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Parrotdigm

Parrotdigm Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Paradigm Cards
  • Play
  • End of a Round
  • End of the Game
  • 2-Player Rules

Components

  • 40 Number Cards (4 colors)
  • 14 Paradigm Cards (double-sided)
  • 1 Plus/Minus Card (double-sided)

Setup

Shuffle the Number Cards and deal them evenly to all players. The number of cards used depends on the player count (see chart).

Players3456
Number Card121086
Paradigm Card5555

If there are 3 or 6 players, the Number 1 cards are not used.

According to the player count, choose Paradigm Cards at random, shuffle them, and place them face-down in a stack.

The player to the left of the one who shuffled becomes the starting player and takes the Plus/Minus card, placing it in front of them.

Paradigm Cards

Paradigm Cards show the scoring condition for the round, based on cards collected or tricks won.

  • Red 2 You gain or lose 15 points for each 'red 2' card you collect.

  • Black 6 You gain or lose 15 points for each 'black 6' card you collect.

  • Blue You gain or lose 4 points for each 'blue' card you collect.

  • Yellow You gain or lose 4 points for each 'yellow' card you collect.

  • Red You gain or lose 4 points for each 'red' card you collect.

  • Black You gain or lose 4 points for each 'black' card you collect.

  • Number 4 You gain or lose 10 points for each 'number 4' card you collect.

  • Number 7 You gain or lose 10 points for each 'number 7' card you collect.

Play

Players hold their dealt cards in hand. The starting player reads aloud the top Paradigm Card so everyone can hear, then decides whether the round's scoring will be positive or negative. Place the Plus/Minus card next to the Paradigm card with the chosen side face-up.

Example: If "Red" is revealed and the starting player Michel sees that they can likely collect many red cards, they may set the Plus/Minus card to Plus (earning 4 points per red card collected this round). If Michel thinks they cannot collect many reds, they might set it to Minus instead, causing opponents to lose points for collecting reds.

Starting with the starting player and going clockwise: The starting player plays any one card. Other players must follow the same color if possible. If they cannot, they may play any card.

Once all players have played one card, the player with the highest number in the starting color wins the trick and takes all the cards played that turn ("trick"). If the Paradigm is Trump Suit, the highest trump color card wins instead.

The player who won the trick starts the next trick by playing any card.

End of a Round

When all players have played all their cards, the round ends. Each player scores points according to the Paradigm Card and the tricks they have won. The starting player role passes to the left, and the new starting player reveals the next Paradigm Card and sets the Plus/Minus card. Continue until the Paradigm deck is exhausted.

End of the Game

When all Paradigm Cards have been used, the game ends. The player with the highest score wins.

If all players have negative scores, the player with the smallest negative value (closest to zero) wins.

2-Player Rules

Use only the 5-10 cards of all 4 colors (24 cards total) and 8 Paradigm Cards. Shuffle the Paradigm Cards and choose 8 at random.

Each player is dealt 8 cards, and the remaining cards form a draw pile in the center. The starting player reveals a Paradigm Card and sets the Plus/Minus card. Play follows the basic game rules, except:

At the end of each trick, both players draw one card from the draw pile. The trick winner does not start the next trick; instead, turns alternate.

When the draw pile is empty, continue with the cards in hand until all are played. The game ends after all 8 chosen Paradigm Cards have been used, and the highest score wins.

  • Trick You gain or lose 4 points for each 'Trick' you collect.

  • Pair You gain or lose 4 points for each pair of cards with the same number.

  • Last Two If you take the last 'Trick' you gain or lose 25 points. If you take the second to last 'Trick', you gain or lose 15 points.

  • Challenge Apply all four rules shown on the card simultaneously.

  • Trump Color The starting player chooses the trump color. The trump color always wins. You gain or lose 4 points for each 'Trick' you collect.

  • Playing Train This Paradigm changes the gameplay entirely: instead of taking tricks, players take turns playing cards, and the first to play all their cards gains or loses 25 points, the second gains or loses 15 points. The starting player plays any one card to the center of the table. The next player must play a card adjacent to the previous card. An adjacent card means a card of the same color with a number 1 higher or 1 lower, or a card of the same number in a different color.

    Example: The starting player plays a red 7 card. The next player can play a red 8 or red 6, or a 7 of a different color above or below it. A player may play only one card per turn, and if they have a playable card, they must play it. If they have no playable card, they pass their turn.

    Note: Only one color can be in a single row. To create a new color row, you must play a card with the same number but in a different color above or below an existing card.