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Romi Rami

Romi Rami Rulebook

Table of Contents

Table of Contents

  • Contents
    • Anatomy of a Contract card
    • Anatomy of a Trophy token
  • Goal
  • Setup
  • Turn Structure
    • 1. Take Number cards (up to 3)
    • 2. Fill Contracts (optional)
      • Filled Contracts
      • Scoring Tableau
      • Suit Bonus
    • 3. Refill the Markets and check hand size (mandatory)
  • Contract Requirements
    • Reminders
  • The Trophies
  • End of Game
  • Counting Points
  • Credits

Contents

  • 92 Number cards in 4 suits: heart, diamond, cherry, clover.
  • 36 Contract cards
  • 4 Trophy tokens (double-sided)
  • 4 Joker tokens
  • 1 First Player token

Anatomy of a Contract card

Each Contract card shows:

  • Scoring Zone — the strip along the top edge. It carries the number of points for the Contract, the combination symbols the Contract is made of, and its Suit Bonus. This is the only part that stays visible once the card is tucked into your Scoring Tableau.
  • Number of points for the Contract — printed on the right side of the card.
  • Requirements of Contract — the combination or combinations you must supply to fill it (for example: 1 pair + 3 of a kind).
  • Suit Bonus — the suit that earns bonus points when you fill this Contract.

Anatomy of a Trophy token

Trophy tokens are double-sided: each face shows one Trophy condition (a suit, or a card-combination size) together with the number of points that Trophy is worth.

Goal

The goal of the game is to score the most points. To do this, you must fill Contracts, taking into account:

  1. The number of points on the Contracts;
  2. The Trophy tokens in play for the current game;
  3. The Suit Bonuses associated with the different Contracts.

Setup

Carefully punch out the Trophy tokens, the Joker tokens and the First Player token. Separate the Contract cards from the Number cards to create two decks. Then:

  • Shuffle both decks individually.
  • Distribute 3 Number cards to each player.
  • Fill the Markets:
    • Contract Market: 4 cards, dealt from the Contract deck.
    • Number Market: 6 cards, dealt from the Number deck.
  • Toss the Trophy tokens in the air. The face-up sides of the tokens are the Trophies for the game.
  • Give each player a Joker token.

Turn Structure

The youngest player takes the First Player token and begins the game. Play proceeds in clockwise order. A turn consists of 3 steps, carried out in this order.

1. Take Number cards (up to 3)

Take up to 3 Number cards from the Number Market with a common characteristic — either the same number or the same suit.

Worked example. In a Number Market showing the cards 3 (clover), 5 (diamond), 4 (diamond), 5 (cherry), 2 (diamond) and 4 (heart), a player may take:

  • a. Both 5s.
  • b. The three diamond cards.
  • c. Both 4s.
  • d. Any single Number card.

2. Fill Contracts (optional)

Fill one or more Contracts in the Contract Market. To fill a Contract, you must respect the requirements printed on the Contract card (see Contract Requirements).

Joker. Once per game, a player may use their Joker token to take the place of any one card in a Contract. The Joker is returned to the box after it is used. It does not count as a bonus suit at the end of the game.

Filled Contracts

Once you have filled a Contract you must:

  • Add the Contract card to your Scoring Tableau.
  • Keep the Number cards that earn the Contract's Suit Bonus.

Scoring Tableau

Your Scoring Tableau is used for counting your points at the end of the game. Place filled Contract cards in front of you so that they overlap, leaving only the Scoring Zone of each card visible.

Suit Bonus

Identify the Suit Bonus of the Contract you have just filled. All the cards of that suit used to fill this Contract are placed in a face-down pile next to your Scoring Tableau. Each card in that pile counts for 1 point at the end of the game.

The other Number cards used to fill the Contract are discarded.

3. Refill the Markets and check hand size (mandatory)

  • The Contract Market is refilled to 4 Contract cards.
  • The Number Market is refilled to 6 Number cards.

You must have at least 3, and at most 10, cards in your hand at the end of your turn.

  • If you have fewer than 3, refill your hand to 3 cards from the Number deck.
  • If you have more than 10, discard until you have 10 cards.

Contract Requirements

To fill a Contract, all of its requirements must be met. Each Contract contains one requirement, or a combination of the requirements described below.

Important: only the numbers are considered in combinations. The suits are optional; they are simply there to provide Suit Bonuses. You may therefore fill a "4 Card Sequence" Contract with 4 different suits if you wish.

RequirementWhat you must supply
A pair2 identical numbers of the player's choice
A specific pair2 specific numbers (as printed on the Contract)
3 of a Kind3 of the same number
4 of a Kind4 of the same number
5 of a Kind5 of the same number
3 Card SequenceA sequence of 3 consecutive numbers
4 Card SequenceA sequence of 4 consecutive numbers
5 Card SequenceA sequence of 5 consecutive numbers

Reminders

  • Sequences must be made with consecutive numbers. (A set such as 1-3-4-5 is not a valid 4 Card Sequence.)
  • All pairs, 3 of a Kind, 4 of a Kind and 5 of a Kind are made with identical numbers regardless of their suit. (Two cards showing different numbers, such as a 1 and a 2, are not a pair.)
  • In the case of a combination of requirements such as "2 Pairs", the player may use cards of the same value to make multiple pairs. For example, a player holding four "2" cards can either make 4 of a Kind or 2 pairs.

The Trophies

Trophies are awarded to the players who have the most of each Trophy requirement in their Scoring Tableau.

  • If the Trophy shows a suit, the player who has the most of that suit in their Scoring Tableau wins the Trophy. For example, the "Heart" Trophy is given to the player with the most heart symbols in their Scoring Tableau.
  • If the Trophy shows a card combination, the player who has the most of that type of combination in their Scoring Tableau wins the Trophy. For example, a 3-card combo Trophy is awarded to the player with the most 3-card symbols in their Scoring Tableau.

In the case of a tie for any Trophy, none of the tied players receive the Trophy.

A Trophy is awarded to the player whose Scoring Tableau has the most of the following, at the printed value:

TrophyPoints
Cherries3
Hearts3
Clovers3
Diamonds3
2-Card Combos5
3-Card Combos4
4-Card Combos3
5-Card Combos2

End of Game

The game ends when a player fills their:

  • 5th Contract (4 players)
  • 6th Contract (3 players)
  • 7th Contract (2 players)

When this happens, the game finishes at the end of the current round (the First Player does not play again). Then move on to Counting Points.

Counting Points

In their Scoring Tableau, players count:

  • Trophies — score the number of points on any Trophies you have won.
  • Contract Points — score the number of points on the right side of the cards in your Scoring Tableau.
  • Suit Bonus Cards — score one point per card in your Suit Bonus pile.
  • Unspent Joker Token — score one point if you still have your Joker token at the end of the game.

The player with the most points wins the game. In the case of a tie, the player with the most Suit Bonus cards wins.

Credits

Head of Studio: Joël Gagnon. Designer: Antoine Lefebvre. Project Manager: Catherine Parent. Illustrator & Graphic Designer: Fanny Saulnier. Translator & Editor: Matthew Legault.

Published by Groupe Randolph Inc, Montréal (Qc), Canada. © 2023.