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Pack O Game: Set 2

Pack O Game: Set 2 Rulebook

Table of Contents

Table of Contents

  • ORC
    • The Object
    • Components
    • Setup
    • Playing the Game
    • Game Turn
    • Deployment Laws
    • Territory Battle
    • Tied Battles
    • Game End
    • Scoring
  • GYM
    • The Object
    • Components
    • Setup
    • Playing the Game
    • Pick Phase
    • Play Phase
    • Event Actions
    • Coaches
    • Game End
  • DIG
    • The Object
    • Components
    • Setup
    • Playing the Game
    • Game Turn
    • Resetting the Yard
    • Follow Your Nose
    • Game End
    • Scoring
  • BOX
    • The Object
    • Components
    • Setup
    • Playing the Game
    • Game Turn
    • Game End
    • Scoring
  • BOO
    • The Object
    • Components
    • Setup
    • Playing the Game
    • Game Turn
    • Scaring
    • Game End
    • Scoring
    • Scare Tactics
  • RUM
    • The Object
    • Components
    • Setup
    • Playing the Game
    • Game Turn
    • Playing a Set
    • The Beach
    • A Rum Trio Set
    • Parrot and Castaway Clock
    • The Tide
    • Game End
  • SOW
    • The Object
    • Components
    • Setup
    • Playing the Game
    • Player Turn Sequence
      • 1) Last Card Placed
      • 2) Garden Cards Placed In The Same Row During Redistribution
    • Game End
    • Scoring
  • SPY
    • The Object
    • Components
    • Setup
    • Playing the Game
    • Exposure Target Order
    • Game Turn
    • Spy Base
    • Movement
    • Spy Outcomes
    • Game End

ORC

ORC is a battle of hand management and timing.

The Object

The winner is the player that earns the most points from Territories and native Orcs.

Components

30 Cards. There are 6 Colors/Territories in the game. Each card has 2 Territories, with 2 Orcs in 1 Territory and 1 in the other. The symbols in the corners of the cards are for quickly referencing the number of Orcs. 3 Cards will be used to establish the "Battle line" of 6 Territories. The remaining Cards will be used as Orcs to fight in battles and will be played using one end of the card, or the other.

Setup

  1. Choose a dealer to perform these SETUP steps.

  2. Search the deck and randomly pull out 3 cards that represent all 6 "Territories" (colors). Create the "Battle line" by randomly placing the 3 cards in a line between both players, leaving space between the cards.

  3. Shuffle the remaining cards (face down) and deal out "Stockpiles" of 4 cards (face down) to each space on either side of each of the Territories in the Battle line. (See EXAMPLE Below) There should be 6 Stockpiles (stacks) of 4 cards each, with 3 cards remaining.

  4. The non-Dealer player chooses 1 of the 2 following options:

    • A. Draw 1 of the 3 remaining cards and take the first turn.
    • B. Draw 2 of the 3 remaining cards and take the second turn.

    Whatever his choice, the Dealer must choose the remaining option.

  5. Place the ORC Game Box to one side of the game setup.

  6. Finally, the player that drew 1 card in "STEP 4", takes the first turn.

In this game, Red, Yellow and Blue Territories will reward 1 point to the victor of each battle. White, Green and Purple will each reward 2 points.

Playing the Game

ORC is a short game consisting of 6 battles. A Territory battle occurs immediately after the associated Stockpile is exhausted. Then, players total their deployed Orcs at that Territory, and a victor is declared. Orcs that fight in battle will not score points, they only aid in conquering Territories. Scoring occurs at the end of the game, when all 6 Stockpiles have been exhausted. The winner of the game is the player with the most points earned by conquering Territories and holding matching native Orcs in their hand.

Game Turn

On your turn, you must perform the following actions in order:

  1. Deploy Orcs: Play 1 card from your hand to a Territory that has not yet been conquered, according to the "Deployment Laws." You may discard a card out of the game instead of deploying. (See "Deployment Law: F" Below)

  2. Draw Weapons: Choose ANY Stockpile(s). Draw cards as follows:

    • A. Draw 1 card into your hand if you deployed 2 Orcs.
    • B. Draw 2 cards into your hand if you deployed 1 Orc.

    You MUST draw on your turn (from ANY remaining Stockpiles). You may draw from 2 different Stockpiles. You may not be able to draw your second card if all Stockpiles become exhausted at Game End.

Deployment Laws

  • A. You must play a card at the Battle line with either end facing you (The orientation shows 1 Orc or 2 Orcs at the top of the card.)
  • B. Orcs must be a different race than the Territory to which they are deployed.
  • C. Once you play a race at a Territory, only that race may be played there on later turns, covering the unused race on other end of the card.
  • D. Orcs must be a different race than your opponent's Orcs at the Territory to which they are deployed.
  • E. You may deploy the same Orc race to more than one Territory.
  • F. You may choose to discard (or have no legal deployment choices.) Remove the card from the game, then draw 1 from any Stockpile.

Territory Battle

After the turn in which a Stockpile has been exhausted, a Battle occurs at the empty Stockpile's associated Territory. Both players add up their deployed Orcs at the Territory and the player with the highest total is the conqueror. Next, the conqueror removes all but 1 of the Orc Cards from both sides of the fought Territory and places them out of the game. Use the remaining card as a "Conqueror Marker" and place it "Spear-side up" on the side of the conqueror, with the spear pointing to the conqueror. (See EXAMPLE A below) It is possible for 2 Battles to occur at the end of a turn. In this case, first resolve the Battle closest to the ORC Game Box. Deployed Orcs NEVER earn points, they only add to your total during a Battle and are then discarded. Native Orcs (from your conquered Territories) remaining in your hand at the end of the game, will also reward points.

EXAMPLE A: Player A has conquered the White Territory worth 2 points. Player B has conquered the Red Territory worth 1 point.

Tied Battles

When a Battle is fought, and the total Orcs at a Territory are equal (which could be '0' vs. '0'), the tie is broken based on the conqueror of the next closest Territory in the direction of the ORC Game Box. The Territory closest to the ORC Game Box is tie-broken by the Territory at the other end of the Battle line. Battles that cannot yet be broken by the conqueror of the adjacent Territory are frozen (no Orcs may be played at the tied Territory) and the conqueror is determined at the same time as the adjacent Territory.

EXAMPLE B: Player A plays 2 Green Orcs at the White Territory and draws the last card at the Green Territory, which initiates a Battle. Player A has 2 Red Orcs and Player B has 2 Blue Orcs. The tie is broken by Player A, who has already conquered the adjacent, closer-to-the-ORC-box Yellow Territory. Player A will earn 2 points for the Green Territory.

EXAMPLE C: Player B plays 2 Yellow Orcs at the Red Territory then draws the last card at the Blue Territory which initiates a Battle. Player A has 1 Yellow Orc and Player B has 3 Purple Orcs. Player B conquers the Blue Territory (worth 1 point.)

Game End

The game ends after the turn in which all Stockpiles are exhausted. Players reveal the cards in their hand and total their scores.

Scoring

Players earn a cumulative score as follows:

  • 2 Points for a conquered Territory showing 2 Orcs on the card.
  • 1 Point for a conquered Territory showing 1 Orc on the card.
  • 1 Point for each Orc in your hand that is native (matching in color) to your conquered Territories.

If players are tied, the winner is the player who conquered a Territory closest to the ORC Game Box. For a richer experience, play "best 2 out of 3" games.

Scoring example: Player A conquered White, Green and Yellow Territories, for a total of 5 Points (based on the amount of Orcs on each Territory card). She also has 4 cards left in her hand with 6 Native Orcs, for 6 more Points. Player A: 11 Points. Player B conquered Red, Purple and Blue Territories, for a total of 4 Points (based on the amount of Orcs on each Territory card). He also has 6 Cards left in his hand with 11 Native Orcs, for 11 more Points. Player B: 15 Points. Player B is the Winner!

GYM

Opponents will pick a team of kids, then use skills to play in the gym class events.

The Object

The team that scores the most points is the winner!

Components

30 Cards: 24 Kids (18 Friendlies, 6 Brats) and 6 Events/Coaches. Friendlies have 2 skills. Brats have 1 skill.

Setup

  1. In a 2-player game, sit across from each other. If playing a game with 4 or 6 players, choose 2 teams of either 2 or 3 (respectively). Each Team should sit on a side of the playing area. (See DIAGRAM Below)
  2. Choose a Dealer to perform the following SETUP steps.
  3. Create the Event Schedule by randomly placing the Event Cards (Event side up) in a column between both Teams. (See EXAMPLE Below)
  4. Shuffle the 24 Kids and reveal 12 of them in a row between both Teams in the center of the playing area. Set aside the stack of remaining Kids. (Note: The remaining 12 Kids will be used in the second round of Picking.)
  5. The Dealer is the starting player. Players must alternate turns as a Team, such that all players get an equal number of turns throughout the game.

Playing the Game

GYM has 2 phases: the "Pick" phase and the "Play" phase. In the Pick phase, players will alternate picking Kids and adding them to their hand. In the Play phase, players alternate placing Kids from their hand to the Events, then they may perform an Event Action. Brats will influence the Event Schedule during the Pick phase, then they will manipulate the Coaches during the Play phase. At the end of the game, all Kids will have been placed at an Event and both Teams will earn a cumulative score based on their Kids' skill points at those Events.

Pick Phase

  1. The Active Player chooses a face up Kid and takes it into his hand.
  2. If the chosen Kid was a Brat, he may adjust the Event Schedule.

The Event Schedule may be adjusted in 1 of 2 ways:

  • Advance one Event: 2 spaces

    OR

  • Advance two Events: 1 space each

Events must maintain the alignment formed by the black lines at the edge of the horizontal sides of the cards. They must always advance and may NEVER move backwards. At the end of the Pick phase, only the furthest advanced 4 of the 6 Events will be selected for the Play phase. In the case of a tie, Events at the top of the column have priority. After all 12 Kids are picked, lay out the remaining 12 and continue picking until they're gone. Then, begin the Play phase.

In the Event Schedule example, the Force a Kid event is furthest, then the Swap 2 Kids and Pick a Kid events, then the Lift any Kid, Switch 2 Kids and Move any Kid events. Since the Lift any Kid event is closest to the top of the column, it will be the 4th Event.

Place the 4 furthest Events between the Teams. (See EXAMPLE Below) The remaining 2 Event Cards flip to the Coach side and are placed near the Events.

Each side of an Event has 3 positions in which to play Kids. During the Play phase, players take turns (same sequence as the Pick phase) placing Kids in an open Event position, taking Event Actions and possibly moving a Coach.

Play Phase

  1. The Active Player must place a Kid from his hand to 1 of the 3 open positions on his Team's side (at an Event.)
  2. Then, he MAY perform an Event Action.
  3. Finally, If the chosen Kid was a Brat, he MAY also move EITHER Coach.

The Active Player may perform ONE Event Action after he places a Kid on his turn (initial Kid placement). He may perform the Action shown on the Event to which it is being placed - OR - he may perform EITHER of the Actions that correspond to the Active Kid's skills (provided the skill matches an Event in play). Additionally, a Kid's skill VALUE is key to winning Events at the end of the game.

Teammates should NOT share information about the cards in their hands.

Event Actions

  • Lift any Kid (icon: dumbbell): Choose ANY Kid on either Team's side, and add it to your hand. Then, replace it with a Kid from your hand. (same side, same Event position)
  • Switch 2 Kids (icon: table tennis paddle): Choose ANY 2 Kids on either Team's side, then switch them with each other. The 2 Kids switched, must be on the same side.
  • Force a Kid (icon: football): Randomly pick a Kid from an opponent's hand and place it in front him. He must play this Kid on his next turn and is exempt from additional Actions (the green and orange action icons on the sheet) until after his next turn.
  • Swap 2 Kids (icon: bat and ball): Choose 2 Kids on opposing sides, then swap them with each other. (across opposing sides only)
  • Pick a Kid (icon: basketball): Randomly pick a Kid from an opponent's hand and add it to your hand. Then, give a Kid from your hand back to your opponent. He must add this Kid to his hand.
  • Move any Kid (icon: dodgeball): Choose a Kid on either Team's side and move it to a different position on the same side. (same side, any Event, any empty position)

Coaches

At the beginning of the Play phase, the 2 Coaches are set to the side. When a player PLACES a Brat (as his turn placement), he MAY perform 1 Event Action (as described above). Immediately after, he MAY also place or move either Coach. Coaches are placed to the right of the 3 positions on a Team's side of an Event. A Coach's presence reduces the chaos on THAT SIDE of the event: While a Coach is present, no Event Actions may be used to move kids to or away from that side of the Event. The other side of the Event may still be influenced by Event Actions (unless the other Coach is there).

Game End

The game ends after the turn in which the last Kid was played from the last player's hand. Each Team earns a cumulative score by adding up the Event skill (color) points on their side, at each of the 4 Events. The Team with the most points is the winner! In the case of a tie, the winner is the Team that took the first turn.

Scoring example: Team A earned a cumulative total of 23 POINTS. Team B earned a cumulative total of 19 POINTS. Team A wins the game!

DIG

Each player will dig for bones in the yard and return them to dog bowls for points.

The Object

Each player will dig for bones in the yard and return them to dog bowls for points. The player with the most points is the winner.

Components

30 Cards: 20 Bone Cards, 4 Dogs, 5 Dog Bowls and 1 Doghouse.

Setup

  1. Choose a Dealer to perform these SETUP steps.
  2. First, set aside the 4 Dogs. Next, place the Doghouse to the side of the playing area, which will be one end of the "Yard".
  3. Shuffle the Bone Cards (Bone side down) and Dog Bowl Cards together. Place all the cards in a long row, starting from the Doghouse, until all the cards have been placed. (See EXAMPLE SETUP)
  4. Each player must choose a Dog Card and place it above or below the Doghouse Card. Set aside any unused Dogs.
  5. Finally, the youngest player takes the first turn.

Example setup for 4 players: All 4 Dogs are placed at the Doghouse. The row of cards is called the "Yard" and is a mix of Bowl Cards and face down Bone Cards.

Playing the Game

Each player will run through the Yard, dig up bones, and attempt to return them to the matching colored Dog Bowls. Players take turns in clockwise order. When the Yard has been "dug up" (the end of the game), players earn a score based on the Bones they returned.

There are 4 Bones in each of the 5 colors in the game. A Bone's value is determined at the end of the game, based on the distance of its corresponding Dog Bowl to the Doghouse. The Dog Bowl that is closest to the Doghouse will yield a value of 5 for each Bone of that color. The Dog Bowl that is second closest to the Doghouse will yield a value of 4 for each Bone of that color, and so on.

In the example, the Purple Bowl is closest to the Doghouse, making all Purple Bones worth 5 points each. The Yellow Bowl is furthest, which makes all Yellow Bones worth 1 point each.

Game Turn

On your turn, you may perform up to 3 Actions. Actions may be taken in any order and repeated multiple times in a single turn.

  • A. MOVE: Move your Dog along the Yard, a maximum of 4 cards (in either direction --you may choose to move less). This maximum is reduced by 1 for every Bone Card you hold in your hand prior to movement. Several Dogs may occupy the same card. Place your Dog below or above Yard cards to show which card he is on. Note: There is a movement legend on the bottom half of the Doghouse for easy reference. Example: If you hold 2 Bones, you may move your Dog up to 2 Yard cards.
  • B. DIG: If your Dog is currently on a Bone Card, add that Bone Card to your hand. You may not hold more than 3 Bone Cards in your hand at once. Doghouse and Dog Bowl Cards may never be "dug". Bone Cards in the hand are kept secret until they are "dropped". You MAY immediately replace the "dug" Bone Card with any Bone Card from your hand (including the one you just dug up), Bone side down. If you have 3 Bone Cards in hand when you take the dig action you MUST immediately replace the "dug" Bone Card with any Bone Card from your hand (including the one you just dug up).
  • C. DROP: Place in front of you a Bone Card from your hand that matches the color of the Dog Bowl your Dog is currently on. Bone Cards must be placed face up, visible to all players. Multiple Bones may be "dropped" using a single Action, if all Bones match the Bowl color.

Player turn example: Mae Digs and adds the card to her hand. Next, she Moves 2 Yard cards to the right. Finally, she Drops the Purple Bone off at the Purple Bowl and places the Bone Card in front of herself.

Resetting the Yard

At the end of a turn in which a Bone is dug up, the Yard card (either Bone or Bowl) that is furthest from the Doghouse replaces the empty space created by the Dig Action. This allows players to influence which Bones and Bowls each Dog has close access to, as well as Bone value for scoring. Dog Bowls continually move toward the Doghouse throughout the game. If 2 spaces must be refilled after a turn, fill the space closest to the Doghouse first. If a Dog was on the last card in the Yard and is left on an empty space, he slides to the card that is now at the end of the Yard.

Turn/Yard reset example: Mae (Gray Dog) took the Dig Action at Location A, then Moved 3 spaces to Location B and Dug for her final Action. Card A does not need to be refilled, as it is the last (empty) space in the Yard. The "Red/Yellow scented" card will replace the empty space at Location B. Finally, Rex (Brown Dog) will slide over to the last card in the Yard ("Green/Red scented" card).

Follow Your Nose

Each Bone Card has a scent with 2 colors. The Bone matches 1 of the 2 colors of the scent. This will help players determine which color Bone is on the card when digging it up. There are 2 cards per "scent pair".

This Bone Card has a green and red scent, which indicates that the Bone matches either color.

Game End

The game ends immediately after the turn in which only the 5 Dog Bowls remain in the Yard. Players total their scores by adding up the Bones in front of them. Bones remaining in a player's hand have no value.

Scoring

Players earn a cumulative score from their dropped Bones, with values based on the proximity of their corresponding Bowls to the Doghouse.

The values are: 1 Pt. (furthest Bowl), 2 Pts., 3 Pts., 4 Pts., 5 Pts. (closest Bowl to the Doghouse).

If tied, the winner is the player with the most Bones worth 5 Pts., then 4 Pts., etc.

Scoring example: Player A (Rex) totals 31 Pts. Player B (Mae) totals 29 Pts.

BOX

Earn the most points at the end of the game by creating squares with four corner dots in your Secret Color.

The Object

Earn the most points at the end of the game by creating squares with four corner dots in your Secret Color.

Components

30 Cards: 24 Box Cards and 6 Secret Color Cards.

Setup

BOX may be played with 2 or 3 players individually, or as 2 teams with 4 or 6 players. If playing in teams, arrange yourselves so that no team takes two turns in a row.

  1. Choose a Dealer to perform these SETUP steps.
  2. Shuffle the 6 Secret Color Cards face down. Then, deal 1 to each player (team): Individual game (2 or 3 players) or Team game (4 or 6 players). Once the color information has been memorized, the Secret Color Card should be passed (face down) to the remaining teammates, then set aside face down. Place any remaining Secret Color Cards aside, face down.
  3. Use 1 unused Secret Color Card as the Starting Card, by keeping it face down and placing it in the center of the playing area. (See EXAMPLE Below)
  4. Shuffle and deal all the Box Cards to all players, such that all players have the same amount of cards. Each player places the dealt cards in a stack, in front of themselves (face down), then draws 1 card into their hand.
  5. The oldest player is the Start Player and the game is ready to begin.

Example setup for a team game with 4 players: Player A and Player C are Team 1 (red). Player B and Player D are Team 2 (blue). A Starting Card (back of an unused Secret Color Card) is placed in the center.

Playing the Game

BOX is a strategy game in which players attempt to create squares with four corner dots of their Secret Color by placing cards from their hands on an ever-growing display in the playing area. The larger the square, the more points it will be worth at the end of the game. Players take turns in clockwise order and will want to conceal their Secret Color through clever play, to reduce their opponents' chances of covering or blocking potential squares. When all cards have been placed into the playing area, points are scored, and the player (team) with the most points is the winner.

Game Turn

On your turn, you must play a Box Card from your hand to the playing area, while observing the following rules:

  1. A card must be placed such that the dots continue in a straight line.
  2. A card must be placed either next to 1 or more existing dots, OR so that it covers 1 to 4 (maximum) existing dots (colored or gray).

Then, you draw a card from your stack to bring your hand back to 1 card.

Card A is covering 2 existing dots from a previously placed card. Card B and C do not cover any dots, but each card is placed next to at least 1 dot and is aligned (vertically or horizontally) with the existing dots. Card D is not placed legally, as it is not placed such that the dots are aligned vertically or horizontally to existing dots.

Game End

The game continues with each player playing a card in turn until all 24 Box cards have been played. Then, players (teams) must reveal their Secret Color to their opponent(s) and add up their total points for the game.

Scoring

All scoring occurs at the end of the game and is based on the cumulative point total of all valid squares using a player's (team's) Secret Color. Players (teams) score points for squares that have four corner dots that match their Secret Color. A square's point value is determined by its size, and is worth 1 point for each dot (or empty dot space) on one of its sides. A 10 x 10 square is the largest that can be scored--larger squares have no value, although there is no penalty for creating larger squares. Corner dots may be used to score multiple squares.

After each player (team) adds up their total score from all valid squares in their Secret Color, the player (team) with the most points is the winner. In the case of a tie, the player (team) that took the first turn is the winner.

Scoring example: Player A completed 2 squares in her Secret Color (PURPLE). One square is worth 5 points, the other is worth 8 points. Player A's total: 13 Points. Player B completed 3 squares in his Secret Color (BLUE). One square is worth 4 points, the second is worth 5 points, and the third is worth 7 points. Player B's total: 16 Points. Player B wins the game with 16 points.

A 3-empty-dot-space example: 3 Empty Dot Spaces allow Player A to score an 8-Point Square.

BOO

Win points by revealing as many ghosts of your color as possible, in this spooky 2-player battle for the graveyard!

The Object

Win points by revealing as many ghosts of your color as possible, in this spooky 2-player battle for the graveyard!

Components

30 Cards: 24 Ghost Cards (12 Black-lined, 12 White-lined) and 6 Graveyard Gate Cards.

Every card in the game is made up of 3 square sections, which are divided by thin lines of a specific color. A square section typically contains a ghost or tombstone. Ghosts are either black or white. The reverse of each double-sided card contains ghosts of the opposite color, facing in the opposite direction.

Setup

  1. Each player must choose a color (Black or White) and take the 12 Ghost Cards with the lines of that color, shuffle them, and place them as a deck in front of himself. It makes no difference which way up the deck is placed.
  2. Choose a Start Player. The Start Player takes the 6 Graveyard Gate Cards (signified by the Green lines) and builds the "Graveyard" Gate in the center of the playing area. The Graveyard Gate must be EXACTLY as shown in the example below with 6 of each ghost color in the EXACT locations, face up.
  3. Each player draws the top card from their deck into their hand, and the Start Player takes the first turn. The card in hand and the top card of the deck are visible to all players throughout the game.

Playing the Game

Players place cards from their hand to the Graveyard (playing area) to reveal as many ghosts in their color as possible. When a card is placed into the Graveyard, it becomes the Active Card. The objective is to use the ghosts on the Active Card to "scare" the first opposite-colored ghosts they are facing, resulting in flipping that card over. Active Ghosts see through empty spaces, voids, and ghosts of their own color. They never see through tombstones, nor through ghosts of the opposite color. Players take turns in clockwise direction and score at the end of the game, when all cards have been played into the Graveyard. Each ghost in a player's color is worth 1 point. The player with the most points is the winner.

Game Turn

On your turn, you must place the Ghost Card from your hand to the Graveyard while observing the following rules:

  1. A card must be placed such that at least 1 "square" side touches an existing card's square side.
  2. A card must NEVER cover any other card.
  3. Either side of a card may be used when placing. In general, it's best to place a Ghost Card with more of your ghosts face up.

After a card is placed and all "scaring" is resolved (See SCARING), the Active Player ends his turn by drawing a card from his deck and bringing his hand back to one. Cards may be flipped many times, but may never be moved or discarded.

Example: Card A is touching 1 "square" side and Card B is touching 3. Both are valid placements.

Scaring

"Scaring" is the main mechanism in the game and is critical to flipping cards and revealing the most ghosts in your color. Each ghost on the Active Card will attempt to "scare" any opposite-colored ghosts in the row or column of ghosts that each is FACING in the Graveyard. If the opposite-colored ghost is NOT facing directly back, that ghost's card will FLIP OVER.

Each ghost can scare 1 opposite-colored ghost. The maximum ghosts on a card is 3; therefore a maximum of 3 cards can be flipped in a single turn. The Active Player may choose the order in which each ghost scares, as this may change another Active Ghost's line of sight. If it is possible for a ghost on the Active Card to scare an opposite-colored ghost, then it MUST do so. You cannot choose not to scare. CAREFUL: Ghosts of your opponent's color on the Active Card must scare ghosts of your color as well.

For each ghost (of either color) on the Active Card: trace its line of sight outward until you find the FIRST tombstone or opposite-colored ghost. If you found a tombstone or a opposite-colored ghost that is facing back toward the Active Ghost, then do nothing and assess the next Active Ghost. Otherwise, pick up the opposite-colored ghost's card and flip that card along its long axis, so that each of its ghosts change in both color and direction.

IMPORTANT: When flipping Ghost Cards, the ghosts should be in the same location as they were prior to the flip, except now they face the other way.

Example Turn 1: Player A places the Active Card and uses a black ghost to scare a white ghost (directly across through a void in the playing area), then flips its card over. The white ghost on the bottom of the card scares the FIRST black ghost it faces that is not facing back, then flips its card over. White ghost may NOT scare black ghost instead, as it is not the first opposite-colored ghost it faces. The white ghost in the middle of the card faces no opposite-colored ghosts.

Example Turn 2: Continuing from the last turn, Player B places the Active Card. The black ghost on the top of the card is met with an opposite-colored ghost facing directly back, and does not scare. The black ghost in the middle of the card cannot see past the tombstone and does not scare. The black ghost at the bottom of the card faces an opposite-colored ghost and will flip its card over.

Game End

The game continues with each player taking a turn (playing a card) until both players have played all their Ghost Cards. Note: Players will not draw a card at the end of their last turn as their draw pile will be depleted.

Scoring

Scoring occurs once at the end of the game. Each ghost of a player's color is worth 1 point. Players count the face up ghosts of their color for a total score. The player with the most points is the winner. In the case of a tie, the player that took the first turn is the winner.

Scare Tactics

  • TIP 1: Consider both sides of a Ghost Card when placing it.
  • TIP 2: Choosing the order in which each Active Ghost scares is critical.
  • TIP 3: The cards in the center of the Graveyard will become more difficult to flip as the game progresses. Try to flip as many cards in your favor as possible, then protect them from being flipped with clever tombstone placement.

RUM

RUM is a set-collecting game of "Press-your-luck" in which players play sets of rum bottles for valuable Captain Cards to win the game!

The Object

RUM is a set-collecting game of "Press-your-luck" in which players play sets of rum bottles for valuable Captain Cards to win the game!

Components

30 Cards: 21 Rum Cards, 7 Captain Cards, 1 Castaway Clock and 1 Parrot. The Captain Cards are 2-sided, with values from 1-8. Their orientation represents their current value. (The Castaway Clock is a card with values 1-8 as well.)

Setup

  1. Choose a Dealer to perform these SETUP steps.
  2. Place the 7 Captain Cards and Castaway Clock in a row in the playing area so that the '1' (and Parrot on the Castaway Clock) is oriented at the top edge of the cards across the row. (See EXAMPLE SETUP below)
  3. Set aside the Parrot Card, then mix the 21 Rum Cards together in a flat pile (face down) to create the "Shipwreck". (See "Shipwreck" below)
  4. Flip 3 Rum Cards face up to create the "Beach" row near the Shipwreck. Rotate all 3 so the single bottle sides are all oriented at the top of the cards. This will be done to any face up cards that are added to the Beach during the game. (See "Beach" below)
  5. All players draw 1 card from the Shipwreck to create their starting hand.
  6. Add the Parrot Card (face down) to the Shipwreck and mix them up. Note: Whenever cards are placed back into the Shipwreck, mix (shuffle) the cards together before the next player takes his turn.
  7. The player to the left of the Dealer is the Start Player.

The Parrot has been mixed in with the Rum Cards in the Shipwreck.

Playing the Game

RUM is a quick-playing game in which you'll play sets of bottles in order to gain control of Captain Cards worth points (if controlled at the end of the game.) Captain Cards may change controllers if an opponent plays a larger set. The Parrot will force players to discard Rum Cards back to the Shipwreck. Players perform 1 Action per turn in clockwise direction. The game ends when a player reaches a set amount of points (see GAME END) OR the Castaway Clock is rotated to the Pirate Ship (8th position).

Game Turn

On your turn, you must perform one of the following Actions:

  1. Draw A Card in either one of two ways:
    • A. Draw a Rum Card from the Beach (which may be face up or down) and add it to your hand. Then, replace the empty Beach slot with a face down card from the Shipwreck.
    • B. Draw a Rum Card from the Shipwreck and add it to your hand.
  2. Play A Set: Play at least 1 Rum Card from your hand to form a set of bottles and gain control of at least 1 Captain Card.

Playing a Set

Captain Cards and Rum Cards have different values based on how the card is oriented. When playing a set, Rum Cards may be played in either orientation. Only the top side of the card (which could be rotated to show either 2 bottles or 1 bottle) will count toward the total of a set.

Captain Cards begin with a value of '1'. When controlled by a player, the current value should be at the top edge, as viewed by the player. To play a set, you MUST be able to gain at least 1 Captain Card by playing a set that is greater than the current value of the matching Captain Card. Place the Captain Card in front of you, with the number of bottles in the set just played at the top edge, as viewed by you. You may play multiple sets to gain and increase several Captain Cards on one turn. You are not required to play all cards from your hand when playing a set. Bottles that cannot be used in a set are ignored. Cards played from your hand are mixed back into the Shipwreck.

2 Green bottles are enough to steal the Captain Card at '1'. Now it is set to '2'.

The Beach

An additional aspect to the Beach, other than a row to draw from, is that the single bottles on the Beach Cards are communal and considered to be in all players' hands. A player may include any of the single bottles on the Beach Cards (opposing the 2 bottles on each card's opposite side), when playing a set to gain a Captain Card. When a player wants to include single bottles from the Beach as part of his set, he simply indicates to his opponents which are needed when playing a set. Any Beach Cards used for communal single bottles are left as they were, face up.

A Rum Trio Set

A 'Rum Trio' is a set of the 3 single bottles of a specific color, which can be played for greater effect. A player may play the set of 3 single bottles of a specific color to steal the matching colored Captain Card, regardless of its current value. Then, the value on the Captain Card is increased by 2. A Rum Trio may include Beach Cards and may be played along side other separate sets on a single turn. NOTE: There are only 3 single bottles of each color in the game.

A player may increase a Captain Card already in his possession (playing a natural set or a Rum Trio). A Captain Card may be stolen while at '8+' by playing a set of 9 or more bottles (or a Rum Trio), but the value does not increase.

Example: Before: The "Game/Non-player" controls the BLUE Captain Card at '1' and Player B controls the Green Captain Card at '5'. Player A plays 3 sets which allows him to steal the BLUE and GREEN Captain Cards, and increase the YELLOW (already in his possession.). After: Player A has 13 points after his turn. The YELLOW Captain Card was increased to '4'. The BLUE Captain Card was stolen from the "Game/Non-player" and increased to '2'. The GREEN Captain Card was stolen and increased by 2, to '7'. All new values are at the top edge of the Captain Cards, facing Player A.

Parrot and Castaway Clock

If the Active Player draws the Parrot from the Shipwreck or Beach (face down), he reveals it to all players. Then, he discards from his hand (to the Shipwreck) the amount of cards (not including the Parrot) shown in the center of the Castaway Clock (either 2 cards or 3 cards). Finally, the Parrot is discarded back to the Shipwreck and the Castaway Clock is increased (rotated to signify the next highest value). ALSO: As soon as the last card is taken from the Shipwreck, drawn or used to refill the Beach (which may be the Parrot), the player(s) with the most Rum Cards in their hand, discard all their cards back to the Shipwreck. The Parrot is not included when counting total cards held and the Parrot's effect is ignored in this discarding action. Finally, the Castaway Clock is increased and play continues.

The Tide

Immediately after the turn in which ALL 3 cards on the Beach are FACE DOWN, "the tide washes in new bottles." Immediately, all 3 cards on the Beach are flipped over. If the Parrot is revealed, ALL PLAYERS discard the amount shown on the Castaway Clock. Then, the Castaway Clock is increased by 1. After discarding, the Parrot is mixed back into the Shipwreck. Then the empty Beach slot is replaced with a card (face up) from the Shipwreck (If the Parrot is revealed, repeat the previously described action). If a Rum Trio appears on the Beach, it is wiped away by the Tide immediately. All 3 cards are mixed back into the Shipwreck, then 3 new cards refill the Beach. In either case of a Tide, if a Parrot is revealed on the Beach, the Castaway Clock takes effect.

Game End

The game ends in 1 of 2 ways:

  1. A player's score is at or above the winning points goal, according to the chart below.
  2. The Parrot is revealed while the Castaway Clock is at "7".
Points To Win
2 Players: 21 Points
3 Players: 18 Points
4 Players: 15 Points

The player with the most points is the winner!

In the case of a tie, the winner is the player with the most Captain Cards. If still tied, the winner is the player with the highest value on a Captain Card.

SOW

Players plant seeds and grow flowers in the garden in order to pick the prettiest bouquet and score the most points.

The Object

Players plant seeds and grow flowers in the garden in order to pick the prettiest bouquet and score the most points.

Components

30 Cards: 24 Seeds/Flowers, 4 Wheelbarrow/Favorite Colors, 2 Garden Cards: 1 Windmill and 1 Gopher/Watering Can.

Setup

  1. Choose a Dealer to perform these SETUP steps.
  2. Shuffle and place the 4 Wheelbarrows to create a square, Wheelbarrow side up. (See EXAMPLE Below) Each player chooses a Wheelbarrow that is nearest their seated position. Sit opposite each other in a 2-player game.
  3. Shuffle the Seeds Cards. Place 2 cards, Seeds side up, under each of the 2 dirt sides of the Wheelbarrows. Place them so both Seeds are visible in each row and be careful not to expose the Flowers underneath. Next, place 2 Cards diagonally between each Wheelbarrow.
  4. Place the Windmill (green/clockwise side up) on one of the diagonal (non-Wheelbarrow) rows and place the Gopher/Watering Can (Gopher side up) on the opposite row to finish setting up the "Garden".
  5. Each player SECRETLY looks at the Favorite Color on the back side of their Wheelbarrow Card, then places it back to its position in the garden.
  6. The player to the left of the Dealer is the Start Player. In a 3-player game, the player sitting across from neither player is the Start Player.

Example setup: 12 Rows, 2 rows at each dirt side under Wheelbarrows, 1 row in between each Wheelbarrow. TIP: Seeds match the outer portion of its corresponding Flower.

Playing the Game

SOW is a gardening game in which players redistribute seeds and flowers in the Garden in order to pick the bouquet that will reward the most points at the end of the game. Players take turns in clockwise order, redistributing a row, then taking any applicable actions. Seeds must be flipped over to become Flowers. Flowers reward points when collected from a player's Wheelbarrow.

Player Turn Sequence

  • A. Take a row of 2 OR MORE cards (NEVER just 1) into your hand. (Be careful not to expose the flowers underneath.)
  • B. Redistribute all the Cards (in the order of your choice) in the direction shown on the Windmill (Clockwise or Counter-clockwise), starting on the immediate left or right of taken row. A player must place exactly one card in each row (including empty rows) continuing until the last card is placed. All cards must be placed with the same side up in which they were taken (except for the last Seeds card, explained later).

1 or 2 actions may result from a card redistribution:

  1. The last card placed is Seeds or a Flower.

    AND/OR

  2. Garden Cards are placed in the same row during redistribution.

1) Last Card Placed

  • Seeds: If Seeds is the last card placed, it is flipped to its Flower side. Additionally, all other Seeds of the same color in that row must flip to their Flower side. Flowers never flip back to Seeds.
  • Flower: If the last card placed is a Flower AND in 1 of the 2 rows under ANY Wheelbarrow, the Active Player chooses 1 of the 2 colors on the Flower. Then, all Flowers in that row with the chosen color are placed face up to create (or add to) the bouquet belonging to the Controller of that Wheelbarrow.

Controllers by player count:

  • 4 players: Each player is the Controller of a single Wheelbarrow.
  • 3 players: Each player is the Controller of a single Wheelbarrow and controls the non-player Wheelbarrow when they are the Active Player.
  • 2 players: Each player is the Controller of the Wheelbarrow in front of them and the one to their immediate right.

In a 2 or 3 player game, only the Favorite Color on the Wheelbarrow in front of them is used for scoring.

2) Garden Cards Placed In The Same Row During Redistribution

The Active Player may perform a Garden Action IN ADDITION to the previously described Seeds/Flower Actions if a Garden Card is placed in the SAME ROW as the other Garden Card (not necessarily the last card placed). He may choose 1 of the 2 FACE UP Garden Actions. Then, the chosen Garden Card is flipped. If a Garden Card is the last card placed but does not pair up with the other, no action occurs. The order of the cards in a row has no effect in the game.

  • Windmill: Change the direction in which all Cards must be redistributed during each player's turn: Clockwise or Counter-Clockwise.
  • Gopher: Choose ANY row. Remove ALL Flowers in that row from the game.
  • Watering Can: Pick 1 Flower in any row and add it to your bouquet.

Players continue taking turns in clockwise direction for the entire game, though card redistribution may change direction throughout.

Turn examples: Player A (GREEN) picks up all 3 cards from row A and redistributes them in the direction of the windmill (clockwise). The last card she places is Red Seeds. She flips over ALL Red Seeds in that row. Player B (BLUE) picks up all 3 cards from row B and redistributes them in the direction of the windmill (clockwise). The last card he places is a Red/Yellow Flower, and it's in a player's Wheelbarrow. Player B chooses RED (or could have chosen YELLOW). Then, the controller of that Wheelbarrow (which does not have to be the Active Player) picks ALL RED Flowers in that row and places them face up in front of him. During his turn, he also placed a Garden Card in a row that contained the other Garden Card. He chooses 1 of the 2 face up Garden Actions (WINDMILL) then flips that Garden Card over. Now, all players will redistribute cards in Counter-clockwise direction (now face up on the Windmill Card.) Both Garden Actions ended up in the same row this turn. At the end of his turn he will also perform the 'Windmill' Action, then flip the Windmill Card over.

TIP: Play defensively! It's often worth ending your turn with a Flower in an opponent's Wheelbarrow in order to choose a color that would allow them to take fewer Flowers into their bouquet.

Game End

The game ends when each row contains just 0 or 1 card.

Scoring

Each player calculates their score as follows:

  • 3 points for each flower with his Favorite Color in the center portion.
  • 2 points for each flower with his Favorite Color on the outer portion.
  • 1 point for each flower that does not contain his Favorite Color.

The player with the most points is the winner. If tied, the winner is the player with the most points from flowers that contain his Favorite Color.

Player A scoring example: Favorite Color: BLUE. 3 points for flowers with blue center: 6. 2 points for flowers with blue outer: 6. 1 point for flowers without blue: 2. Total: 14 points.

SPY

Reveal your opponent's Top Secret and be the last player remaining in this covert game of deduction and memory.

The Object

Reveal your opponent's Top Secret and be the last player remaining in this covert game of deduction and memory.

Components

30 Cards: 4 Spies, 8 Safes, 8 Top Secrets, 10 Bombs.

Player count: For a 2-player game, use only the Green and Red color cards, as they include an extra "Bomb 2" card. For a 3 or 4-player game, remove these extra "Bomb 2" cards.

Setup

  1. Each player chooses a Spy and takes all cards of that color into their hand. This hand of cards is your "Spy Base".
  2. Each player, in secret, organizes their Spy Base into an order of their choosing. All Bomb Cards start rotated so that they are lit fuse side down (bottom half of the card).
  3. Players fan out their cards. Only your (double-sided) Spy should be visible to opponents. Cards may not be rearranged from this point onward.
  4. The game is now ready to begin, starting with the youngest player.

Lit fuse side down.

Playing the Game

SPY is a game of deduction in which players move their Spy around their Spy Base to gain information and expose their opponents' hands, while carefully concealing their own. Players take turns in clockwise order. In order to win, you'll need to be the last remaining player. A player is eliminated from the game as soon as their "Top Secret 2" Card has been exposed OR they spy a "lit Bomb" Card in an opponent's hand.

Exposure Target Order

In order to expose your opponent's "Top Secret 2" Card, you'll first need to expose both their Safes (in ASCENDING NUMERICAL ORDER), followed by their "Top Secret 1" Card. As each card is revealed, the next card in the sequence becomes the new Exposure "Target".

Both Safes in ascending order, THEN both Top Secrets in ascending order: Safe 1 → Safe 2 → Top Secret 1 → Top Secret 2.

Game Turn

On your turn, you MAY perform ONE of these two Actions, BOTH Actions, or NO ACTION at all:

  1. MOVE: Declare your movement amount to your opponent, then move your Spy past that amount of cards in your hand. You must declare aloud and move the EXACT amount shown on the Card that your Spy is facing PRIOR TO MOVEMENT (either '1' or '2' - no less). When facing an exposed card in your hand, you may choose to move '1' OR '2'. Note: Declaring the movement number is how you reveal "number" information about your Spy Base, to your opponents.

    FLIP: You MAY "flip" your Spy (change the direction in which it faces) before AND/OR after movement. (See MOVEMENT on back)

  2. SPY: Choose an opponent and announce that you are spying on them. You must spy (gain information) on their card that is in the SAME location (from a mirror perspective) as the card your Spy is looking at in YOUR hand. Then, they must respond to your inquiry. (See SPY OUTCOMES on back)

    For example, the leftmost card in your hand is in the same location as the leftmost card (from your view) in an opponent's hand. (See below)

Spy Base

Note: Cards are referred to by letter in the example below for clarity --this is not necessary when playing the game.

You are the Green Player. The only card in your Base that opponents can see is your Spy, as it is double-sided. Your Spy is facing Card "G" in your hand. You take the Spy Action to gain information about Card "G" in the Purple Player's Base. The Purple Player is spying on Card "B" in your Base. On a previous turn, you spied her "Safe 1" Card (F), which is now revealed to all players.

Movement

Your Spy Base is a "loop". The 2 cards on the edges are considered next to each other. A Spy facing the outer edge is facing the card on the opposite edge of the Base. (See EXAMPLE TURN 2) You may freely "switch" your Spy from one edge of the Base to the other (on your turn only). This does not count as a Turn Movement, as the Spy remains in between the edge cards regardless. The direction your Spy faces prior to movement dictates which direction he will move in the Base. There is one simple rule to keep in mind when taking the Move Action: The number of cards your Spy crosses over during movement must exactly equal the number on the card your Spy faced prior to that movement. This rule is helpful to keep in mind when making the "loop" and moving from one side of the Base to the other.

Spy Outcomes

Your opponent must respond in one of the following ways:

  1. If it is a Safe Card or Top Secret Card (but not the "Exposure Target"), he must declare aloud the TYPE by saying, "It's a Safe" or "It's a Top Secret", but should not reveal the number.
  2. If the spied card is the "Exposure Target" (next in the Exposure Order), it is PERMANENTLY REVEALED by turning it around to face opponents.
  3. If it is a Bomb Card and it is "unlit", your opponent rotates it so the "lit" side is now on the top half of the card. He must make a "TSSSsss" sound effect to indicate to their opponents that the bomb is now "lit". The "lit" Bomb Card REMAINS SECRET.
  4. If it is a Bomb Card and already "lit", your opponent SHOWS the Bomb to ALL players and you are eliminated from the game. It is then placed, "lit" and HIDDEN, back in the same location it came from.

Game End

The game ends immediately when there is only one player remaining in the game. The last remaining player is the winner!

Note: If a player accidentally drops a card(s) from his hand, he is immediately eliminated from the game.

Example Turn 1: (1) First, the Green Player announces to opponents that he is moving "2". Next, he takes the MOVE Action and moves his Spy over his "Top Secret 2" Card. (2) Second, (looping around the Base) he crosses over his "Safe 1" Card and lands in between the "Safe 1" and "Safe 2" Cards. (3) Then, he flips his Spy Card to face the "Safe 1" Card. (4) He chooses to take the SPY Action and declares which opponent's hand he will inquire about (Purple - Card "A"). The Purple Player makes the "TSSSsss" sound effect, indicating to her opponent's that the spied card is an "unlit" Bomb 1. Finally, she rotates her "Bomb" Card to the "lit" side up, facing her.

Example Turn 2: (1) The Purple Player flips her Spy to face the other direction. (2) Next, she announces a movement of "1", then moves her Spy across 1 card. (3) Then, she takes the SPY Action to inquire about the Green Player's Card "A". (The "loop" concept makes this possible.) This happens to be the Green Player's "Exposure Target" Card. It is revealed, FACING OUT to his opponents for the remainder of the game.