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The Everdeck

The Everdeck Rulebook

Table of Contents

Table of Contents

  • For Sale (3-6 players)
    • For Sale: Setup
    • For Sale: Rules
    • For Sale: End
  • Battle Line (2 players)
    • Battle Line: Setup
    • Battle Line: Rules
    • Battle Line: Tactics
  • Coloretto (2-5 players)
    • Coloretto: Setup
    • Coloretto: Rules
    • Coloretto: Scoring
  • Hanabi (2-5 players)
    • Hanabi: Setup
    • Hanabi: Rules
    • Hanabi: End
  • Letter Head (2-8 players)
    • Letter Head: Setup
    • Letter Head: Rules
    • Letter Head: Scoring
  • Lost Cities (2 players)
    • Lost Cities: Setup
    • Lost Cities: Rules
    • Lost Cities: End
  • No Thanks! (3-7 players)
    • No Thanks: Setup
    • No Thanks: Rules
    • No Thanks: End
  • Parade (2-6 players)
    • Parade: Setup
    • Parade: Rules
    • Parade: End
  • Ito (3+ players)
    • Ito: Setup
    • Ito: Rules
  • Red7 (2-4 players)
    • Red7: Setup
    • Red7: Rules
    • Red7: Rules by Suit
  • Hearts (4-11 players)
    • Hearts: Setup
    • Hearts: Setup for 5-11 players
    • Hearts: Rules

For Sale (3-6 players)

For Sale: Setup

Cards to use:

  • Use Red/Black cards as Property cards numbered 1-30.
  • Use Blue cards as Currency cards numbered 0-14.
  • Optionally use Yellow cards for money tokens. There are not enough yellow cards to support 4 nor 6 players.

Setup:

  1. Separate and shuffle Currency and Property cards.
  2. Players start with:
    • 3-4 players: $18K
    • 5-6 players: $14K
  3. Discard from each stack:
    • 3 players: 6 cards
    • 4 players: 2 cards
    • 5-6 players: 0 cards

For Sale: Rules

Buying Phase

  • Reveal 1 Property card per player.
  • Players bid in turn, increasing the previous bid or passing.
  • If a player passes, they take the lowest Property card and get back half their bid.
  • Continue until all Properties are bought.

Selling Phase

  • Reveal 1 Currency card per player.
  • Players choose and reveal Property cards simultaneously.
  • Highest Property gets highest Currency, and so on.

For Sale: End

End of Game

  • Game ends when all Properties are sold.
  • Total money from Currency cards and remaining coins.
  • Player with the most money wins!

Battle Line (2 players)

Battle Line: Setup

Cards to use:

  • Troop cards: 1-10 in 6 suits.
  • Tactic cards: 10 black cards.
  • Flags: Any 9 objects. Face-down cards can work.

Setup:

  1. 9 flag tokens in line between players.
  2. Shuffle and deal 7 troop cards to each player.
  3. Place Troop deck & Tactics deck at line ends.

Battle Line: Rules

To Win: Claim 3 adjacent Flags or 5 total.

On your turn: Play 1 Troop or Tactics card, then draw a card.

Troops can claim flags in formations of 3 cards, ordered best to worst here:

  • Wedge: Run of 3 in same suit
  • Phalanx: 3 of a kind
  • Battalion Order: 3 of same suit
  • Skirmish Line: Any run
  • Host: Any other combo of 3 cards

Flags are claimed with a formation when you prove the opponent can't beat your formation using basic troop cards. Ties are settled by summing card ranks.

Battle Line: Tactics

  • Emperor: Troop - wild colour and rank. Exclusive with Empress.
  • Empress: Troop - wild colour and rank. Exclusive with Emperor.
  • Strength: Troop - wild colour. Rank 8.
  • Magician: Troop - wild colour. Rank 1-3.
  • Fool: Formations here are equal.
  • Opposition: Formations here need 4 troops.
  • Priestess: Draw 3 cards. Place 2 cards from hand on decks.
  • Chariot: Move or discard 1 card on your side.
  • Death: Discard 1 enemy card on unclaimed flag.
  • Devil: Move enemy troop from unclaimed flag to your side.

Coloretto (2-5 players)

Coloretto: Setup

Cards to use:

  • 2p: Play with 5 suits
  • 3p: Play with 6 suits
  • 4-5p: Play with 7 suits

Game Setup:

  1. Place face-down cards denoting draft rows. 1 row per player. For 2 players: Use 3 rows but each row has max 1/2/3 cards.
  2. Give each player a card from a unique suit.
  3. Shuffle remaining cards.
  4. Place "Last Round" card in deck, 16 cards from bottom.

Coloretto: Rules

On your turn: Choose 1:

  • Draw a card and place it in a row. Max 3 cards per row.
  • Take all cards in a row. You are out for the round.

After the round: Return all 3 face-down cards.

Last Round card is drawn: The game ends after the current round.

Scoring:

  • Each player chooses 3 colours. Score those positively and all others negatively.
  • +2 cards are always positive.

Coloretto: Scoring

CardsScoreScore (Alt)
111
234
368
4107
5156
6+215

Hanabi (2-5 players)

Hanabi: Setup

Cards to use:

  • This game uses the dots under the suit on each card.
  • For each suit, use (3) 1s, (2) 2s, 3s, 4s, and (1) 5.
  • 3 storm cards and 8 clue cards.

Setup:

  1. Set clue and storm cards in a pile in descending order.
  2. Shuffle cards and deal:
    • 2-3 players: 5 cards
    • 4-5 players: 4 cards

Cards must be held face-out so you can't see them.

Hanabi: Rules

Objective: Take turns playing cards to get each suit in order from 1-5.

On your turn: Choose 1:

  1. Give a hint to another player by telling them the suit OR value of cards in their hand. Flip over the top clue card.
  2. Play a card that creates or extends a pile on the table.
    • If the card can't be played in ascending order, discard it and remove a storm card.
    • Draw a card.
    • If you played a 5, restore a clue card.
  3. Discard a card, draw a card, and restore a clue card.

Hanabi: End

Game ends when 1 occurs:

  • All 5 suits are arranged 1-5
  • All 3 storm cards are removed
  • Last card is drawn. Everyone gets 1 more turn.

Scoring: Team score is the sum of highest played cards in each suit.

ScoreRating
25Legendary
21-24Excellent
16-20Good
11-15Okay
6-10Poor
0-5Horrible

Letter Head (2-8 players)

Letter Head: Setup

Cards to use:

  • Use all Everdeck cards.
  • The letter in the bottom right of each card is used to spell words.
  • The small dots in the top left of each card represent points when scoring.

Setup

  1. Choose a dictionary (may include proper nouns).
  2. Shuffle and deal 5 cards to all players (2-8).

Letter Head: Rules

Objective: Play letter cards and convince others that you spelled a word. Get bonus points for tricking opponents.

On your turn: Choose 1: 1.

  • Play cards to form a word and declare the word. They can be face-down. You may bluff.
  • After all players had a chance to call your bluff, reveal the cards and score points for each letter, plus points based on the scoring card.
  1. Pass. Discard as many cards as you like.

Players must draw to 5 cards if they have less than 5, and may draw extra cards at any time (hand limit of 10).

Letter Head: Scoring

Bluffing:

  • Gain 2 points per player that incorrectly called your bluff.
  • Players that correctly called your bluff gain 2 points. You score 0 this turn.

Bonus Points: Gain bonus points for using over half of the cards in your hand: Bonus = # of cards played - # of cards left in hand

Lost Cities (2 players)

Lost Cities: Setup

Cards to use:

  • Any 5 suits for base game, 6 suits for advanced game.
  • One unique card per suit for "sites". Aces work well.
  • If borders on the X (10) cards are confusing, use 0s as 10s instead.

Game Setup:

  • Place site cards between players as discard piles.
  • Shuffle 5-6 suits.
  • Deal 8 cards to each player.

Lost Cities: Rules

Objective: Create stacks of ascending cards of the same suit. Big stacks score high but small stacks subtract from score.

Game Turn:

  • Play or discard a card, then draw a card.
  • To play a card, place it on top of one of your stacks (or start a new one). Wager cards must be played before number cards in a stack.
  • To discard a card, place it on top of its site card.
  • Cards can be drawn from the deck or the top of any discard pile.

Lost Cities: End

End Game:

  • Game ends when draw pile is empty.
  • Score each stack by summing card values, subtracting 20, And multiplying by number of wagers +1.
  • Stacks with 8+ cards earn a 20-point bonus.
  • Highest total score after three games wins.

No Thanks! (3-7 players)

No Thanks: Setup

Cards to use:

  • 33 Cards numbered from 3 to 35.
  • 55 Pass Tokens. Face-down cards can be used.

Setup:

  1. Determine number of rounds to be played (typically 4).
  2. Shuffle the deck and set aside 9 cards face down.
  3. Use the remaining 24 cards as the draw deck.
  4. Reveal the top card of the deck.
  5. Distribute Pass tokens to each player.
    • 3-5p: 11 tokens
    • 6p: 9 tokens
    • 7p: 7 tokens

No Thanks: Rules

Objective:

  • Score the fewest points over several rounds.
  • Minimize points by organizing cards into sequential runs.

Gameplay:

  • On your turn, choose to place a Pass token on the active card or take the active card.
  • Cards taken are placed face up in front of you.
  • Organize cards into sequential runs to minimize points.

No Thanks: End

Scoring:

  • The round ends when the deck is exhausted.
  • Score each player's total points by adding the values of cards taken.
  • Only score the lowest card in a sequential run.
  • Deduct 1 point for each Pass token.
  • If playing multiple rounds, add scores from this round to the total.

Parade (2-6 players)

Parade: Setup

Cards to use: 66 cards in 6 suits (ranks 0 to 10)

Setup:

  • Deal each player 5 cards.
  • Place 6 cards face up in a row on the table as the initial parade.
  • Define the front and end of the parade.
  • Place the remaining cards in a draw pile.

Parade: Rules

Objective:

  • Avoid collecting cards from the parade. Lowest score wins.

On your turn:

  1. Play a card from your hand to the end of the parade.
  2. Collect cards with position number higher than played card:
    • If card suit matches played suit OR
    • If card rank <= played rank
  3. Draw a card

Last Round:

  • Last round starts when a player collects all 6 suits or draw pile is empty.
  • Do not draw cards in last round.

Parade: End

End of the Game:

  • Players choose 2 cards from their hand to discard. The other 2 must be scored alongside collected cards.
  • Player with most cards of each suit scores only 1 point per card of that Suit. 2 players: Must have 2+ cards more than opponent for Majority.
  • Otherwise, score points equal to card ranks.
  • Lowest score wins. Tiebreaker: Fewest cards wins.

Ito (3+ players)

Ito: Setup

Cards to use: Cards numbered from 1 to 100.

Setup:

  1. Choose a theme that can include nouns on a spectrum. Ex: Biggest animals or best vacations.
  2. Shuffle and deal 1 card to each player.
  3. Set a life counter to 3 points per player.
  4. Play 3 rounds. Each round, increase cards per player.

Ito: Rules

Gameplay

  1. Each player announces their card using a noun within the theme.
  2. If anyone says a number, the game ends.
  3. Players discuss card order based on announced nouns.
  4. Play cards in ascending order. If a card is played out of order, lose 1 life per missed card.

End of Round:

  1. Choose a new theme.
  2. Shuffle + deal cards to players.
  3. Add 1 to life points (max 3 life).

Red7 (2-4 players)

Red7: Setup

Cards to use: Cards numbered 1-7 in 7 suits.

Setup:

  • Deal 7 cards to each player and 1 face-up to start each player's palette.
  • Place the 0 of Stars face up on the table. This is the starting canvas where cards are played.

Red7: Rules

Objective:

  • Be the last player standing. You must be winning by the current rule at the end of your turn or you're out.

Turn Actions:

  • Play a card to your palette (tableau).
  • Discard a card to change the game rule.
  • Do both or none.

Ties:

  • Break ties by checking the highest card in each player's set.
  • If still tied, use the number in the top right of the highest card.

Red7: Rules by Suit

Top card on canvas determines the current rule to stay in the game.

  • Stars: Highest card
  • Moons: Most of one number
  • Crowns: Most of one suit
  • Coins: Most even numbers
  • Diamonds: Most different suits
  • Hearts: Most numbers in a run
  • Spades: Most numbers below 4

Optional Scoring: After the round, winner keeps their palette cards to add up as their score.

Advanced rules: Found in the rulebook by scanning the QR code.

Hearts (4-11 players)

Hearts: Setup

Cards to use: 52-card deck.

Setup:

  • Dealer is chosen by drawing the lowest card.
  • Dealer shuffles and deals 13 cards to each player.

Hearts: Setup for 5-11 players

Differences:

  • Use all 8 suits with small adjustments (see below).
  • The 4 colours are the 4 suits. Hearts are red.
  • Pairs cancel out in tricks, but still count as points.
  • If all cards are cancelled, next winner takes them all.

Dealing:

  • 5p: Add 1 club
  • 6p: Remove yellow 2s
  • 7p: Add 1 club
  • 8p: No change
  • 9p: Remove 2 spades, yellow+blue 2s
  • 10p: Remove yellow+blue 2s
  • 11p: Remove 2 spades, yellow+blue 2s

Hearts: Rules

Objective: Have the fewest points when a player reaches 100.

Gameplay:

  • Lowest club leads first.
  • Must follow suit if possible; if not, any card can be played.
  • Hearts or the Queen of Spades can't be played on first trick.
  • Hearts can't lead until a heart has already been played.
  • Winner of each trick leads the next.

Scoring:

  • Hearts = 1 point each
  • Queen of Spades = 13 points.
  • Avoid gaining points.
  • If a player takes 13 Hearts and Queen of Spades ("Shooting the Moon"), score 0, others get 26 points.