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Set Up:
For 2 to 5 players
2 Decks of Cards including Jokers
Deal 13 Cards to each player
Place the rest of the deck in the center of the table to make a draw deck and flip one card over to form a discard pile.
Jokers and 2's are wild cards. Aces can be high or low for Runs
Game Play:
All Players must attempt to complete the 14 contracts in order of how they are listed. A player may only complete one contract per round.
Starting with the player to the left of the dealer and continuing clockwise each player may either draw the top card of the deck or the top card of the discard pile.
If the deck runs out reshuffle the discard pile except for the top card and make a new draw deck
The Player who played first will become the dealer for the next round
If a Player has all of the cards to complete a contract they may lay them down on their turn.
You may never have more wild cards then natural cards in a contract set or run. For example for a set of 3 you could have two fives and Joker but not 2 Jokers and a 5. 2's are always wild. If you were making a run of A, 2, 3, 4 the 2 would be considered wild for purposes of not more wild than natural cards.
For Runs they must all be of the same suit.
When you have completed all your moves you mustdiscard a card.
Ending a Round:
A Round ends when one player goes out. They have completed their contract and laid down all their cards and have one left for a final discard.
After a player has completed their contract they can get rid of the extra cards in their hands by adding to the table.
They may make extra sets of 3 or more
They may make extra runs of 4 or more
They may add to a existing set of their own or of a opponent that has already completed their contract. Example: Player 1 has a 5 in their hand, Player 2 has completed their contract and has a set of 5's on the table. Player 1 may add his 5 to players 2's set of 5's.
They may add to a existing run of their own or of a opponent that has already completed their contract.
Example: Player 1 has the 5 of Diamonds, Player 2 has a run of the 6,7,8,9 and 10 of Diamonds. Player 1 may add his 5 of Diamonds to the end of the Player 2's run.
They may play wild cards to any sets or runs as long as it does break the rule of more wild cards to natural cards for the run or set.
Once a player has gone out the round ends. Any players that have met their contract move on to the next contract. Any players that have not met their contract remain on their current contract.
First player to go out on Contract 14 wins.
"RUMMOLI" Rules
Rummoli can be played by two to eight players on the "Rummoli" playing surface with a standard deck of playing cards (minus the Joker) and counters or chips.
To Start the Game-The players cut the cards to determine the dealer of the original hand- Ace is high. The playing chips or counters are divided evenly among the players. Each player places a counter on each of the nine sections of the playing cover and the dealer deals out the cards, one at a time, dealing an extra hand which is known as the "Widow". Some players may have more cards than others, but this is of no consequence.
After looking at the cards in his own hand, the dealer may, if he so desires, exchange his hand for the "Widow", but must not look at the cards in the "Widow" before the exchange is made. If the dealer decides to play his original hand, he may auction the "Widow" to the highest bidder among the other players, and he, of course, keeps the proceeds.
Any player making an exchange of his hand for the "Widow" must accept the "Widow" even though it
should turn out to be a poorer hand than his original hand. The hand which is exchanged for the "Widow" is dead, and not used at all in the play. It should be placed face down so that the cards are not known to any other player.
Method of Play - There are two parts to the game which are described in detail as follows:
Poker Play - Each player selects from his hand the five cards which he thinks will make the most powerful poker hand and lays aside, for the time being, the remainder of his cards face down. This part of the game may be played in two different ways and the players should agree beforehand which method is to be used.
Method No. 1. The players may arrange to have a "showdown" of the poker hands, each player placing his hand on the table face up, and the player having the hand with the greatest poker value takes all the chips in the "Poker Pot" or
Method No. 2. The players may bet and raise the bet as in a regular poker game and all bets should be placed in the "Poker Pot". The player who forces all other players out of the game or who has the best poker hand when hands are shown takes all the counters in the "Poker Pot". A player who has been forced out of the betting cannot participate in the Pot even though he discovers later that he had the best hand.
Rummy Play-The players now pick up the cards they laid aside for the Poker Play and arrange their entire original hand in suits. The winner of the Poker hand now places on the table face up the lowest card in his hand calling it aloud. The play passes to the left and the player having the next consecutive card or cards in the same suit plays it or them face up before him. The play continues in this manner until the ace of the suit has been played or until the continuity of play is broken by a card being in the dead hand. When a suit is closed by the playing of the ace or blocked by a card being in the dead hand, the player who played the last card now plays the lowest card in his hand in a suit of a different colour to the suit last played and play continues in this manner until all suits have been run out. If a deadlock occurs, that is if no player is able to change the colour of the suit, the hand is finished and each player must place in the "Rummoli" section a chip for each card he has left in his hand.
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Pay Cards-On the Rummoli playing cover there are seven spaces marked with certain cards or combinalion of cards. As a player lays down one of these cards or sequences he collects the chips on the space marked the same as the card or cards he has played.
The first player to get rid of all his cards collects the chips on the space marked "Rummoli" and this marks the end of one hand. All other players pay the winner a chip for each card left in his hand.
The deal passes to the left and at the start of each new hand each player places another chip on each of the nine spaces on the cover.
At the end of a hand it is quite likely that chips remain on some of the spaces owing to the fact that the cards are in the dead hand, or that no one player held the proper sequences in his hand, or that one player has got rid of all his cards thus ending the hand before another player had a chance to play his pay cards. Such chips are allowed to collect from hand to hand until a player can play the right card or cards to claim them.
To End the Game - At the conclusion of the game the players must decide among themselves how to dispose of chips remaining in any of the spaces. This may be arranged by simply cutting the pack and high man taking all the chips, or dealing to each player a poker hand (five cards) and the best poker hand wine all the chips remaining on the board.
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-DiceBall-
Dice baseball is a simulated baseball game that can be played with nothing more
than a pair of dice, and your DiceBall game board with pegs.
Each combination of dice thrown
represents one play (one out, one hit, one home run, one punch, etc.). Use the
Pegs and game board to record what happens, and in about 15-30 minutes you have simulated a complete baseball game.
The game sheet includes the baseball actions to follow along with.
-The rules of dice baseball
-How to interpret and score dice combinations
You can play alone or against another player. The rules work similar to a real
baseball game.
You get three outs per half inning. The game board includes a score board so you can
easily track who wins.
The game board has the dice roll combinations printed on it so you know exactly
what action to take on each roll. For each turn at bat, place a peg (representing the players), on the home plate on the game board. Then the pitcher rolls 1 die. For a strike the batter then rolls both dice for their at bat.
The results of the die will tell you what happened during the appearance of that
plate. Then, if you rolled a 6 and a 2,
you would look on the scorecard for a combination of 2 to 6 (lowest number first). If
you look at the game board, it forces you to always do the lowest number first
anyway. You can't even find a combination of 5-3, for example.
-Other rules to remember-
If a player goes out, move the peg representing the player to the back of the lineup.
Record each out on the game board by moving the “outs” peg
If a player receives a base hit (single, double, triple or home run), move the player
to the appropriate base on the game board.
There are no stolen bases or extra baserunning. The only way a player can
advance is through a force (e.g., if a player is already on first base and the player at
bat hits a single, the player on first base advances to second base and the batter
moves to first base).
At the end of each half inning, record the number of runs in that half of the inning
for the team with moving your score peg (e.g., if the home team had
3 runs in the fifth inning, you would move your score peg three spots.
After nine innings, the team with the most runs wins. If the game is tied, play the
tenth inning or until there is a clear winner.
If the home team is in the lead after the visiting team completes the top half of the
ninth inning, the home team does not have to play the bottom half of the ninth
inning and the game is over.
*? Material required?
To play you're going to need:
- 2 six-sided dice (the Parcheesi dice)
- DiceBall game board.
PEGS & Jokers
How to Play
How to Play "Pegs (or Marbles) and Jokers" Game
Object: To move all five pegs, clockwise around the board, from your START position to your HOME position. First player (or team) to have all their pegs in the HOME position wins the game!
Players: 2 to 8 players depending on amount of paddles available. Each player uses 1 game paddle and matching peg color for their paddle. Pegs are placed in your START position to begin (Fig. 1). If playing teams, divide players into 2 teams, for 6-8 players use 3 decks of cards including Jokers. 4 players have 2 teams of 2 players and 2 decks with Jokers. 2 players use 4 paddles, 1 deck and remove Jokers.
Dealing: Shuffle cards including jokers. Each player is dealt 5 cards face down. Remaining deck is placed face down in center. Discards are shuffled and placed on the bottom of the draw pile as that pile is depleted.
Card Values:
To play: Player to the left of dealer starts the game. If he has an Ace or Face card in hand, the bring a peg out of the START to the starting position (see Fig. 3-green dot), discarding the card used and draws a new card. If they are unable to bring a peg out, they discard a card from their hand, draws a new card and waits for their next turn. On their next turn, if they have a peg in a playing position, they move forward or backward the appropriate number of spaces, discards that card and draws a new card. You must discard a card and draw a new card each turn. You must use the full count of the card played. You must move if you have a play, even though it may not be to your advantage. You may not jump over your own peg.
If your peg moves forward or back and lands on a space occupied by your team’s peg, that peg is bumped to the entrance of their HOME (see Fig. 3-red dot). If you bump your opponents peg, they return to their START and has to begin again.
You must use the exact number of spaces to move into HOME (Fig. 2), except when using a 7 or 9. You can not jump over your own peg to move further into HOME. Once a peg is in its HOME position, it is HOME and can’t be bumped. You can not back into HOME. If moving backward, go past HOME, then forward into your HOME on your next turn. When entering the HOME position, if your only move is for more spaces then what’s in HOME, you can not enter HOME and must go around again! When playing in teams, you first must get all your pegs into HOME. Then you can help your teammate on your left. Once all of their pegs are in their HOME, then you help the remaining teammate. First team to have all their pegs in their HOME’s win!!!
Note: Game rules may vary. Different people may have variations to the rules. If so, just take a majority vote and keep the peace!
HAND & FOOT CANASTA RULES
Hand and Foot is typically played as a partner game, partners sit across from each other
at the table. Choose one pair to deal first. They must shuffle the cards then one person
takes the deck. The dealer proceeds to deal each player a stack of 13 cards and pass
them clockwise until each player has a hand. The other partner does the same and deals
each player the foot. These two stacks of cards must remain separate.
The remaining cards are put in the center of the table and form the stockpile. The top
card is flipped over face-up beside it and starts the discard pile. If the card happens to
be a 3 or a Joker (wild card) it is buried within the stock and a new card is flipped over.
‘Foot’ stacks are to be placed around the stock and the discard pile. Players pick up their
‘hand.’ The play begins with the ‘hand’ dealer. The deal passes left, and the game
consists of four deals total.
MELDING
The objective of Hand and Foot is to get rid of all your cards by forming them
into melds as in any traditional rummy game. A meld is formed with 3 to 7 cards of equal
rank. A seven-card meld is called a Book or a Canasta. Canastas are squared up, unlike
a fanned meld still in the process of being added to. The card on top of the Canasta
indicates the kind of meld (discussed below): red card for clean Canastas, black card
for dirty Canastas, and a joker for wild Canastas. While teams may have Canastas of the
same rank, a new meld cannot be started until the same ranked meld has been
completed first. Typically, one partner has the completed melds, in addition to red
threes, in front of them and the other has the incomplete melds.
The cards are placed face-up on the table in front of the player. In this variation of
Rummy, melds belong to partners as opposed to the individual player. This means either
player in a partnership may add to any of the melds they both create, unless the meld
has reached seven cards.
THE PLAY
Play begins with the player to the left of the ‘hand’ dealer and passes clockwise. Play
continues until someone ‘goes out.’ Before your turn, red threes must be placed face-up
on the table. The number of red threes placed on the table must be replaced by and an
equal number of cards drawn from the stock.
Taking Turns
A typical turn consists of:
1. Drawing two cards form the top of the stockpile.
2. Melding cards- start a meld or add to a meld (yours or your partners)
3. Discard a single card to the top of the discard pile, face-up.
You may not start a new meld and meld cards on your turn; you must choose which
action you wish to do.
If you do not wish to draw two cards from the stock you may draw seven cards from the
discard. The whole pile may be collected if it contains less than seven cards. If you wish
to draw from the discard, these are the following requirements:
1. The top card of the discard cannot be a (black) three
2. You must hold 2 cards of equal rank as the top card of the discard
3. (At least) three cards must be immediately melded: 2 of equal rank
already in hand and the top of the discard
Complete turn by discarding a single card to the discard pile.
The first meld set down on the table must meet the minimum meld value requirement
(this is the total sum of the value of the cards played). Multiple melds may be started to
reach this point requirement. If you are picking up from the discard pile, the three
mandatory cards to meld may count toward this stipulation, however, the other 6 cards
drawn do not count. Cards in the initial meld may be wild cards.
Partners are not permitted to have two incomplete melds of equal rank. A book/Canasta
must be completed before a new meld of equal value is started.
The ‘Foot’
After you get rid of all the cards in your ‘hand’ you may pick up your ‘foot,’ and continuing
playing as usual. The foot may be picked up in one of two ways: all cards in the ‘hand’
are melded, the foot is pick up, and a single card from it is discarded OR all but one card
of the ‘hand’ is melded, the last card is discarded, and the foot is picked up. In this
version of Hand and Foot there is no penalty for discarding a wild card in order to get to
the foot.
ENDING THE GAME
The play ceases when either:
A player successfully goes out, under the stipulations discussed
above OR
The stockpile is depleted, and players do not wish to draw from the
discard.
If your partner does not permit you to go out, after melding you must have two cards
left: one to discard and one to continue playing with.
At the end of the game players score their Canastas and melds, including bonuses that
apply. The team with the greatest number of points after four deals wins.
How to Play Aggravation: Board Game Rules
What Is "Aggravation"?
Aggravation is a classic game created in 1962. Because it has been around for so long, you may find it anywhere from store shelves to garage sales or the back of Grandma's closet. However, a truth about hand-me-down games is that the first thing that gets lost is the instructions. If you have lost the rules to the game, don't fear: you can find them below.
The base row, home row, and start hole are labelled on a homemade Aggravation board. On this board, the red marbles are in the home row, and the green marbles are in the base row.
The Objective of the Game
The first player to advance all of his or her marbles around the board to the "Home" position from the "Base" position wins.
Deciding Who Starts
Basic Movement
When it is a player's turn, he or she rolls one of the dice and moves a marble clockwise the number of spaces equal to the number shown on the dice. If a six is rolled, that player gets another turn.
Starting a Marble
A marble must be "started" before it can be advanced around the board. To do this, it is moved from the base row to the start hole (see picture below). A player only moves a marble to the start hole when he or she rolls a six or a one—it cannot be advanced until the player's next turn. (Remember: If you roll a six, you get an extra turn!) Each player can only have one marble occupying the start hole at a time.
General Play
After a marble is started, it can be advanced clockwise along the game path. The number of spaces it travels each turn is equal to the number that the player rolls on the dice. Count every hole, whether the hole is empty or already taken by a player's marble.
Jumping over and landing on an opponent's marbles is permitted. For more on landing on an opponent's marble, see the "Getting Aggravated" section. However, jumping over or landing on your own is not. If one of your own marbles prevents you from moving another marble the full count on the dice, then you are prevented from moving the "blocked" marble, and your turn is forfeited. After a player has one or more marbles on the game path, when he or she rolls a one or six, the player can either start a new marble or move an already started marble along the way. Be advised, the movement of the marble will be either one or six spaces, whichever is displayed on the dice.
Warning: If one of your marbles is already on the start hole, you are precluded from starting another marble. If you have no other marbles to move or do not have the available spaces open to move, your turn is lost.
How Do You Get Aggravated?
Landing on an opponent's marble is permitted (landing on your own is not). This is called "getting aggravated."
If an opposing player's turn stops on your marbles exactly, your marble is aggravated and must go back to its base row without delay. The abandoned hole is now occupied by your opponent's marble. This aggravation can occur anywhere on the board except in a player's home or base locationsOnce a marble is relocated back to its base by aggravation, it can only be moved to the start hole by rolling a one or six on your next turn, as previously mentioned.
Note: When you roll a one or six, if an opposition player happens to be momentarily stopped in your start hole as he or she is traversing the board, you can move a marble from your base to start and thereby aggravate your opponent's marble.
Board Move Shortcuts:
Shortcuts are optional. They can be very beneficial because they reduce the time it takes to advance around the board. But there are dangers! Your marble can be aggravated in the star or center holes, just like in regular play!
The Home Stretch
When coming into the home row, you have to land in an open space by the exact number count registered on the dice. Since you cannot jump over your own marbles, your first marble must land in the farthest home position. Since this is the case, as you advance each marble home, the exact count on the dice is imperative. If the dice roll gives excess moves than are required for a marble to land in the open spot, that marble cannot be advanced. Try to move another. If no marbles are available, your turn is over.
How Do You Win the Game?
The first player to get all marbles to the home row wins!
Can You Play With Teams?
Yes! You can play in teams of two or three, depending on how many players the board you are using is designed for. When you are playing in teams, each team member must use alternating spots on the board. For example, one team would have to have a member playing the yellow marbles and a member playing the blue marbles, while the other would need a member playing the green marbles and a member playing the red marbles.
You can pass a teammate's marble, but be careful—you can also aggravate it!
Play in teams proceeds as usual, except when one player moves all of his or her marbles to the home row. When this happens, the player will continue playing, but each of his or her rolls will move a teammate's marbles. If you are playing in teams of three, the finished player will have to declare which teammate he or she is playing for before each turn. Remember: Rolling a six wins you an extra turn, even if that six moves your last marble into a home row—your extra turn will just be played on behalf of a teammate.
The first team to get all of their home rows filled wins!
Thanks, and enjoy a fun game of Aggravation!
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