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Go Nuts for Donuts

Go Nuts for Donuts! Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • How to Play
  • Action Cards
  • Starting a New Round
  • Ending the Game
  • Donut Guide
    • 2-Player Cards (teal)
    • 3-Player Cards (pink)
    • 4-Player Cards (purple)
    • 5+ Player Cards (blue)
  • A Word from Gamewright

Contents

70 donut cards, 42 selection cards, 7 donut row indicators.

Ages 8+. 2-6 players.

Setup

  1. Give each player a set of selection cards equal to the number of players plus one. For example, if there are three players, each player should receive the 1, 2, 3, and 4 selection cards. Place any extras back in the box.

  2. Take a moment to look over the various donut cards in the game.

    Each donut card shows a card name, a description and point value, and a player number indicator. Reference the Donut Guide in the back of the rules for specific scoring features and powers.

  3. Create the donut deck by adding or removing cards according to the number of players. Each card has a colored background and dots around its description box that indicate the minimum number of players it takes to include that card in the game.

    • 2 players: teal-background cards (2 dots)
    • 3 players: also add pink-background cards (3 dots)
    • 4 players: also add purple-background cards (4 dots)
    • 5+ players: also add blue-background cards (5 dots)

    Place any unused cards back in the box.

  4. Shuffle the donut deck and place it face down near the center of the play area. (Leave space to the left of the deck for a discard pile.)

  5. Draw and place cards face up to the right of the donut deck equal to the number of players plus one. This is the donut row.

  6. Place a donut row number indicator above each card in numerical order, starting with the card closest to the deck and moving to the right. (The card closest to the donut deck will be referred to as card 1, the next donut card is card 2, and so on.) These indicators will stay in place throughout the game.

    Example layout for a 4-player game: discard pile (empty), donut deck, then the donut row of cards 1, 2, 3, 4, and 5 (5 cards for 4 players).

How to Play

A game takes place over several rounds. To start a round, each player secretly picks which card they want from the donut row by taking a selection card from their hand and placing it face down in front of them. The numbers on your selection cards represent the position of the card in the row. (For example, if you want to take card 2 from the row, then place your "2" selection card face down in front of you.)

Once each player has a selection card face down in front of them, everyone simultaneously reveals it. Then, starting with the lowest selection number and counting up, players look to see if they get to take the card:

  • If two or more players picked the same card, no one gets it! Immediately discard that card to the discard pile.
  • If you are the only player to pick a card, take it from the donut row and place it face up in front of you. (All cards you own stay face up in front of you for the rest of the game and are open knowledge.)

Action Cards

If a card has a star at the corners of its description border, that means it has a special power that must be activated immediately when it is taken from the donut row. Read the text on the card for the specific action. Competing actions are resolved in numerical order. (In other words, resolve any card action in the 1 slot before moving onto the next selection number.)

IMPORTANT: You may only activate a card's power when you take it from the donut row. The power does not activate when you get the card from another player, draw from the deck, or take from the discard pile.

Example: Claire won an éclair from the donut row and uses its power to take the top card from the discard pile. She gets a french cruller and places it face up in front of her. She does not use the power for the french cruller, but still gets 2 points for that card at the end of the game.

Starting a New Round

When all of the selected cards have been taken (and all powers have been resolved), refill the empty spaces in numerical order with cards from the donut deck. All players should take back their selection cards into their hands and begin a new round, which plays out just like the previous one.

Ending the Game

The game ends when there are not enough donuts in the donut deck to fully replenish the donut row. At that point, each player counts up their points and the player with the highest total is the winner. If there is a tie, the player with the most cards wins the game. If the players are tied for both most points and cards, they share the victory.

Donut Guide

Cards are ordered below by the number of players, quantity in parentheses. A star indicates an action card.

2-Player Cards (teal)

Chocolate Frosted (3) — When you take this card from the donut row, immediately draw the top card from the donut deck and place it face up in front of you. (Action card)

Donut Holes (6) — Count the number of donut hole cards you have at the end of the game. Score 1 point if you have one, 3 for two, 6 for three, 10 for four, or 15 if you have five or more.

Éclair (3) — When you take this card from the donut row, immediately take the top card from the discard pile. (Action card)

French Cruller (1 per player count color) — Score 2 points at the end of the game. When you take this card from the donut row, discard any number of cards in the donut row that were not selected this round. (Action card)

Glazed (5) — Score 2 points at the end of the game.

Jelly-Filled (6) — Count the number of jelly-filled cards you have at the end of the game. Score 0 if you have one, 5 for two or three, 10 for four or five, or 15 if you have six.

Maple Bar (2) — Score 3 points at the end of the game if you have more than six types of donuts.

Plain (7) — Score 1 point at the end of the game. If you have more plain donut cards than any other player, score 3 additional points for the set. (If it's a tie, each tied player gets 1 bonus point.)

Powdered (4) — Score 3 points at the end of the game.

3-Player Cards (pink)

Boston Cream (6) — Count the number of boston cream cards you have at the end of the game. Score 0 if you have one, 6 for two, 0 for three, 15 for four, 0 for five, or 25 if you have six.

Double Chocolate (2) — When you take this card from the donut row, immediately draw two cards from the donut deck. Keep one of them face up in front of you and put the other back on top of the deck. (Action card)

Red Velvet (2) — Score -2 points at the end of the game. When you take this card from the donut row, take one donut of your choice from the discard pile. (Action card)

Sprinkled (2) — Score 2 points at the end of the game. When you take this card from the donut row, give one of your cards to an opponent. If you have no other cards, you must give this card to an opponent. (Action card)

4-Player Cards (purple)

Bear Claw (2) — Score -2 points at the end of the game. When you take this card from the donut row, take a card from an opponent. (Action card)

Cinnamon Twist (2) — Score 1 point at the end of the game. When you take this card from the donut row, all players simultaneously pass a previously collected card to the player on their left. If one or more players have no cards to pass, discard this card instead. (Action card)

Coffee (2) — At the end of the game, score 1 point for each card that gives you negative points. (The negative point cards still count as negatives.)

Day-Old Donuts (1) — Score -7 points at the end of the game. When you take this card from the donut row, take up to any 3 cards of your choice from the discard pile. (Action card)

Milk (1) — Score 5 points at the end of the game. When you take this card from the donut row, discard 3 of your cards, or discard this card. (Action card)

Old Fashioned (2) — Score 5 points at the end of the game if you have fewer than 10 donut cards.

5+ Player Cards (blue)

Maple Frosted (2) — Score 5 points at the end of the game if you have the fewest cards of all players.

Mucho Matcha (2) — Score 3 points at the end of the game if you have fewer than 7 types of donuts.

Raspberry Frosted (2) — When you take this card from the donut row, discard one of your previously collected cards. If you have no other donuts, you must discard this donut. (Action card)

Strawberry Glazed (2) — Score -2 points at the end of the game. When you take this card from the donut row, discard one card of your choice from an opponent. If none of the other players have any cards, you just keep this card. (Action card)

A Word from Gamewright

Strategy…Choices…Tension… Three essential ingredients to any great game. All of them play a vital role in this easy-to-learn and instantly engaging card game from first-time inventor Zachary Eagle. Together with the team at Daily Magic Games, Zachary created a unique twist on set collection card games. In addition to the whimsical variety of donuts inside, part of what makes Go Nuts for Donuts! stand apart from the crowd is the secret bidding. This adds a delicious layer of tension that will surely tempt you to come back for another round!

Game by Zachary Eagle. Illustrations by Claire Donaldson. Special thanks to Mike Brodu for input on card design.

©2017 Daily Magic Games and licensed by Gamewright, a division of Ceaco, Inc. All worldwide rights reserved.