Combo
Combo Rulebook
Table of Contents
Table of Contents
Aim of the Game
The player who makes a chain of five matching symbols wins the round. The first player to win three rounds wins the game.
Cards and Chains
There are five symbols in the game. The card deck is made up as follows:
- 10 double-symbol cards: Each possible pair of symbols appears on one card in the deck.
- 5 single-symbol cards: Each symbol appears once.
- 3 Combo cards: These are special "wild" cards that can match with any symbol.
During the game players will play cards to make a single line in the middle of the player area. Lay the cards edge-to-edge so that the grey lines on the cards connect, creating chains of symbols on adjacent cards.
The aim of the game is to create a chain of five matching symbols on five adjacent cards anywhere in the line.
Setup
Shuffle all the cards and deal each player the same number, depending on the number of players:
- 2 players: 9 cards
- 3 players: 6 cards
- 4 players: 4 cards
- 5 players: 3 cards
With 4 or 5 players, there will be 2 or 3 cards left over. Place these cards face down, out of play.
Choose a start player in any way you wish.
How to Play
The start player goes first. Play then continues clockwise. On your turn you must do one of the following three actions:
- Play a card to the table, creating a line of cards on the table. You may only add a card to the end of the line of cards, although you may add a card to either end.
- Rotate a card already on the table, turning it round so that the two symbols on it switch positions.
- Switch two cards already on the table, keeping their orientations. Be careful not to rotate either card when making the switch.
On your first turn, you must play a card. Once each player has taken a turn and played one card, you are then free to choose any of the three actions on your turn.
End of the Round
If you make a chain of five matching symbols on any five adjacent cards in the line, you immediately win the round. Keep track of how many rounds each player wins.
Start a new round by collecting up all 18 cards, and shuffling and dealing again.
End of the Game
The first player to win three rounds is the winner.
Examples
Combo rulebook examples (as printed):
- In the first example, the player has successfully made a chain of five blue hexagons. Remember that a Combo card is wild and can match with any symbol.
- In the second example, the hexagons on the first two cards do not connect, so this arrangement is not a winning chain.