Rules board game jokers


















Each player is dealt 5 cards face down. Remaining deck is placed face down in center. Discards are shuffled and placed on the bottom of the draw pile as that pile is depleted. Card Values:. To play: Player to the left of dealer starts the game. If he is unable to bring a man out, he discards a card from his hand, draws a new card and waits for his next turn. On his next turn, if he has a man in a playing position, he moves forward or backward the appropriate number of spaces, discards that card and draws a new card.

You must discard a card and draw a new card each turn. You must use the full count of the card played. The players have the option to play as teams, pairs or individuals. Each card dictates specific movement of a marble. For the most part, each card tells the player to move one of his marbles the number indicated on the card. For example, if the player plays a three, he can move one of his marbles three spaces.

Of all the cards in the deck, only aces, face cards and jokers allow a player to move her marble from "Home. An ace can be used to move your marble one space, or it can allow you to free one of your marbles from "Home. For example, you could move one marble one space, and the other marble six spaces. For example: All run: all 8 cards make up a run ex. A ,2 ,3 ,4 ,5 ,6 ,7 ,8 Run full house: two runs of any length ex.

A ,A ,A ,A ; 9 , 9 , 9 ,9 Match half house: a 4 match and short run ex. There are two ways that a round can end. One of the players achieves a full hand and declares it, winning the round after which the other player gets just one more turn to make two trades. The other player has lost even if they also manage to make a full hand. There are no cards remaining in the deck so that further trades are not possible. In this case both players have lost.

You have two options: Take one card from the discard pile, up to and including the depth indicated by the safety card and add it to your hand. Played cards form a face up pile on the table. Players take turns in clockwise order. At your turn you do the following:. If you have any card except a joker that allows you to move a peg, you must play such a card, even if the move is disadvantageous.

However, if you have no cards except jokers that enable you to move you may discard one card of your choice without moving and draw a card to replace it.

This ends your turn. Discarding without moving normally happens only at the start of the game, when a player has no aces or pictures to move any peg out of the start area. A player is never forced to play a joker: if you have no other move you may keep the joker and discard another card. All the pegs begin in their own start areas.

From there they move to the neighbouring "come out" hole, and then around the board clockwise. On reaching its own "in-spot" a peg may take the branch into its safe "home" track.

No peg may ever move into any start or home area other than its own. In the basic game, except in special circumstances described below, you may only move your own pegs. You may never land on or pass over a hole occupied by one of your own pegs, but you may pass over or land on other player's pegs. Passing over a peg of a different color has no effect on it, but landing exactly in the hole occupied by a peg of a different color has the following results:.

In order to move your peg out of your start area, you must play a jack, queen, king, ace to move it to its "come out" hole or a joker to move it to the hole occupied by a peg of a different color anywhere on the main track. When playing a 2, 3, 4, 5, 6, 9 or 10 , you move one of your own pegs that is not in your start area forward that number of holes along the track.

When playing an ace , you may either move one of your pegs from your start area to your "come out" hole, or move one of your pegs forward one hole. When playing a jack , queen or king you may either move one of your pegs from your start area to your "come out" hole, or move one of your pegs forward 10 holes. When playing a 7 , you may either move one of your pegs forward 7 holes, or split the 7 between two of your pegs, moving them 1 and 6, 2 and 5 or 3 and 4 holes forwards.

Of course the split move can only be made if you have at least two pegs in play. When you play a joker , you move any one of your pegs for example one in the start area into a hole on the main track that is occupied by another player's peg, belonging either to a partner or to an opponent.

This has the effect of sending that peg to its in-spot or start area respectively, as described above.



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