USE THEM TO SWITCH SUITS ON THE POWER HIERARCHY (Q).

    IF YOU HAVE THREE OF A KIND, YOU MAY USE THEM TO MOVE A TOKEN ON THE BOARD.

    IF YOU CANNOT PLAY, IT MOVES ON TO YOUR OPPONENT’S TURN.

    IF YOU WISH TO JUMP OR DOUBLE-JUMP AN OPPONENT’S TOKEN IN ORDER TO CAPTURE IT, YOUR TOKEN MUST BE MORE POWERFUL THAN THE TOKEN IT IS JUMPING.

    YOU CANNOT JUMP A TOKEN OF THE SAME SUIT.

    IF YOUR TOKEN REACHES THE OPPOSITE END OF THE BOARD, IT IS FLIPPED FACE-DOWN AND “QUEENED.” QUEENED TOKENS CAN MOVE IN ANY DIRECTION AND CAN JUMP ANY OF YOUR OPPONENT’S TOKENS. ONLY ANOTHER QUEENED TOKEN CAN JUMP A QUEENED TOKEN.

    THE MOMENT THE DRAW PILE IS EMPTY, GAMEPLAY STOPS.

    set up.

    DIVIDE THE BLACK AND WHITE TOKENS. HAVE EACH PLAYER PICK A COLOR AND ARRANGE THEIR 13 TOKENS ON EVERY OTHER SQUARE WITH THE SUITS FACE-UP ON THEIR SIDE OF THE CHECKERBOARD.

    SORT THROUGH THE CARDS. SET ASIDE THE QUEENS.

    ARRANGE THE QUEENS IN THE SAME PATTERN AS THE POWER HIERARCHY.

    SHUFFLE THE REMAINING CARDS. DEAL 13 CARDS TO EACH PLAYER. SET THE REST ASIDE AS THE DRAW PILE.

    variation-ception.

    IF YOU’D LIKE, YOU CAN CHOOSE TO HAVE THE GAMEPLAY CONTINUE UNTIL THE ENTIRETY OF ONE PLAYER’S TOKENS ARE CAPTURED BY SHUFFLING THE DISCARD PILE AND TURNING IT INTO A NEW DRAW PILE.

  • how to win.

    HAVE THE HIGHEST SCORE WHEN THE GAME STOPS.

    calculating score.

    ALL CARDS FROM YOUR PERSONAL PILES ARE WORTH ONE POINT EACH. THEN SUBTRACT ONE POINT FOR EACH REMAINING CARD IN YOUR PERSONAL DRAW PILE.

    gameplay.

    ALL GAMEPLAY IS SIMULTANEOUS.

    DRAW THE TOP THREE CARDS FROM YOUR PERSONAL DRAW PILE AND FLIP THEM OVER TO REVEAL PLAYABLE CARDS. ONCE YOU GO THROUGH YOUR WHOLE DRAW PILE, FLIP OVER AND BEGIN AGAIN WITHOUT SHUFFLING.

    ANY ACES CAN BE USED TO START YOUR PERSONAL PILES. FROM THERE, YOU CAN TAKE EXPOSED CARDS FROM YOUR DRAW PILE AND ANY EXPOSED CARDS FROM THE CENTER PILES TO COUNT UP FROM ACE TO KING OF THE SAME SUIT.

    ANY KINGS CAN BE PLACED IN THE CENTER TO ESTABLISH SHARED PILES. YOU CAN PLACE EXPOSED CARDS FROM YOUR DRAW PILE COUNTING DOWN FROM KING TO ACE ON THE CENTER PILES AS LONG AS THE SUITS DO NOT MATCH AND THE CARD YOU ARE PLACING IS MORE POWERFUL THAN THE ONE BENEATH IT.

    ANY EXPOSED ACTION CARD CAN BE USED TO SWITCH SUITS IN THE POWER HIERARCHY.

    GAMEPLAY STOPS AS SOON AS ONE PLAYER EMPTIES THEIR PERSONAL DRAW PILE.

    set up.

    DEAL THE ENTIRE DECK OUT EVENLY TO THE PLAYERS.

  • how to win.

    GET RID OF ALL YOUR PLAYING CARDS.

    anatomy of a turn.

    ROLL AND DRAW CARDS FOR YOUR HAND FROM THE DRAW PILE.

    YOU MAY PLAY ACTION CARDS TO SWITCH SUITS ON THE POWER HIERARCHY.

    YOU MAY PLAY PLAYING CARDS OF THE SAME SUIT AS THE PLAYING CARD ON TOP OF THE DISCARD PILE. YOU MAY ALSO PLAY PLAYING CARDS OF THE SAME VALUE, BUT ONLY IF THEY ARE FROM A MORE POWERFUL SUIT.

    QUEENS ARE WILD. YOU CAN PLAY ANY QUEEN AT ANY TIME DURING YOUR TURN AND ESTABLISH A NEW SUIT OF YOUR CHOICE.

    YOU MAY PLAY AS MANY CARDS AS YOU WANT AND CAN PER TURN.

    IF YOU CANNOT PLAY ANY CARDS, ROLL AND DRAW UNTIL YOU CAN.

    set up.

    SHUFFLE AND DEAL 13 CARDS TO EACH PLAYER. THE REST BECOME THE DRAW PILE.

INCORPORATING JUST THE INFLUENCE HIERARCHY.

  • how to win.

    CAPTURE YOUR OPPONENT’S TOKENS. HAVE THE HIGHEST INFLUENCE SCORE BASED ON THE CAPTURED TOKENS WHEN THE DRAW PILE EMPTIES.

    calculating influence score.

    TOKENS ARE WORTH THE POINTS OF THEIR CORRESPONDING SUIT ON THE INFLUENCE HIERARCHY (A).

    anatomy of a turn.

    TO START, ROLL THE DICE AND DRAW.

    IF YOU HAVE ACTION CARDS, YOU MAY USE THEM TO SWITCH SUITS ON THE INFLUENCE HIERARCHY (A).

    IF YOU HAVE THREE OF A KIND, YOU MAY USE THEM TO MOVE A TOKEN ON THE BOARD.

    IF YOU CANNOT PLAY, IT MOVES ON TO YOUR OPPONENT’S TURN.

    IF YOUR TOKEN REACHES THE OPPOSITE END OF THE BOARD, IT IS FLIPPED FACE-DOWN AND “QUEENED.” QUEENED TOKENS CAN MOVE IN ANY DIRECTION.

    THE MOMENT THE DRAW PILE IS EMPTY, GAMEPLAY STOPS AND INFLUENCE SCORES ARE CALCULATED.

    set up.

    DIVIDE THE BLACK AND WHITE TOKENS. HAVE EACH PLAYER PICK A COLOR AND ARRANGE THEIR 13 TOKENS ON EVERY OTHER SQUARE WITH THE SUITS FACE-UP ON THEIR SIDE OF THE CHECKERBOARD.

    SORT THROUGH THE CARDS. SET ASIDE THE ACES.

    ARRANGE THE ACES IN THE SAME PATTERN AS THE INFLUENCE HIERARCHY.

    SHUFFLE THE REMAINING CARDS. DEAL 13 CARDS TO EACH PLAYER. SET THE REST ASIDE AS THE DRAW PILE.

    variation-ception.

    IF YOU’D LIKE, YOU CAN CHOOSE TO HAVE THE GAMEPLAY CONTINUE UNTIL THE ENTIRETY OF ONE PLAYER’S TOKENS ARE CAPTURED BY SHUFFLING THE DISCARD PILE AND TURNING IT INTO A NEW DRAW PILE.

  • how to win.

    HAVE THE HIGHEST INFLUENCE SCORE WHEN THE GAME STOPS.

    calculating influence score.

    ALL QUEENS FROM YOUR PERSONAL PILES ARE WORTH 13 POINTS NO MATTER WHAT. THE INFLUENCE POINTS OF ALL NON-QUEENS FROM YOUR PERSONAL PILES ARE DETERMINED BY WHERE THEIR SUIT SITS ON THE INFLUENCE HIERARCHY.

    FROM THERE, SUBTRACT THE INFLUENCE SCORE OF THE REMAINING PLAYING CARDS IN YOUR PERSONAL DRAW PILE.

    gameplay.

    ALL GAMEPLAY IS SIMULTANEOUS.

    DRAW THE TOP THREE CARDS FROM YOUR PERSONAL DRAW PILE AND FLIP THEM OVER TO REVEAL PLAYABLE CARDS. ONCE YOU GO THROUGH YOUR WHOLE DRAW PILE, FLIP OVER AND BEGIN AGAIN WITHOUT SHUFFLING.

    ANY ACES CAN BE USED TO START YOUR PERSONAL PILES. FROM THERE, YOU CAN TAKE EXPOSED CARDS FROM YOUR DRAW PILE AND ANY EXPOSED CARDS FROM THE CENTER PILES TO COUNT UP FROM ACE TO KING OF THE SAME SUIT.

    ANY KINGS CAN BE PLACED IN THE CENTER TO ESTABLISH SHARED PILES. YOU CAN PLACE EXPOSED CARDS FROM YOUR DRAW PILE COUNTING DOWN FROM KING TO ACE ON THE CENTER PILES AS LONG AS THE SUITS DO NOT MATCH.

    ANY EXPOSED ACTION CARD CAN BE USED TO SWITCH SUITS IN THE INFLUENCE HIERARCHY.

    GAMEPLAY STOPS AS SOON AS ONE PLAYER EMPTIES THEIR PERSONAL DRAW PILE.

    set up.

    DEAL THE ENTIRE DECK OUT EVENLY TO THE PLAYERS.

  • how to win.

    HAVE THE HIGHEST INFLUENCE SCORE WHEN THE GAME STOPS.

    calculating influence score.

    ALL QUEENS FROM YOUR HAND ARE WORTH 13 POINTS NO MATTER WHAT. THE INFLUENCE POINTS OF ALL ACTIVATED NON-QUEENS FROM YOUR HAND ARE DETERMINED BY WHERE THEIR SUIT SITS ON THE INFLUENCE HIERARCHY.

    NON-QUEEN CARDS IN YOUR HAND ARE CONSIDERED “ACTIVATED” WHEN THERE IS AT LEAST ONE OTHER CARD OF THE SAME VALUE IN YOUR HAND OR WHEN THERE IS AT LEAST ONE CARD OF A VALUE THAT IS ONE STEP DIRECTLY HIGHER OR LOWER WITHIN THE SAME SUIT IN YOUR HAND.

    anatomy of a turn.

    DRAW A CARD AT THE TOP OF YOUR TURN FROM EITHER THE DRAW PILE OR THE TOP OF THE DISCARD PILE.

    YOU MUST ALWAYS HAVE 14 PLAYING CARDS (AS OPPOSED TO ACTION CARDS) IN YOUR HAND DURING YOUR TURN SO THAT YOU WILL HAVE 13 IN YOUR HAND AT THE CONCLUSION OF YOUR TURN.

    IF YOU HAVE LESS THAN 14 PLAYING CARDS AFTER DRAWING YOUR FIRST CARD TO START YOUR TURN, KEEP DRAWING FROM EITHER THE DRAW PILE OR THE DISCARD PILE UNTIL YOU HAVE 14PLAYING CARDS IN YOUR HAND.

    IF YOU WANT TO, YOU MAY PLAY ANY NUMBER OF ACTION CARDS FROM YOUR HAND DURING YOUR TURN TO SWITCH SUITS IN THE INFLUENCE HIERARCHY.

    PLACE ONE CARD ON THE DISCARD PILE TO CONCLUDE YOUR TURN.

    GAMEPLAY STOPS ONCE ONE PLAYER’S HAND IS COMPRISED ENTIRELY OF ANY ONE OF THE FOLLOWING.

    - 13 PLAYING CARDS OF THE SAME VALUE.
    - 13 PLAYING CARDS OF THE SAME SUIT.
    - 11 PLAYING CARDS OF THE SAME VALUE. + 2 PLAYING CARDS OF THE SAME VALUE.
    - 11 PLAYING CARDS OF THE SAME VALUE. + 2 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 11 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 2 PLAYING CARDS OF THE SAME VALUE.
    - 11 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 2 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 10 PLAYING CARDS OF THE SAME VALUE. + 3 PLAYING CARDS OF THE SAME VALUE.
    - 10 PLAYING CARDS OF THE SAME VALUE. + 3 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 10 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 3 PLAYING CARDS OF THE SAME VALUE.
    - 10 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 3 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 9 PLAYING CARDS OF THE SAME VALUE. + 4 PLAYING CARDS OF THE SAME VALUE.
    - 9 PLAYING CARDS OF THE SAME VALUE. + 4 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 9 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 4 PLAYING CARDS OF THE SAME VALUE.
    - 9 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 4 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 8 PLAYING CARDS OF THE SAME VALUE. + 5 PLAYING CARDS OF THE SAME VALUE.
    - 8 PLAYING CARDS OF THE SAME VALUE. + 5 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 8 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 5 PLAYING CARDS OF THE SAME VALUE.
    - 8 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 5 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 7 PLAYING CARDS OF THE SAME VALUE. + 6 PLAYING CARDS OF THE SAME VALUE.
    - 7 PLAYING CARDS OF THE SAME VALUE. + 6 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 7 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 6 PLAYING CARDS OF THE SAME VALUE.
    - 7 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 6 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.

    set up.

    DEAL 13 CARDS TO EACH PLAYER. SET THE REST ASIDE AS THE DRAW PILE.

  • how to win.

    HAVE THE HIGHEST INFLUENCE SCORE WHEN THE GAME STOPS.

    calculating influence score.

    ALL QUEENS FROM YOUR PILE ARE WORTH 13 POINTS NO MATTER WHAT. THE INFLUENCE POINTS OF ALL NON-QUEENS FROM YOUR PILE ARE DETERMINED BY WHERE THEIR SUIT SITS ON THE INFLUENCE HIERARCHY.

    ADDITIONAL POINTS ARE AWARDED FOR ANY OF THE FOLLOWING FROM YOUR PILE.

    +13 POINTS FOR EACH 13-OF-A-KIND.
    +5 POINTS FOR EACH 6-OF-A-KIND.
    +2 POINTS FOR EACH 4-OF-A-KIND.
    +1 POINT FOR EACH 3-OF-A-KIND.

    anatomy of a turn.

    ASK ANOTHER PLAYER IF THEY HAVE A CARD OF A PARTICULAR VALUE.

    IF THEY HAVE IT, THEY MUST HAND IT OVER AND YOU CAN ASK THEM OR ANOTHER PLAYER AGAIN FOR ANY CARD OF A PARTICULAR VALUE.

    THIS CONTINUES UNTIL YOU ASK ANOTHER PLAYER FOR A CARD THEY DON’T HAVE AND YOU MUST “GO FISH.” WHEN THAT HAPPENS, ROLL THE DICE AND DRAW FROM THE DRAW PILE.

    IF YOU WANT TO, YOU MAY PLAY ANY NUMBER OF ACTION CARDS FROM YOUR HAND DURING YOUR TURN TO SWITCH SUITS IN THE INFLUENCE HIERARCHY.

    AT ANY TIME, YOU MAY PLACE ANY TWO OR MORE CARDS OF A KIND IN YOUR PERSONAL PILE TO BE SCORED AT THE END.

    THE GAME STOPS ONCE ONE PLAYER HAS EMPTIED ALL THE CARDS FROM THEIR HAND.

    set up.

    DEAL 13 CARDS TO EACH PLAYER. SET THE REST ASIDE AS THE DRAW PILE.

    variation-ception.

    DEDUCT ONE POINT FROM YOUR SCORE FOR EVERY REMAINING CARD IN YOUR HAND.

INCORPORATING 13 SUITS + NOT USING HIERARCHIES.

  • how to win.

    EMPTY YOUR HAND.

    gameplay.

    ALL STANDARD RULES OF BULLSHIT.

    set up.

    REMOVE ALL ACTION CARDS. DEAL THE ENTIRE REMAINING DECK OUT EVENLY TO THE PLAYERS.

  • how to win.

    HAVE THE HIGHEST SCORE WHEN THE GAME STOPS.

    calculating score.

    ALL CARDS FROM YOUR PERSONAL PILES ARE WORTH ONE POINT EACH. THEN SUBTRACT ONE POINT FOR EACH REMAINING CARD IN YOUR PERSONAL DRAW PILE.

    gameplay.

    ALL GAMEPLAY IS SIMULTANEOUS.

    DRAW THE TOP THREE CARDS FROM YOUR PERSONAL DRAW PILE AND FLIP THEM OVER TO REVEAL PLAYABLE CARDS. ONCE YOU GO THROUGH YOUR WHOLE DRAW PILE, FLIP OVER AND BEGIN AGAIN WITHOUT SHUFFLING.

    ANY ACES CAN BE USED TO START YOUR PERSONAL PILES. FROM THERE, YOU CAN TAKE EXPOSED CARDS FROM YOUR DRAW PILE AND ANY EXPOSED CARDS FROM THE CENTER PILES TO COUNT UP FROM ACE TO KING OF THE SAME SUIT.

    ANY KINGS CAN BE PLACED IN THE CENTER TO ESTABLISH SHARED PILES. YOU CAN PLACE EXPOSED CARDS FROM YOUR DRAW PILE COUNTING DOWN FROM KING TO ACE ON THE CENTER PILES AS LONG AS THE SUITS DO NOT MATCH.

    ANY EXPOSED ACTION CARD CAN BE USED TO SWITCH SUITS IN THE POWER HIERARCHY.

    GAMEPLAY STOPS AS SOON AS ONE PLAYER EMPTIES THEIR PERSONAL DRAW PILE.

    set up.

    REMOVE ALL ACTION CARDS. DEAL THE ENTIRE REMAINING DECK OUT EVENLY TO THE PLAYERS.

  • how to win.

    GET RID OF ALL YOUR PLAYING CARDS.

    anatomy of a turn.

    ROLL AND DRAW CARDS FOR YOUR HAND FROM THE DRAW PILE.

    YOU MAY PLAY PLAYING CARDS OF THE SAME SUIT AS THE PLAYING CARD ON TOP OF THE DISCARD PILE. YOU MAY ALSO PLAY PLAYING CARDS OF THE SAME VALUE FROM A DIFFERENT SUIT.

    QUEENS ARE WILD. YOU CAN PLAY ANY QUEEN AT ANY TIME DURING YOUR TURN AND ESTABLISH A NEW SUIT OF YOUR CHOICE.

    YOU MAY PLAY AS MANY CARDS AS YOU WANT AND CAN PER TURN.

    IF YOU CANNOT PLAY ANY CARDS, ROLL AND DRAW UNTIL YOU CAN.

    set up.

    REMOVE ALL ACTION CARDS. DEAL 13 CARDS TO EACH PLAYER. THE REST BECOME THE DRAW PILE.

  • how to win.

    BE THE FIRST TO HAVE A HAND COMPRISED ENTIRELY OF ANY ONE OF THE FOLLOWING.

    - 13 PLAYING CARDS OF THE SAME VALUE.
    - 13 PLAYING CARDS OF THE SAME SUIT.
    - 11 PLAYING CARDS OF THE SAME VALUE. + 2 PLAYING CARDS OF THE SAME VALUE.
    - 11 PLAYING CARDS OF THE SAME VALUE. + 2 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 11 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 2 PLAYING CARDS OF THE SAME VALUE.
    - 11 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 2 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 10 PLAYING CARDS OF THE SAME VALUE. + 3 PLAYING CARDS OF THE SAME VALUE.
    - 10 PLAYING CARDS OF THE SAME VALUE. + 3 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 10 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 3 PLAYING CARDS OF THE SAME VALUE.
    - 10 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 3 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 9 PLAYING CARDS OF THE SAME VALUE. + 4 PLAYING CARDS OF THE SAME VALUE.
    - 9 PLAYING CARDS OF THE SAME VALUE. + 4 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 9 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 4 PLAYING CARDS OF THE SAME VALUE.
    - 9 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 4 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 8 PLAYING CARDS OF THE SAME VALUE. + 5 PLAYING CARDS OF THE SAME VALUE.
    - 8 PLAYING CARDS OF THE SAME VALUE. + 5 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 8 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 5 PLAYING CARDS OF THE SAME VALUE.
    - 8 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 5 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 7 PLAYING CARDS OF THE SAME VALUE. + 6 PLAYING CARDS OF THE SAME VALUE.
    - 7 PLAYING CARDS OF THE SAME VALUE. + 6 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.
    - 7 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 6 PLAYING CARDS OF THE SAME VALUE.
    - 7 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER. + 6 PLAYING CARDS OF THE SAME SUIT IN SEQUENTIAL ORDER.

    anatomy of a turn.

    DRAW A CARD AT THE TOP OF YOUR TURN FROM EITHER THE DRAW PILE OR THE TOP OF THE DISCARD PILE.

    YOU MUST ALWAYS HAVE 14 PLAYING CARDS (AS OPPOSED TO ACTION CARDS) IN YOUR HAND DURING YOUR TURN SO THAT YOU WILL HAVE 13 IN YOUR HAND AT THE CONCLUSION OF YOUR TURN.

    IF YOU HAVE LESS THAN 14 PLAYING CARDS AFTER DRAWING YOUR FIRST CARD TO START YOUR TURN, KEEP DRAWING FROM EITHER THE DRAW PILE OR THE DISCARD PILE UNTIL YOU HAVE 14PLAYING CARDS IN YOUR HAND.

    IF YOU WANT TO, YOU MAY PLAY ANY NUMBER OF ACTION CARDS FROM YOUR HAND DURING YOUR TURN TO SWITCH SUITS IN THE INFLUENCE HIERARCHY.

    PLACE ONE CARD ON THE DISCARD PILE TO CONCLUDE YOUR TURN.

    set up.

    REMOVE ALL ACTION CARDS. DEAL 13 CARDS TO EACH PLAYER. SET THE REST ASIDE AS THE DRAW PILE.

  • how to win.

    HAVE THE HIGHEST SCORE WHEN THE GAME STOPS.

    calculating score.

    POINTS ARE AWARDED FOR ANY OF THE FOLLOWING FROM YOUR PILE.

    +13 POINTS FOR EACH 13-OF-A-KIND.
    +5 POINTS FOR EACH 6-OF-A-KIND.
    +2 POINTS FOR EACH 4-OF-A-KIND.
    +1 POINT FOR EACH 3-OF-A-KIND.

    anatomy of a turn.

    ASK ANOTHER PLAYER IF THEY HAVE A CARD OF A PARTICULAR VALUE.

    IF THEY HAVE IT, THEY MUST HAND IT OVER AND YOU CAN ASK THEM OR ANOTHER PLAYER AGAIN FOR ANY CARD OF A PARTICULAR VALUE.

    THIS CONTINUES UNTIL YOU ASK ANOTHER PLAYER FOR A CARD THEY DON’T HAVE AND YOU MUST “GO FISH.” WHEN THAT HAPPENS, ROLL THE DICE AND DRAW FROM THE DRAW PILE.

    AT ANY TIME, YOU MAY PLACE ANY TWO OR MORE CARDS OF A KIND IN YOUR PERSONAL PILE TO BE SCORED AT THE END.

    THE GAME STOPS ONCE ONE PLAYER HAS EMPTIED ALL THE CARDS FROM THEIR HAND.

    set up.

    REMOVE ALL ACTION CARDS. DEAL 13 CARDS TO EACH PLAYER. SET THE REST ASIDE AS THE DRAW PILE.

    variation-ception.

    DEDUCT ONE POINT FROM YOUR SCORE FOR EVERY REMAINING CARD IN YOUR HAND.

  • THIS IS A TWO-PLAYER GAME.

    VERSION 1.

    how to win.

    BE THE FIRST PERSON TO HAVE 6 PILES OF CARDS WITH 13 CARDS EACH OF THE SAME VALUE.

    gameplay.

    ALL GAMEPLAY IS SIMULTANEOUS.

    YOU MAY ONLY PICK UP ONE OF YOUR 6 PILES AT A TIME. WHILE YOU ARE HOLDING THAT PILE, YOU MAY EXCHANGE ONE CARD AT A TIME FROM YOUR HAND FOR ONE CARD FROM THE MIDDLE.

    set up.

    REMOVE ALL ACTIONS CARDS. DEAL 6 PILES OF 13 CARDS FACE-DOWN EACH TO EACH PLAYER.

    LAY THE REMAINING 13 CARDS FACE-UP IN THE MIDDLE.

    VERSION 2.

    how to win.

    HAVE 6 PILES OF CARDS WITH 13 CARDS EACH OF THE SAME SUIT.

    gameplay.

    ALL GAMEPLAY IS SIMULTANEOUS.

    YOU MAY ONLY PICK UP ONE OF YOUR 6 PILES AT A TIME. WHILE YOU ARE HOLDING THAT PILE, YOU MAY EXCHANGE ONE CARD AT A TIME FROM YOUR HAND FOR ONE CARD FROM THE MIDDLE.

    set up.

    REMOVE ALL ACTIONS CARDS. DEAL 6 PILES OF 13 CARDS FACE-DOWN EACH TO EACH PLAYER. LAY THE REMAINING 13 CARDS FACE-UP IN THE MIDDLE.

  • THIS IS A TWO-PLAYER GAME.

    how to win.

    GET RID OF ALL OF YOUR CARDS FIRST.

    gameplay.

    DRAW 7 CARDS FOR YOUR HAND FROM YOUR PERSONAL DRAW PILE.

    YOU MAY PLAY ANY CARD OF A VALUE THAT IS ONE STEP DIRECTLY HIGHER OR LOWER THAN ONE OF THE MIDDLE CARDS.

    YOU MUST ALWAYS HAVE 7 CARDS IN YOUR HAND, SO DRAW A CARD FOR EVERY CARD YOU PLAY.

    IF NEITHER PLAYER CAN PLAY, EACH MUST DRAW ONE CARD FROM THEIR PERSONAL PILE AND PLACE IT IN THE MIDDLE FACE-UP TO REFRESH IT.

    set up.

    REMOVE ALL ACTION CARDS. DEAL ALL BUT TWO CARDS EVENLY BETWEEN THE TWO PLAYERS TO ACT AS THEIR PERSONAL DRAW PILES. PLACE THE REMAINING TWO CARDS FACE UP IN THE MIDDLE.

  • how to win.

    ACQUIRE ALL THE CARDS.

    gameplay.

    ALL STANDARD RULES OF WAR.

    set up.

    REMOVE ALL ACTION CARDS. DEAL THE ENTIRE REMAINING DECK OUT EVENLY TO THE PLAYERS.

  • GO NUTS.