RulesPal
Chat
Rulebook
Haggis thumbnail

Haggis

Haggis Rulebook

Table of Contents

Table of Contents

  • Components
  • Overview
  • Haggis (2-Player)
    • Setup
    • Play
      • 1) Betting
      • 2) Combinations (Card ranking: 2<3<4<5<6<7<8<9<10<J<Q<K)
      • 3) Ending the Trick, Capturing Cards, & Going Out
    • Ending the Round
    • Scoring
    • New Round and Winning the Game
    • Scoring Variant
  • Haggis (3-Player)
    • Setup
    • Play
    • Ending the Round
    • Scoring
    • New Round and Winning the Game
    • Scoring Variant
  • Haggis and Tatties
    • Setup
    • Play
    • Ending the Round
    • Scoring
    • New Round and Winning the Game
  • Haggis and Neeps
    • Setup
    • Play
    • Ending the Round
    • Scoring
    • New Round and Winning the Game
  • Definitions
  • Credits

Components

114 Cards

  • 90 Suit Cards
    • 2–10 in five suits, two copies
  • 12 Court Cards (double-sided)
    • 4 Jacks
    • 4 Queens
    • 4 Kings
  • 12 Betting Cards
    • 4 Baby Bet
    • 4 Little Bet
    • 4 Big Bet

14 Player Aid Cards

Scoresheet

The scoresheet provided at the end of this rulebook can be used to keep track of scores throughout the game.

Rulebook

  • Haggis (2-Player): pages 3-8
  • Haggis (3-Player): pages 9-11
  • Haggis and Tatties: pages 12-15
  • Haggis and Neeps: pages 16-19

Overview

Haggis is played over several rounds until the agreed upon score or number of rounds is reached. In a round, players are aiming to play all of their cards before the other player(s). Additional points may be earned by betting that you will be the first to play all your cards. After the agreed upon score or round is met, the player with the highest score is the winner.

Haggis (2-Player)

Setup

  1. Prepare a deck of 36 suit cards using one copy of 2-10 in any four suits. Return all other suit cards back to the box.
  2. The last player to travel to Scotland becomes the lead player for the first round.
  3. The lead player places one Jack, Queen, and King in front of each player. These are the court cards and they are part of your hand. Extra court cards should be returned back to the box.
  4. The lead player shuffles the 36 suit cards and sets aside 8 cards, face down, without looking at them. These cards are known as The Haggis and will be used in scoring later.
  5. From the remaining 28 suit cards, deal 14 cards face down to each player. Each player will pick up these dealt cards and hold them in their hand. A player's hand consists of these 14 suit cards and the 3 court cards for a total hand size of 17.
  6. Place one Baby, Little, and Big Bet in front of each player, next to the court cards. These are the betting cards and they are not part of your hand. The 'Haggis/Haggis and Neeps' side will be used.
  7. Players should agree upon the score or number of rounds needed to end the game.
    • 250 points or 6 rounds is suggested for a shorter game
    • 350 points or 8 rounds is suggested for a longer game

Important: This is not an "or whichever comes first" situation. Meaning, if 250 points is agreed upon, the game will not end after playing 6 rounds if no one has reached 250+ points yet. Players must keep playing until someone reaches 250+ points. Or if 6 rounds is agreed upon, players must keep playing even if someone reaches 250+ points before the 6 rounds are over. This logic applies to all other versions of Haggis as well.

Play

1) Betting

Each player, at any time before they play any of their cards, may bet that they will be the first to go out. A bet can be for 5 points (Baby Bet), 15 points (Little Bet), or 30 points (Big Bet).

Each player may place one bet per round. A bet may not be retracted or altered once made. Bets between players can be for the same (Jamie bets Baby, Isla bets Baby) or different (Jamie bets Baby, Isla bets Big) amount.

Important: A player cannot make a bet after they have played any of their cards. This means the lead player must decide to bet before they start the first trick. Whereas, the non-lead player could keep passing (explained on page 7) and wait up until the actual moment they want to play their first card to make a bet.

2) Combinations (Card ranking: 2<3<4<5<6<7<8<9<10<J<Q<K)

To start a trick, the lead player must play one of the legal card combinations listed below:

Single

A Single is one card played by itself.

Example: Jamie plays a blue 2. Isla plays a green 5. Jamie plays a red 10. Isla plays a Q. Jamie passes. Isla wins the trick.

Sets

A Set is a group of two or more cards of the same rank.

Example: Jamie plays a red 4 and green 4. Isla plays a blue 9 and green 9. Jamie plays a blue 10 and yellow 10. Isla passes. Jamie wins the trick.

Sequences

A Sequence, or "Run", is three or more consecutively ranked Singles that share the same suit.

Example: Isla plays a red 3, red 4, and red 5. Jamie plays a blue 8, blue 9, and blue 10. Isla passes. Jamie wins the trick.

Stairs

A Stair is a group of two or more consecutively ranked Sets that share the same suits.

Example: Jamie plays a red 4, green 4, red 5, and green 5. Isla plays a green 9, yellow 9, green 10, yellow 10. Jamie passes. Isla wins the trick.

Court Cards

A court card (Jack, Queen, King) can be played as a Single.

They can also be used as wild cards, to stand in for suit cards you do not have in hand, which can help form card combinations. When using them as wilds, keep these 3 rules in mind:

  • They can stand in for any lower ranked card(s). Meaning, a Queen can stand in for a 2-10 or Jack, but cannot stand in for a King.
  • When played as part of a Set, Sequence, or Stair, court cards will match whichever suit or rank is required.
  • Court cards are only wild when played with at least one suit card, no matter how many court cards are used. However, a combination of multiple court cards, without suit cards, is always a bomb.

Example: Isla plays a yellow 2, yellow 3, J as a wild for the yellow 4, and yellow 5. Jamie plays a red 7, red 8, Q as a wild for the red 9, and red 10. Isla passes. Jamie wins the trick.

Bombs

A bomb is a special combination of point cards that can be played, on your turn, regardless of the current combination in play. Bombs will beat any combination, except a bomb of equal or higher rank. Players may also lead a trick with a bomb.

Important: Once a bomb is played, for the rest of the current trick, players must play a higher ranked bomb or pass. Players can no longer play the card combination that was played prior to the bomb.

In total, there are six types of bombs. Ranked from lowest to highest:

  • 3-5-7-9 (these four ranks in four different suits, no wild cards)
  • J-Q
  • J-K
  • Q-K
  • J-Q-K
  • 3-5-7-9 (these four ranks in one suit, no wild cards)

Example: Jamie plays a red 2 and green 2. Isla plays a red 3 and blue 3. Jamie plays a red 4 and K as a wild for another 4. Isla plays a red 8 and a blue 8. Jamie plays a blue 3, red 5, green 7, and yellow 9 to bomb the current combination in the trick. Isla can no longer play a two-card Set, but she can play a higher ranked bomb. She plays a Q-K. Jamie passes. Isla wins the trick.

After a combination is led, each player, in clockwise order, chooses one of three options:

  • Play a matching, higher-ranking combination

    To be matching, the combination must be of the exact same type and have the exact same amount of cards. If a single is led, only a higher single can be played; If a pair is led, only a high pair can be played; a three-card set can only be beaten by a higher three-card set; and so on.

  • Play a bomb

    As explained on the previous page.

  • Pass

    If you cannot play or do not wish to play a higher combination (or a bomb) you must pass.

3) Ending the Trick, Capturing Cards, & Going Out

The trick continues, in this manner, with each player choosing one of the three options, until one of the following two situations occur:

  • A player chooses to pass

    The trick ends immediately. The player who played the highest combination is the winner of the trick. If a non-bomb combination won the trick, the played cards are captured by the winner and placed face down near them for scoring later. However, if a bomb won the trick, the played cards are captured by the opponent instead. The winner of the trick leads the next trick.

    Example: Isla plays a green 2. Jamie plays a red 3. Isla plays a blue 10. Jamie passes. The trick ends and Isla captures the three cards that were played into the trick. Isla leads the next trick.

  • A player goes out

    The trick and round will end immediately. Capture cards the same way as explained directly above then proceed to Ending the Round.

    Example: Jamie plays a red 3. Isla plays her last cards, J-Q bomb, and goes out. Jamie captures the three cards that were played into the trick, but the round ends since Isla has gone out.

Ending the Round

The player that goes out records the amount of cards left in the opponent's hand, remembering to include court cards. Then, they capture those cards along with the 8 cards in the Haggis.

Example: Isla plays a red 8. Jamie plays their last card, a blue 10, and goes out. Isla has two cards left in her hand, which Jamie records for scoring, and captures them along with the Haggis.

Scoring

Opponent's Hand - The first player to go out takes the amount of cards recorded earlier and multiplies it by 5.

Example: Using the example from the previous page, Jamie recorded 2 cards, so they would score 10 points.

Captured Cards - Both players score their captured point cards.

The 3, 5, 7, and 9 are worth 1 point each, J is 2 points, Q is 3 points, and K is 5 points.

Bets - If the bet was successful, the amount of the bet will be added to the player's score. If the bet was unsuccessful, the amount of the bet will be added to the opponent's score.

Example: Jamie made a Big Bet (30 points) and Isla made a Little Bet (5 points). Jamie was the first player to go out. They earn 30 points for their successful bet and 5 points for Isla's unsuccessful bet. Isla scores nothing for her unsuccessful bet.

New Round and Winning the Game

If the agreed upon score or round has not been met, begin a new round, starting from step 3 of Setup, found on page 3.

The player with the lowest overall score will be the lead player for the next round. If tied, the player that did not go out will be the lead player for the next round.

If any player has reached the agreed upon score or the number of rounds has been met, the player with the most points wins. If tied, continue playing rounds until there is a winner.

Scoring Variant

All rules remain the same, except when scoring the Captured Cards.

Players will score 1 point for every card they capture instead of the point values listed on the 3, 5, 7, 9, J, Q, and K.

2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, and K are all 1 point each

Haggis (3-Player)

Setup

  1. Prepare a deck of 45 suit cards using one copy of 2-10 in all five suits. Return all other suit cards back to the box.
  2. The last player to travel to Scotland becomes the lead player for the first round.
  3. The lead player places one Jack, Queen, and King in front of each player. These are the court cards and they are part of your hand. Extra court cards should be returned back to the box.
  4. The lead player shuffles the 45 suit cards and sets aside 3 cards, face down, without looking at them. These cards are known as The Haggis and will be used in scoring later.
  5. From the remaining 42 suit cards, deal 14 cards face down to each player. Each player will pick up these dealt cards and hold them in their hand. A player's hand consists of these 14 suit cards and the 3 court cards for a total hand size of 17.
  6. Place one Baby, Little, and Big Bet in front of each player, next to the court cards. These are the betting cards and they are not part of your hand. The 'Haggis/Haggis and Neeps' side will be used.
  7. Players should agree upon the score or number of rounds needed to end the game.
    • 250 points or 6 rounds is suggested for a shorter game
    • 350 points or 9 rounds is suggested for a longer game

The rest of the rules for Haggis (3-Player) are the same as described on pages 4-8, with the following differences:

Play

Passing - If the trick has not ended, players may continue to play cards on their turn even if they have passed previously during the current trick.

Example: Noah plays a red 2, Jamie passes. Isla plays a blue 4. Noah plays a green 7. It is Jamie's turn again. They can play since the trick has not ended. Jamie plays a red 9.

Ending the Trick - The trick ends when two players pass consecutively.

Example: Noah plays a blue 8 and yellow 8. Jamie passes. Isla can still play, so the trick does not end. Isla plays a green 10 and purple 10. Noah passes. Jamie passes. Since two players passed in a row, the trick ends. Isla wins the trick, captures the cards, and leads the next trick.

If a non-bomb won the trick, the played cards are captured by the winner. However, if a bomb won the trick, the played cards are captured by an opponent, chosen by the winner.

Going Out - When the first player goes out, the trick is immediately paused (but does not necessarily end). That player records the amount of cards held by the opponent with the most cards left in hand. Then, the player to their left continues playing into the trick or leads the next trick, if it does end. After the first player goes out, their turns will be skipped for the rest of the round.

Example: Isla plays a blue 7 and red 7. Noah plays his last two cards, a blue 8 and green 8. Noah is the first player to go out. Isla has two cards left in hand. Jamie has nine cards left in hand. Noah records 9, the higher amount, for scoring later. The trick then continues with Jamie who passes. Isla passes. Noah captures the cards in the trick. Jamie will lead the next trick.

When the second player goes out, the trick and round will end immediately. That player wins the trick and will record the amount of cards left in the final player's hand. Capture the cards as explained above. Then, proceed to Ending the Round.

Ending the Round

The first player to go out will capture the Haggis and any remaining cards left in the final player's hand. Then proceed to Scoring.

Example: Jamie plays a blue 9. Isla plays her last card, a red 10, and is the second player to go out. Jamie has five cards left in hand. Isla records 5 for scoring later. The trick ends immediately and the round is now over. Isla captures the cards in the current trick while Noah, the first player to go out, captures the Haggis and the five cards in Jamie's hand.

Scoring

Opponent's Hand - The first and second player to go out take the amount of cards that they recorded earlier and multiplies it by 5.

Captured Cards - All players score their captured point cards.

The 3, 5, 7, and 9 are worth 1 point each, J is 2 points, Q is 3 points, and K is 5 points.

Bets - If a bet was successful, the bet amount will be added to the player's score. If a bet was unsuccessful, the bet amount will be added to the score of the player to go out first and any other opponent that did not bet this round.

Example: Noah was the first player to go out. Noah made a Big Bet (30 points), Jamie made a Little Bet (15 points), and Isla did not bet. Noah earns 30 points for his successful bet, plus 15 points for Jamie's unsuccessful bet, for a total of 45 points. Isla only scores 15 points for Jamie's unsuccessful bet. Jamie does not score any points from bets.

New Round and Winning the Game

If the agreed upon score or round has not been met, begin a new round, starting from step 3 of Setup, found on page 9.

The player with the lowest overall score will be the lead player for the next round. If tied, the lead player from the previous round will be the lead player again.

If any player has reached the agreed upon score or the number of rounds has been met, the player with the most points wins. If tied, continue playing rounds until there is a winner.

Scoring Variant

All rules remain the same, except when scoring the Captured Cards.

Players will score 1 point for every card they capture instead of the point values listed on the 3, 5, 7, 9, J, Q, and K.

2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, and K are all 1 point each

Haggis and Tatties

A variable partnership version of Haggis for 3 players.

Setup

  1. Prepare a deck of 45 suit cards using one copy of 2-10 in all five suits. Return all other suit cards back to the box.
  2. The last player to travel to Scotland becomes the lead player for the first round.
  3. The lead player places one Jack, Queen, and King in front of each player. These are the court cards and they are part of your hand. Extra court cards should be returned back to the box.
  4. The lead player shuffles the 45 suit cards and sets aside 3 cards, face down, without looking at them. These cards are known as The Haggis and will be used in betting later.
  5. From the remaining 42 suit cards, deal 14 cards face down to each player. Each player will pick up these dealt cards and hold them in their hand. A player's hand consists of these 14 suit cards and the 3 court cards for a total hand size of 17.
  6. Place one Baby, Little, and Big Bet in front of each player, next to the court cards. These are the betting cards and they are not part of your hand. The 'Haggis and Tatties' side will be used.
  7. Players should agree upon the score or number of rounds needed to end the game.
    • 250 points or 6 rounds is suggested for a shorter game
    • 350 points or 9 rounds is suggested for a longer game

The rest of the rules for Haggis and Tatties are the same as described on pages 4-8, with the following differences:

Play

Betting: Shepherd Auction

Before the first trick, players will have an auction to become the Shepherd. The Shepherd will be opposed by the other two players, the Sheep. This auction completely replaces the normal betting process as seen in Haggis.

The betting begins with the player to the left of the lead player and continues clockwise until one player bets 45 points and no one matches the bet, one player makes a bet and the other two players pass, or all players have passed.

When it is a player's turn to bet, they must perform one of the following four options:

  • Make A Bet

    If no bets have been made, a player may bet any one of the bet amounts (15, 30, or 45 points). Once a bet is made, it may not be retracted.

  • Make A Higher Bet

    If a bet has been made, a player with an equal or higher overall score must make a higher bet than the bet made by a player with an equal or lower overall score.

    Example: Jamie, Isla, and Noah have the same overall score of 0 at the start of the game. Noah is left of the lead player, Isla, and begins the betting at 15 points. If Jamie wants to bet, they must bet higher than 15 or pass. Jamie decides to pass. Isla has the same options and decides to bet 30 points. Noah passes. Isla is the Shepherd with a bet of 30 points. Noah and Jamie are the Sheep.

  • Match The Previous Bet

    If a bet has been made, a player with a lower overall score may match the bet made by a player with a higher overall score. They may still make a higher bet if they wish.

    Example: Jamie has 97 points, Isla has 23 points, and Noah has 13 points. Jamie is left of the lead player, Noah, and begins the betting by passing. Isla is next and bets 30 points. Since Noah has less points than Isla, he can match the bet of 30 or can bet higher. He decides to match and bets 30 points. It goes back to Isla. She must bet higher or pass. She passes. Noah is the Shepherd with a bet of 30 points. Isla and Jamie are the Sheep.

  • Pass

    A player may pass, instead of betting. If a player passes, they can no longer participate in the betting process.

The last player to bet becomes the Shepherd and will become the new lead player for the first trick after the Card Exchange step (explained below) is completed.

Two things to keep in mind:

  • The Sheep are opponents: The Sheep are technically working together to stop the Shepherd from going out first, but they are still considered "opponents" for all gameplay purposes. Additionally, being the first Sheep to go out will earn more bet points during Scoring.
  • If no players bet, there is no Shepherd: The Bet section for scoring and the Card Exchange step are skipped and the last player to pass during the 'Betting: Shepherd Auction' step will lead the first trick.

Card Exchange

Reminder: This step is skipped if there is no Shepherd.

The Shepherd will exchange cards with the Haggis based on the points they bet.

  • If the Shepherd bet 15, they exchange all 3 cards.
  • If the Shepherd bet 30, they exchange the top 2 cards.
  • If the Shepherd bet 45, they exchange only the top card.

To exchange cards, first draw the required number of cards from the Haggis and place them in your hand. Then, discard an equal number of cards from your hand back to the Haggis, face down, including any of the cards just drawn.

Important: The Jack, Queen, and King cannot be discarded.

Important: The Sheep never exchange or pass cards.

Passing

If the trick has not ended, players may continue to play cards on their turn even if they have passed previously during the current trick.

Ending A Trick

The trick ends when two players pass consecutively. Whoever played the highest combination wins the trick. They capture all cards, even if the trick was won with a bomb - they do not give the cards to an opponent! The winner leads the next trick.

Going Out

When the first player goes out, the trick is immediately paused (but does not necessarily end). That player records the amount of cards held by the opponent with the most cards left in hand. Then, the player to their left continues playing into the trick or leads the next trick, if it does end. After the first player goes out, their turns will be skipped for the rest of the round.

When the second player goes out, they will record the amount of cards left in the final player's hand at that time. Then, the trick and round will end immediately.

Ending the Round

The second player to go out captures the cards in the current trick. The first player to go out will capture the Haggis and any cards left in the final player's hand. Then proceed to Scoring.

Scoring

Opponent's Hand - The first and second player to go out take the amount of cards that they recorded earlier and multiplies it by 5.

Captured Cards - All players score 1 point for every card that they captured. Ignore the different point values on the J, Q, and K cards. Every card, 2-K, is worth 1 point.

Bets - Reminder: If there was no Shepherd this round, this section of scoring is skipped.

If the Shepherd goes out first, they win their bet amount (15, 30, or 45).

If a Sheep goes out first, that player scores 2/3 of the bet amount (10, 20, or 30) and the other Sheep scores 1/3 of the bet amount (5, 10, or 15).

New Round and Winning the Game

If the agreed upon score or round has not been met, begin a new round, starting from step 3 of Setup, found on page 12.

The player with the lowest overall score will be the lead player for the next round. If tied, the first tied player, to the left of the player that led to begin the previous round, will be the lead player for the next round.

If any player has reached the agreed upon score or the number of rounds has been met, the player with the most points wins. If tied, continue playing rounds until there is a winner.

Haggis and Neeps

A fixed partnership version of Haggis for 4 players.

Setup

  1. Prepare a deck of 72 suit cards using two copies of 2-10 in any four suits. Return all other suit cards back to the box.
  2. The last player to travel to Scotland becomes the lead player for the first round.
  3. The lead player places one Jack, Queen, and King in front of each player. These are the court cards and they are part of your hand.
  4. Select a partner. Your partner will remain fixed (the same) for the entire game. Partners should sit diagonally across from one another at the table, with one opponent on their left and the other opponent on their right.
  5. The lead player shuffles the 72 suit cards and deals 18 cards face down to each player. Each player will pick up these dealt cards and hold them in their hand. A player's hand consists of these 18 suit cards and the 3 court cards for a total hand size of 21.
  6. Place one Baby, Little, and Big Bet in front of each player, next to the court cards. These are the betting cards and they are not part of your hand. The 'Haggis/Haggis and Neeps' side will be used.
  7. Players should agree upon the score or number of rounds needed to end the game.
    • 350 points or 4 rounds is suggested for a shorter game
    • 550 points or 6 rounds is suggested for a longer game

The rest of the rules for Haggis and Neeps are the same as described on pages 4-8, with the following differences:

Play

Betting

Players, at any time, from the moment they receive their cards, to the moment before they play any of their cards, may bet that they will be the first to go out. This includes prior to passing your first or second card. Both teams can make a bet and the bets between teams can be the same or different. A bet can be for 5 points (Baby Bet), 15 points (Little Bet), or 30 points (Big Bet).

When a player makes a bet, they are saying they will be the first player to go out. This means if their partner goes out first, they will not make their team's bet.

Only one player per team can have an active bet.

If your partner has made a Baby Bet or Little Bet, and you have not played any cards, you may, at any time, overwrite your partner's bet by placing a larger bet of your own. You cannot make an equal bet. You will now need to go out first for your team's bet to succeed.

Card Passing

Before the round begins, players will be passing two cards, one at a time, to their partner.

Players will simultaneously pass one card from their hand to their partner, face-down. You may not pass court cards. Once all players have passed a card to their partner, each player will pick up the card passed to them and add it to their hand.

Repeat the above step one more time, so that each player has passed a total of two cards to their partner. When passing the second card, you may pass back the first card that was passed to you from your partner or you may pass any other non-court card.

After all players have passed cards to their partner twice, the round can begin.

Designer Tip: A partnership can devise whatever passing convention they wish to help assign meaning to the cards they pass. This does not need to be disclosed to their opponents. The convention must be limited to what can be communicated with the passed face down cards. Some suggestions could be rotating the card in a specific direction, passing low cards if you think you will go out first, passing a 3/5/7/9 if you want your partner to potentially get a bomb, etc. Coming up with your own convention can be part of the fun!

Publisher Note: It should also be stated that conventions are not a requirement or rule when passing cards. So, don't worry too much if you can't come up with one.

Passing (During A Trick) - If the trick has not ended, players may continue to play cards on their turn even if they have passed previously during the current trick.

Ending A Trick - A trick ends when three players pass consecutively, the third player has gone out, or a Slam (explained below) occurs.

If a non-bomb won the trick, the played cards are captured by the winner. The winner leads the next trick. If the winner has gone out, the player to winner's left leads.

If a bomb won the trick, the played cards are captured by an opponent. It doesn't matter which opponent captures the cards. The winner leads the next trick or they may give the lead to their partner instead. This cannot be discussed and cannot be denied if given. If the winner has gone out, they can still give the lead to their partner. If they do not, the player to the winner's left leads.

Going Out - When the first player goes out, the trick is immediately paused (but does not necessarily end). That player records the amount of cards left in the hand of the opponent, not partner, with the most cards. Then, the player to their left continues playing into the trick. When the second player goes out, the same above process is repeated. When the third player goes out, the same above process is repeated. After a player goes out, their turns will be skipped for the rest of the round.

The trick and round will end immediately after the third player goes out, unless the first and second player to go out are on the same team, then a Slam occurs! The trick and round will end immediately after the second player goes out instead.

Slam - The second player to go out will record the same amount of cards that their partner (the first player to go out) recorded when they went out. Additionally, the second player to go out will capture the played cards in the current trick, unless a bomb won the trick.

Example: Team 1: Jamie and Noah, Team 2: Isla and Rory. Rory is the first player to go out. Jamie has nine cards in hand and Noah has fourteen cards. Rory records 14 from Noah's hand. A few tricks later, Isla is the second player to go out. At this point, Jamie has four cards and Noah has three cards. Normally, Isla would record 4, because of Jamie's hand. However, she caused a Slam, so she records the same amount of cards that Rory did, which was 14.

Ending the Round

When all players on one team have gone out, the round is immediately over. The first player to go out will capture the cards left in the final player's hand. However, if a Slam occurred, then they will capture all remaining cards in both opponent's hands.

Scoring

While players may gain points individually, all points scored will be combined and added to their team's overall score.

Opponent's Hand/Slam - Each player takes the amount of cards that they recorded earlier and multiplies it by 5.

Example: Team 1: Jamie and Noah, Team 2: Isla and Rory. Jamie was the first player to go out. Jamie recorded the 12 cards Rory was holding at the time, which is worth 60 points. Isla was the second player to go out (which prevented a Slam!). She recorded the 7 cards Noah was holding at the time, which is worth 35 points. Rory was the third player to go out and he recorded the 4 cards left in Noah's hand, which is worth 20 points.

If a Slam occurred, the second player to go out should score the same number of points as the first player to go out.

Using the example from the previous page, Rory recorded 14 cards and Isla also recorded 14 cards. This means they both score 70 points, for a team total of 140 points.

Captured Cards - All players score 1 point for every card that they captured. Ignore the different point values on the J, Q, and K cards. Every card, 2-K, is worth 1 point.

Bets - If a successful bet was made, that player's team scores 2x the bet amount. If it was unsuccessful, the opposing team scores the amount of the bet.

Example: If Noah made a Big Bet and went out first his team would score 60 points. If any other player were to go out first, his opponents would score 30 points.

New Round and Winning the Game

If the agreed upon score or round has not been met, begin a new round, starting from step 3 of Setup, found on page 16.

The new lead player is the next player (on the team with the fewest points) in turn order from the player that started the previous round; if there is a tie, the new lead player is the player to the left of the player that started the previous round.

If any team has reached the agreed upon score or the number of rounds has been met, the team with the most points wins. If tied, continue playing rounds until there is a winner.

Definitions

Lead Player: The first player to play a card combination into the Trick.

Trick: Each player, in turn order, plays cards from their hand to the center of the table until all but one player passes.

Round: Consists of multiple Tricks, until all but one player is out of cards.

Go Out: When a player plays all of the cards from their hand.

Capture: Collecting all cards from the current trick and placing them in a face down pile next to the player who collected them.

Suit cards: Cards that have a number (2, 3, 4, 5, 6, 7, 8, 9, 10) value.

Court cards: Cards that have a J, Q, and K value.

Wild: A court card that is used to stand in place of a suit card.

Point Cards: Cards that have a value for scoring in Haggis (2-Player) and Haggis (3-Player). Also used in all versions of Haggis when playing a Bomb. These specific cards are the 3, 5, 7, 9, J, Q, and K.

Bomb: A special combination of point cards that can be played, in turn order, regardless of the current combination in play.

The Haggis: The remaining cards that are not dealt to the players and set aside for scoring (or for the auction in Haggis and Tatties).

Slam: Used in Haggis and Neeps, this is when both players on one team have gone out before either player on the opposing team.

Shepherd: Used in Haggis and Tatties, the player who bid to be the first to go out.

Sheep: Used in Haggis and Tatties, the players who will oppose the Shepherd.

Credits

Designer: Sean Ross. Artwork: Sai Beppu. Rulebook: Kaitlyn Beebe and Ryan Campbell.

Rulebook 2.2 (04/2025): Ryan Campbell.

A special thanks to all of the playtesters who helped make this and all previous versions of the game possible!