Planet etuC
Planet etuC Rulebook
Table of Contents
Table of Contents
Contents
- Rulebook
- Cards x36 (1-6 x 6 colors)
- Rank card x1 (for a 2-player game, use the •• side; for a 3-player game, use the ••• side)
Cards
- For a 2-player game, use ranks 1-5 of 5 colors. Put all of the gray cards and 6s (indicated with ••) back in the box.
- For a 3-player game, use all of the cards.
Removed cards are not used in that game.
Card Ranks
To begin with, here are the two ways of ranking the cards. In this game, there are two different kinds of card ranks: numbers and symbols (colors). This makes the rules that follow easier to grasp, for a smoother game experience.
About numbers
The higher the number, the stronger. 1 is the weakest, and the highest number (5 for a 2-player game, 6 for a 3-player game) is the strongest.
About symbols
See the rank card. For a 3-player game, gray is the weakest; for a 2-player game, orange is the weakest. Purple is the strongest in both cases. Gray is used only in 3-player games.
Game Setup
Shuffle all the prepared cards and deal 11 cards to each player. The rest (3 cards) are put away and not used in that game. (Unlike the cards removed at the beginning for a 2-player game, these three leftover cards are returned to the deck at the end of a game if multiple games are played.)
A series of plays, from one player leading the first card(s) to everyone else passing their turn, is called a round.
Determine the starting player by an appropriate means. The game is played in clockwise order. When a player's turn comes, they choose either:
- (A) to play card(s) from their hand, or
- (B) to pass.
The cards played by the previous player determine whether the round is played by number or by symbol, as explained below.
A. Play Card(s) From the Hand
No card has been played yet
If a player is the first to play in a round, they choose 1 or 2 cards from their hand to play.
When playing 2 cards, they must be either the same symbol or the same number. (In this rulebook, a pair of the same symbol is called a "symbol-pair," and a pair of the same number is called a "number-pair.") From then on in that round, a symbol-pair must be answered with a symbol-pair, and a number-pair with a number-pair.
When playing 1 card, any card can be chosen. (This doesn't yet determine which ranking system is being followed — full details below.)
When playing a pair, it has to be either the same symbol or the same number; otherwise it cannot be played.
Card(s) have already been played
Play 1 or 2 cards, matching the amount of cards played last and stronger than the last card(s) played. (Play 1 card if a single card was played; play 2 cards if a pair was played.) When playing 2 cards, check whether the last pair was a number-pair or a symbol-pair, and play a stronger pair of that same kind. A number-pair cannot be played on a symbol-pair, and vice versa.
When pair(s) have already been played
If a symbol-pair was played, only a stronger symbol-pair may follow; if a number-pair was played, only a stronger number-pair may follow.
Playing a single card when it is not yet determined whether to follow symbol or number
When playing one card, it is not yet decided whether the round will be played by symbol or by number. There are three possibilities:
(1) The symbol is stronger, but the number is weaker or equal. The round is now set to be played by symbol (a weaker number could no longer be played by number). From this point on, each following card must show a stronger symbol.
(2) The number is stronger, but the symbol is weaker or equal. The round is now set to be played by number (a weaker symbol could no longer be played by symbol). From this point on, each following card must show a stronger number.
(3) Both the symbol and the number are stronger. It remains undetermined whether the round will be played by symbol or by number; the player may follow up with a stronger symbol and/or a stronger number. Play continues in this undetermined state until a card matching case (1) or (2) is played, at which point the ranking system for the round is locked in.
(4) The strongest number of the strongest symbol is played. 5 of purple in a 2-player game, or 6 of purple in a 3-player game, is the strongest card in the game (note that 5 of purple is not the strongest card in a 3-player game). Once it is played, the following players can do nothing but pass.
In every case, cards should be played on top of each other, offset, so it stays clear which card(s) were played last and under which of the four cases above the round currently sits.
After a player plays card(s), play passes to the next player.
Notes: confusing cases in a singleton play
When the strongest number is played: suppose two later cards are each stronger in both symbol and number than the last card played, and the second of the two has the single strongest number of all — the round can still be played by symbol, because the number being the strongest overall doesn't by itself lock the round to number. A later card can still be played on top, and as soon as it locks in case (1), the round is confirmed to be played by symbol.
When the strongest symbol is played: the mirror case applies — a card carrying the single strongest symbol of all does not by itself lock the round to symbol. A later card can still be played, and once it locks in case (2), the round is confirmed to be played by number.
B. Pass the Turn
Players may pass their turn if they either cannot or don't want to play card(s). When a player passes, the next player's turn comes (in clockwise order). Once a player passes, they may not play any cards for the rest of that round.
After all players have passed, clear the played cards and the round ends. The player who played the last card(s) becomes the next starting player and starts a new round by playing card(s). The starting player may play any card regardless of the previous round — a symbol-pair, a number-pair, or a single card. (All players rejoin the round when a new round starts, and play until they pass again.)
End of a Game
The player who gets rid of their hand first gets first place. In a 3-player game, the game continues until another player also gets rid of their hand, taking second place. After each game ends, move on to scoring. After several games, the player who reaches a certain number of victory points wins.
In a 3-player game, when a player gets rid of their hand by playing card(s) and no one else can play anything stronger, the round ends immediately. In that case, the next player clockwise becomes the next starting player and opens a new round by playing card(s).
The player with the fewest victory points becomes the next starting player. If there is a tie, the tied player earliest in the clockwise order — counting from the first starting player of the last game — starts.
Scoring Victory Points
- 2-player games: the winner scores victory points equal to the number of the game just played: 1 point for the first game, 2 for the second, 3 for the third, and so on. The first player to reach 10 or more victory points wins the match.
- 3-player games: first place scores 2 points and second place scores 1 point. After several games, the player who reaches 6 or more points wins the match.
Credits
Game Design: Taiki Shinzawa Artwork: Ayumi Takahashi Project: Keisuke Tanaka Publish: Twins Lion Do Translation: Yuko (JrnyCat)