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Flash 10

Flash 10 Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Idea
  • Setup
  • Playing the Game
    • End of a Round
    • The Flash Cards
    • The Thunder Cards
    • The Next Rounds
  • End of the Game
  • Two Variants for Quick Thinkers
    • Order first ascending, then descending
    • Saying "Stop" with Thunder cards

Components

  • 100 number cards with numbers from 0-99, including 20 Flash cards with a lightning bolt
  • 20 Thunder cards

Game Idea

A lightning-fast card game for the quick-witted! Each player must bring their row of ten cards into ascending order from left to right. No card may be moved, and every new number card or Thunder card a player draws must be placed on an existing card. A player who has brought their ten cards into an ascending number sequence calls "Stop" and ends a round. Then points are awarded.

Several rounds are played. The winner is the first player to reach at least 50 points.

Setup

The 120 cards are shuffled. Each player receives ten cards, which they immediately lay face down in a row in front of them without looking at the fronts.

All remaining number cards are spread face down, crisscross, in the middle of the table.

Playing the Game

All players play simultaneously. One player gives the command: "Flash 10!" Immediately all players turn over their ten cards.

Caution: Only turn the cards over; the position of the cards must not be changed!

As soon as a player has turned over their ten cards, they take a card from the middle of the table and place it face up on one of their ten cards. Then they immediately take the next card and also place it on any of their cards. They keep doing this until their ten visible cards form an ascending row of cards.

Note: Drawn cards may not be put back into the middle. Because every new card must be placed on an old card, 10 small piles result. Any number of cards may lie on top of each other.

End of a Round

A round ends immediately when a player calls "Stop" because they have succeeded in bringing their ten visible number cards into ascending order. All other players must now stop playing immediately. If a player still has a card in hand at that moment, they must place it in their row.

Starting from the leftmost card, each player checks which of their cards lie correctly in ascending order. Each ascending number card earns one point. The player who called "Stop" receives two bonus points.

A round is also over when the last card has been taken from the middle.

Example:

Anna called "Stop"; all 10 cards lie correctly in ascending order. She receives 10 + 2 = 12 points.

Bernd has only five cards (17-86) lying in a correctly ascending row from the left. Therefore he receives 5 points. The cards after that bring him no further points.

Caution: A player who called "Stop" whose ten cards are not in the correct order receives no points at all. The other players still receive the points due to them.

The Flash Cards

All 5 and 10 cards are called Flash cards. A small "lightning bolt" is pictured on them. If Flash cards are among the ten visible cards, the player receives one additional point per Flash card.

Example:

Christine has a correctly ascending row (7-70) of six number cards. In addition she has four visible Flash cards. She receives 6 + 4 = 10 points.

The Thunder Cards

The Thunder cards have no number. They can be placed on any card, including on another Thunder card. A Thunder card does not interrupt an ascending row, but for each visible Thunder card there is one minus point. As long as a Thunder card is visible, the player cannot call "Stop".

Example:

Uwe has six correctly ascending number cards (7-73), four Flash cards and two Thunder cards. He receives 6 + 4 - 2 = 8 points.

The Next Rounds

Each player's points are noted. Then the player leading in points shuffles all the cards again, deals them as described above, and the next round starts from the beginning.

End of the Game

Whoever has 50 points or more at the end of a round has won the game. If several players have achieved this, the player with the most points wins.

Two Variants for Quick Thinkers

Order first ascending, then descending

Only 9 cards (instead of 10) are laid out. The card in the middle (position 5) plays a special role: it must be the highest card. So that players can recognize this card more easily, it should be pushed up a little. From the left up to the middle card the order goes upward, and from there downward again. Otherwise nothing changes in the course of play.

Example:

Wolfgang has all nine cards lying correctly in ascending and descending order, including one Flash card. He receives 9 + 1 = 10 points. Had he called "Stop", he would have received two additional bonus points.

Saying "Stop" with Thunder cards

A player can also say "Stop" (and receive 2 bonus points) if they have succeeded in bringing their ten cards into ascending order even though one or more Thunder cards are in the row. As before, they receive one minus point for each visible Thunder card.