Right Now
Right Now Rulebook
Table of Contents
Table of Contents
Components
- 70 cards. Each card features different colors on its top and bottom halves, with 7 colors in total. All colors are also represented by a pictogram.
- Some cards also include a special effect icon.
- You will also need a pen and paper to keep track of your scores.
Setup
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A random player is assigned the role of dealer for the first round. They shuffle the deck and deal 9 face down cards to each player. Hold your cards fanned out facing you, as shown in the hand example. You may fan them out to the left or right. The fully exposed card is your "front card," and the card at the opposite end is your "rear card."
Important: You must not change the position or orientation of your cards once they are dealt!
Hand example: the rearmost position is at one end of the hand and the front position at the other. The yellow-green card is your front card, and the orange-pink card is your rear card.
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Place the remaining deck in the center of the table as a face-down draw pile.
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Reveal the top card of the draw pile and place it face up next to the deck. This is the discard pile.
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Prepare a score sheet by writing down the players' names with space below to track round scores.
How to Play
The game is played over multiple rounds. The player to the dealer's left takes the first turn, and play proceeds clockwise. On your turn, you must take exactly one of the following three actions:
- Play a Card or Combo
- Draw a Card
- Exit
1. Play
Play either a single card or a combo from your hand onto the discard pile. After playing, if the new top card of the discard pile features a special effect icon, its effect must be resolved (see Special Effects below).
Single card
The card must match at least one of the colors of the top card on the discard pile. The color's orientation on the discard pile doesn't matter. Matching both colors works, but provides no extra effect.
Playing a card example: You can play either the green-blue card (a) or the navy-white card (b) from your hand.
Combo
A "combo" consists of two or more adjacent cards in your hand sharing the same color, with all matching colors facing the top or all facing the bottom. This shared color is the "combo color."
Combo example: You have one 3-card (yellow) combo (a), two 2-card (yellow) combos (b) and (c), and one 2-card (orange) combo (d) in your hand.
If your combo color matches one of the colors of the top card of the discard pile, you may play the combo. You must maintain the exact order of the cards within the combo, ensuring the front card is placed on top. Once played, square up the discard pile so only the top card remains visible.
Playing a combo example: After playing the 3-card (yellow) combo (a), square up the discard pile so only the top card remains visible.
Super Combo
A combo of exactly 4 cards is a Super Combo. You may play a Super Combo regardless of the colors on the current top card of the discard pile. Combos of 5 or more cards are not considered to be Super Combos, and therefore must still follow the standard color-matching rules. (Note: You can always choose to split a larger combo to play exactly 4 adjacent cards as a Super Combo.)
2. Draw
Draw the top card of the draw pile and add it to the rearmost position of your hand. You may choose its orientation as you add it.
3. Exit
Drop out of the current round. You immediately score points equal to 9 minus the number of cards remaining in your hand. (For example, if you exit the round with 1 card left in your hand, you score 8 points.)
If at least two players remain in the game after you drop out of the round, they continue playing the round without you.
Special Effects
Some cards carry a special effect icon. When the new top card of the discard pile features a special effect icon after a play, its effect must be resolved. There are three special effects:
- Draw (plus icon): All other players MUST (and you MAY) draw 1 card from the draw pile. This card is added to the rearmost position of the player's hand. The player may choose its orientation.
- Move to rearmost (bag icon): All other players MUST (and you MAY) choose any card from their hand, except the current rear card, and move it to the rearmost position without changing its orientation. Players with only 1 card remaining in their hand ignore this effect.
- Rotate (circular arrow icon): All other players MUST (and you MAY) rotate 1 card in their hand by 180°. The position of the card in the hand must not change.
End of Round
A round ends immediately if either of the following conditions is met:
- A. A player empties their hand. That player wins the round and scores 10 points. All other players remaining in the round score no points, regardless of the cards left in their hands.
- B. Only 1 player remains in the round. If all other players have exited the round, the sole remaining player automatically wins the round. They score 10 points, regardless of the cards left in their hand. All other players have already scored the points they earned when they exited the round.
The winner of the round becomes the new dealer. Shuffle all cards face down and deal 9 cards to each player. The player to the dealer's left takes the first turn of the new round.
End of Game
At the end of any round, if at least one player has reached 25 points or more, the game ends. The player with the highest score is the winner! In the event of a tie, the tied players share the victory.