RulesPal
Chat
Rulebook
Storm in a Teacup thumbnail

Storm in a Teacup

Storm in a Teacup Rulebook

Table of Contents

Table of Contents

  • Contents
  • Abstract
  • Game Setup
  • Game Overview
  • Game Play
    • (1) Serving Phase
      • Serving Action (at least one card in their hand)
      • Preparing Action (no cards in their hand)
    • (2) Tea Party Phase
  • End of the Game
  • A Friend of Trick-Taking Game?
  • Design Notes

Contents

120 cards: 60 red cards (Tea), 40 blue cards (Milk), 20 yellow cards (Lemon).

Abstract

The goal of this game is to reduce the number of cards you have.

You play small games using the cards in your hand, and you may discard some cards you played depending on the result of the small game. You keep the cards that you didn't discard and you use them as your new hand when you run out of your hand.

You may easily win a small game using a lot of cards in your hand at once, but don't forget that it's sometimes important to save your cards.

Game Setup

  • Each player receives: three Red (Tea) cards, two Blue (Milk) cards, and one Yellow (Lemon) card. Then, shuffle the remaining cards face down and deal 14 more cards to each player.
  • Each player shuffles their 20 cards all face down, holds them in hand, and secretly looks at them. This is called their "hand". Players must not change the order of their cards afterward.
  • Open the game box and place in the center of the table and put the all undealt cards inside it.

Game Overview

This game proceeds by alternating between two phases: (1) Serving Phase, (2) Tea Party Phase.

The player who most recently had tea with a giraffe becomes the starting host.

Flow chart: (1) Serving Phase: serve or prepare → (2) Tea Party Phase → End of the Game. After the Tea Party Phase the flow returns to the Serving Phase.

Game Play

(1) Serving Phase

Starting with the host player and proceeding clockwise, each player takes one turn.

They have to take a Serving Action if they have at least one card. They have to take a Preparing Action if they have no cards.

Serving Action (at least one card in their hand)

The player chooses one or more consecutive cards from their hand and reveals them.

Their selection must meet one of the following six combinations:

  • Tea: Any number of Red (Tea) cards only.
  • Milk: Any number of Blue (Milk) cards only.
  • Lemon: Any number of Yellow (Lemon) cards only.
  • Milk Tea: Equal numbers of Red (Tea) and Blue (Milk) cards.
  • Lemon Tea: Any number of Red (Tea) cards + exactly one Yellow (Lemon) card.

Example of the combinations:

  • Tea: three Red cards.
  • Milk: one Blue card.
  • Lemon: two Yellow cards.
  • Milk Tea: three Red cards and three Blue cards (shown as alternating Red and Blue cards).
  • Lemon Tea: four Red cards and one Yellow card.

Notes:

  • The order of cards within a combination does not matter.
  • Even a single card counts as a "combination."
  • You must play at least one card on your turn.

Now then, what kind of tea time will today bring?

Preparing Action (no cards in their hand)

The player takes all cards from their Stock (explained later), shuffles them face down, holds them in hand, and secretly looks at them. This is their new hand. They must not change the order of their cards afterward.

Oh dear, missing an entire day's tea party... I can hardly stand it!

(2) Tea Party Phase

In this phase, the cards revealed during the (1) Serving Phase are compared, and depending on the results, some players may discard their cards.

  1. Check the combination revealed by the host player.

  2. Among the players who revealed the same combination as the host player, the player who revealed the most cards wins. If there's a tie, the player who revealed later wins.

  3. The winner may discard up to 3 of their revealed cards and put them into the box. The winner also becomes the host player of the next (1) Serving Phase. Other players who revealed the same combination as the host player may each discard one card.

  4. All other revealed cards that were not placed in the box are gathered face down beside each player. This is called their "stock." No one may look at the front sides of Stock cards.

Notes:

  • If the host player takes a Preparing Action, the next clockwise player who performed Serving acts as the host's substitute.
  • If all players take a Preparing Action, skip this phase and continue to the next (1) Serving Phase with the same host player.
  • The host player who takes a Serving Action can always discard the number of cards they have.

Popular blends go out fast!

Example:

Cathy is the host player and reveals 4 Milk Tea cards. Tommy reveals 2 Milk Tea cards. Kiti reveals 5 Lemon Tea cards. Martino reveals 4 Milk Tea cards last.

Cathy and Martino both revealed 4 Milk Tea cards, but since Martino revealed last, Martino wins.

Martino may discard up to 3 cards. Cathy and Tommy may each discard one card. Kiti, who did not reveal the same combination as the host player, places none.

End of the Game

After each (2) Tea Party Phase, all players check their hand and stock. If a player has 0 or 1 card total, that player wins the game. If multiple players meet this condition at the same time, they share the victory.

A Friend of Trick-Taking Game?

The flow of this game somewhat resembles a genre known as trick-taking games. If you often play trick-taking games, you may be able to get a quick overview of this game by reading the following text.

This game is a may-follow, no-trump, multiple-card trick-taking game. Three types of cards represent five suits, and an infinite number of ranks depending on the number of cards played. The winner of the trick can discard 3 cards, but can still discard one card by following the host player.

Although it's not a trick-taking game, I think of it as a game that's like a friend of trick-taking, but I'm not sure...

Design Notes

Q. What does the title "STORM IN A TEACUP" mean? A. It comes from the English idiom meaning "a big fuss over a small matter." It follows my previous card game "Snail antennnae" which comes from the idiom meaning "small, petty conflicts," and fits perfectly with the tea motif.

Q. Why this specific card composition? A. I planned to create a trick-taking game using tokens instead of cards. I failed to complete it, but I realized combining suits could express attributes beyond the number of suit types. Moreover, I could give each suit a distinct flavor by adjusting proportions and pairing rules. I'm so satisfied with this idea :)

Q. Any strategy tips? A. Each time your hand runs out, you rebuild it from your Stock. Think of it as a kind of deck-building through reduction. Pay attention to the ratios of each color you're leaving in your Stock, especially the scarce Yellow (Lemon) cards, which are key to timing your plays. Try another strategy when you lose, and have fun!