RulesPal
Chat
Rulebook
Grim Reaper Preschool thumbnail

Grim Reaper Preschool

Grim Reaper Preschool Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Preparation
  • Game Flow
  • Determining the Trick Winner
  • Score Calculation
  • Scoring Example
  • End of Round
  • End of Game

Components

  • Number of players: 2-4
  • Time: 20-30 minutes
  • Age: 8 years old and over
  • 36 Shinigami cards (1-9 in 4 suits of red, blue, yellow, and green)
  • 4 summary cards
  • 1 rulebook

Game Preparation

  1. Get a pen and paper, or any suitable replacement, to keep score.
  2. Remove and deal cards based on the number of players, using the table below.
PlayersCards UsedNumber of Cards in HandUndealt CardsNumber of Rounds
21~61124
31~81023
41~9904

The "Number of Rounds" column of the table gives 4 rounds for 2 players, but the End of Game section says the game is played for a number of rounds equal to the number of players (2 players is 2 rounds). Both are transcribed as printed; the source does not reconcile them.

  1. Give each player a summary card. Please keep it handy so that you can check it at any time during the game.

Game Flow

  • Each player in turn plays one card face up into the shared space, and after everyone finishes playing the card, a winner is determined. This series of mini-game is called a "trick" and multiple tricks are repeated until everyone has played all their cards.
  • The winner of the trick wins all the cards in the trick and stacks them in front of themselves by number. At this time, make each number is visible to everyone.
  • The winner of the trick will lead the next trick. Continue this until everyone has played all their cards.
  • The lead player is the person who has most recently seen the Shinigami, and if there is no such person, the lead player is determined by the best method.
  • The lead player chooses any card from their hand and plays it face up. The card played is called the "lead card", and then in the clockwise order, the other players (known as followers) also play one card face up.
  • On your turn as a follower, if you have a card with the same color or the same number as the lead card in the hand, you must select one of them to play. This rule is called "must follow". If you don't have a card that matches same color or number then you may play any card.

Determining the Trick Winner

  • After everyone has played a card, the player with the strongest card wins this trick. The winner depends on the contents of the played cards. *A player who could not follow the same color or number as the lead card will definitely lose the trick.
  1. If everyone has the same color as the lead card then the largest number wins. Ex. Cards in play - 5 Red, 2 Red, 9 Red, and 4 Red. The 9 Red wins.
  2. When the same number as the lead card is played then the smallest number in the same color as the lead card wins. If the smallest number is the same as the lead card, then the same number played later wins. Ex. Cards in play - 5 Red, 2 Red, 1 Blue, and 5 Yellow. The 2 Red wins because it is the smallest number of the lead color. Ex. Cards in play - 5 Red, 9 Red, 5 Green, and 5 Yellow. The 5 Yellow wins because it is the last 5 played.
  3. When everyone plays the same number as the lead card then the last card played wins. Ex. Cards in play - 5 Red, 5 Blue, 5 Yellow, and 5 Green. The 5 Green wins because it is the last 5 played.

Score Calculation

You can get the following points from the cards you got:

  • A. Get 2 cards with the same number: 1 point
  • B. Get 4 cards with the same number: 4 points
  • C. Earn 1 or 3 cards with the same number: 0 points
  • D. Do not take 1 trick when playing 2 players: Victory Do not take 1 trick when playing 3-4 players: 10 points
  • E. When playing 2 players, get all cards of the same color: 4 points When playing 3 players, get all cards of the same color: 4 points When playing 4 players, get all cards of the same color: 6 points

* E.'s (additional bonus) can overlap with A-C.

Scoring Example

The printed example shows four players' collected cards:

  • Player A: 7 points. Red 1 (0 points). Number 2 in all four colors: red, blue, yellow, green (4 points). Number 4 in yellow and green (1 point). Number 5 in red and yellow (1 point). Blue 6 (0 points). Blue 7 (0 points). Number 8 in blue, yellow, and green (0 points). Number 9 in red and green (1 point).
  • Player B: 6 points. Number 1 in blue, yellow, and green (0 points). Number 3 in blue and green (1 point). Number 4 in red and green (1 point). Number 5 in blue and green (1 point). Number 6 in yellow and green (1 point). Number 7 in blue and yellow (1 point). Number 9 in blue and yellow (1 point). Red 8 (0 points).
  • Player C: 10 points (took zero tricks).
  • Player D: 1 point. Red 3 and yellow 3 (1 point). Red 6 (0 points). Red 7 (0 points).

End of Round

  • After scoring, each player writes down their score. Then shuffle all cards, including those left undealt, and deal them out according to the chart in the "Game preparation" section.
  • Leading the first trick passes to the left of the player who lead the first trick in the previous round.

End of Game

  • The game is played a number of rounds equal to the number of players (ex. 2 players is 2 rounds). The player with the most points is the winner. If there is a tie, players share the victory.