The Ultimate Strategy Games
The Ultimate Strategy Games
COMPETE
With Friends
in this thrilling
card game of wits
and deception
COMPETE
With Friends
in this thrilling
card game of wits
and deception
Original Edition
THE RULES
THE RULES
Players: 2 -6
126 cards
Players: 2 -6
126 cards
Round
Round
How It WorKs
How It WorKs
few
few
Practice
Practice
If you completes your round sequence, you can discard cards by extending other players' sets/runs. Only players with completed the round sequence can hit other players' sets/runs. Players with completed round sequences can pull from the discard pile if the drawn card applies to a completed round sequences.
More
More
The name of the game in "Rummathon Royale" is strategic supremacy! Be the 1st player to conquer all 12 rounds & claim the throne with the highest score. Shuffle the deck of 112 playing cards & place the deck face-down in the center of the table. Place the 8 display cards on the side for you to reference.
1
Assessment: You begins you turn by assessing the dealt hand of cards. You carefully examine the card you drawn & consider your options for forming runs & sets.
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2
Rules
Rules
Decision Making: Based on your assessment, you decides whether to draw a card from the deck or pick up from the discard pile. You weigh the potential benefits of each option, considering how the drawn card could contribute to your sequence.
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There’s more
You can declare "Rummathon Royale" at the start of your turn to advance to the next round sequence. You must complete the next round sequence on the rule card before any player "goes out." Failure to complete the next round after declaring "Rummathon Royale" results in repeating the round.
3
Drawing a Card: You decide to draw a card from the deck, hoping to find a card that fits into your sequence. You draw a yellow 2 & add it to your hand.
Dealer give each player 12 cards. The dealer flips over the 1st card, places it next to the deck to form the discard pile. The player to the left of the dealer will be the 1st player. If the 1st card of the discard pile happens to be a special action card (flex, bypass, burden, block, & sabotage), the 1st player may chose to add this card to their hand & draw the 1st card from the deck.
Reevaluation: With the new card in hand, you reevaluate your options. You reassess your sequence & consider whether any of their existing runs or sets can be extended or completed with the newly drawn card.
4
5
Strategic Play: After careful consideration, you decide to lay down a sequence of cards, forming a run of 1, 2, & 3 in yellow. You announce your intention to complete the round sequence.
Each player has a unique rule card,
6
Hitting Other Players' Sequences: With your own sequence completed & cards laid down, you can now hit the runs/sets of other players who have already completed the round sequence. You strategically choose which sequences to target.
If you are successful & you believe that you can also finish another round sequence before anyone “goes out”, you can declare “Double Rummathon Royale”. If you are successful in completing the “Double Rummathon Royale” the game is over. No player needs to officially “go out”. Failure to completed would set you back to repeat the original round sequence of that round.
which are selected at random. On your turn, you draws a card from either the deck or discard pile. If you draws from the discard pile, the card drawn must immediately be used to complete the round sequence. After drawing a card from the discard pile, you must lay down your round sequence. With a valid round sequence, you will discard a card into the discard pile to complete your turn.
7
End of Turn: After making your moves & decisions, your turn comes to an end. You discard a remaining card & pass the turn to the next player, eagerly anticipating your next opportunity to outmaneuver your opponents & claim victory in "Rummathon Royale."
If the burden card was completed, you will receive 50 bonus points to your score & 100 for the 2x burden card. Failed Burden Cards, the points are given to the player that initiated the burden.
Points are awarded:
1-9 Cards -5 points
10-12 Cards -10 points
Burden & Bypass
& Block Cards -15 points
Sabotage Cards -20 points
Flex cards -25 points
The player that “goes out” collects the points value of the cards remaining in the hands of other players.
Block Card Prevents other players from hitting your runs/s runs/sets ets. Burden Card Imposes an additional round requirement. Sabotage Card Removes flex cards & reshuffles them into the deck. Flex Card Acts as a wild card. Bypass Card Skips any player.
Once you have completed the full round sequence & laid down your hand, you must try to "go out” (discard all cards) by hitting the sets & runs of other players.
THE Need Know
THE Need Know
2
2
Bypass Cards: Skip any player's turn. Bypass Cards in the discard pile can only be picked up if you are drawing a card proceeding the Bypass Card to lay down & complete a round sequence or if the card can be used to hit a completed round sequence.
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Scoring
Scoring
Card
Card
Bypass
Bypass
Scoring: At the end of each round, you tally the point value of the cards remaining in you hands. The player who “goes out” receives the points of their opponents' hands.
Adding Extra Cards
Block Card: Blocks players from adding to the sets & runs of your completed round sequence. Your 1st block card is applied to your own sets &
After the dealer has dealt all players 12 cards, the dealer must ask you if you would like to exchange any points for extra cards. Every 10 points, one extra card can be added to your hand for a max of 20 extra cards each round. Scores are rounded up. So 95 points would allow for you to collect 10 cards.
runs & the 2nd block card is apply to any player of choice. Blocking all players from adding to the sets & runs. The player who played the block card can still hit the sets & runs of the blocked player. You cannot play a block card if your round sequence is not completed. Block cards are played when you places the card down in front of the completed round sequence.
Burden Card: Adds an extra round requirement to another player’s round sequence. If the Burden card is completed, you places down the sequence & adds the burden card on top of it. This tells the other players that the burden was completed. No one is allowed to hit the burden sequence. Since, the burden cards add onto the round sequence, failure to complete the burden will also result in the player repeating the round.
Mis Haps:
Mis Haps:
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A round sequence consists of either a run, consecutive cards (1,2,3,4,5), or a set, cards of the same value ( 2,2,2,2,2)
A round sequence consists of either a run, consecutive cards (1,2,3,4,5), or a set, cards of the same value ( 2,2,2,2,2)
How to handle them
If you are called out for an incorrectly completed sequence after the following player has played but prior to a player “going out”, you would have to repeat the round. If the incorrect sequence is not called, then you may proceed to the next round.
You will place the Reference Cards on the sideline to insure players can make the round sequences correctly.
You will place the Reference Cards on the sideline to insure players can make the round sequences correctly.
You cannot lay down a partially completed round sequence. Once you has completed the full round sequence & laid down the hand, you must then attempt to "go out” (discard all cards) by hitting the sets/runs of other players who have also completed the round sequence.
If you mistakenly drew from the discard pile & cannot play a valid round sequence, the penalty is for you to repeat the round sequence over.
If the deck pile runs out of cards, leave the top card of the discard pile card turned over, shuffle & add to the deck.
If you mistakenly drew from the discard pile & cannot play a valid round sequence, the penalty is for you to repeat the round sequence over.
If the deck pile runs out of cards, leave the top card of the discard pile card turned over, shuffle & add to the deck.
Sabotage Card: Forces all opponents to discard all Flex Cards in hand & shuffled them into the deck along with the Sabotage Card. Sabotage cards also never go into the discard pile, as they are always reshuffled into the deck once played.
If you have completed the round sequence, you are allowed to discard cards from your hand by adding onto the sets/runs of other players’ completed sequences, extending their sets/runs.
Only players that have completed the round sequence can hit the runs/sets of other players. Players that have completed the round sequence may also pull from the discard pile, if the card will apply
Not Forget
Not Forget
2
2
Rummathon Royale: You can declare "Rummathon Royale" at the beginning of your turn within any round to advance to the next round sequence. You must call out
Winning the game: There are 2 ways to win. The 1st player to complete all 12 rounds with the highest score is declared the winner. The 2nd way to win the game prior to completing all rounds, is if you declares a “Double Rummathon Royale” in one round & completes it before any player “goes out”.
"Rummathon Royale” before drawing a card from the deck or discard
towards hitting one of the completed round sequences laid down already. If the card is not the last card of the discard pile, the player will have to draw all following cards & add to the player’s hand.
Gameplay Variations: Even/odd game: Play only the even/odd rounds. Half: Play to the 1st 6 rounds.
pile. You must also read out the next round sequence of the rule card
aloud. You have
Special Action Cards
Players continue taking turns until one player has successfully “gone out” & collected points from the other players' hands.
These can be found in your hands from the initial dealing & also be found when you draws from the deck or find in the discard pile. Flex Cards: Substitute for any card in a set or run. Flex cards can be picked up from the discard pile if you are able to use the card to complete your round sequence or to hit a set/run. Not all special action cards are to be discarded.
More Things
More Things
Players may not burden the same player 2x within 1 round
Players may not burden a player with a completed round sequence.
Flex cards can be used as wild cards for runs/sets/color substitutions.
before any player “goes out” to complete the next round sequence. Failure to do so, then you must repeat the same round sequence & cannot declare it on the subsequent round.
Block cards cannot block special action cards.
Original Edition
COMPETE
With Friends
COMPETE
With Friends
in this thrilling
card game of strategic
Numerical Mastery
in this thrilling
card game of strategic
Numerical Mastery
THE RULES
THE RULES
Players: 2 -6
126 cards
Players: 2 -6
126 cards
1
2
Number
Number
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&
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Color
Color
&
&
Matching
Action
Action
How It WorKs
How It WorKs
Special
Special
Twist
Twist
Flex: Doubles the points earned from connecting ends of the tangle. Flex Cards have 0 or 5 on the opposite ends and are colored in one of the 4 colors. They can Color Match or Number Match when played.
Flex: Doubles the points earned from connecting ends of the tangle. Flex Cards have 0 or 5 on the opposite ends and are colored in one of the 4 colors. They can Color Match or Number Match when played.
Number Match: Cards are placed so that the numbers match on the connecting ends. The color does not have to match when connecting by numbers.
The name of the game in "Tally Tangle" is to outmaneuver your opponents in a dynamic game of numerical strategy and colorful chaos. Players aim to strategically place their cards to create chains of numbers, maximizing their points while disrupting their opponents' plans. With special action cards adding twists and turns to the gameplay, every move counts as you race to tally up the highest score and emerge victorious after 12 rounds of exhilarating play.
Block: Temporarily blocks opponents from placing any cards on top. They can only be played on matching color cards.
Twist Match: Double numbers are placed sideways over matching numbers, rotating and opening up the tangle.
Color Match: If a card has an end matching in color to a connecting end of the tangle, and the sum of the connecting colors equals to 5, it can be played.
3
Sabotage: Permanently blocks any card from being added on top. It ends the connecting tangle line.
4
Shuffle the deck of cards and deal 12 cards to each player. Any remaining cards form the draw pile.
The player with the highest double card (5-5) starts the game by placing it in the center of the playing area to start the tangle. If more than one player has the high double, then the yellow/blue will be the first player, followed by a clockwise rotation. If no player has a double, then person that was closest to the rotating dealer goes first.
Bypass: Opens up a temporarily blocked connecting end, allowing you to place cards again. They can only be placed on top of Block Cards when Color Matched.
5
Burden: Draw 4 cards and end your turn. Players can discard the Burden Card and force the next player to have to take 4 cards. The Burden card is then considered dead and remains in the discard pile.
Color
Color
Twist
Twist
Special
Special
Number
Number
There are three ways to form connections to the tangle.
Number Match
Twist Match
Color Match
Action CARDS
Action CARDS
THE Need Know
THE Need Know
2
2
Round
Round
Practice
Practice
Players’ points are scored when the connecting ends of the tangle sum to a multiple of 5. Points are tallied at the end of each players’ turn.
Number Match (0-0)
Multiples of 5
POINTS
3+4+2+1=10
Number Match (5-5)
*Start with the Double 5 Card
Mis Haps:
Mis Haps:
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With the fast-paced nature of the game, you may occasionally forget to score points when the ends of the tangle sum to a multiple of 5. Remember to be vigilant and attentive to scoring opportunities. There is to be no hindsight scoring.
With the fast-paced nature of the game, you may occasionally forget to score points when the ends of the tangle sum to a multiple of 5. Remember to be vigilant and attentive to scoring opportunities. There is to be no hindsight scoring.
Color Match (Y0+Y5)
The game consists of 12 rounds of play. The player with the highest score at the end of these rounds wins the game. It's essential to manage your resources and maximize your points throughout each round to secure victory in the end.
How to handle them
When adding the connecting ends of the tangle or summing cards after the game round has ended, special action cards are not counted towards the point total. Only the numerical valued cards contribute to scoring. Numbers on Special Action Cards do not have any point value.
If you draw a card, not realizing you have a playable card in hand, you will have to keep the card pulled.
Double number cards are placed sideways, rotating the direction of the tangle and opening up new opportunities for gameplay. These twist matches add complexity and strategy to the game.
Miscommunication or disputes may arise regarding the legality of moves, the effects of special action cards, or the interpretation of game rules. In such cases, encourage open communication among players and refer to the rulebook for clarification. If necessary, the game moderator can make a final ruling to resolve any disputes and ensure fair play.
Twist Match (0/0-0)
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Scoring
Scoring
Not Forget
Not Forget
2
2
Use your special action cards to enhance your scoring potential or to strategically block other players from building high scores.
For example, try adding the flex card to the tangle above. Now the tally has
increased from
(-1 + 4 + 5+ 5 + 2) with the Flex, doubling the 15 to make a new score of 30 points.
The
The
Players may miscalculate the points earned from the ends of the tangle or from the remaining cards in opponents' hands. Encourage players to double-check their calculations and ensure that points are accurately tallied at the end of each round.
Only the Ends of the Tangle are Scored: Points are earned only when the ends of the tangle sum to a multiple of 5. Cards within the tangle or unused cards in players' hands do not contribute to the scoring.
When the game round ends, each player calculates the total score for the cards remaining in their opponents' hands. The player who played all of their cards must call out “Tally Tangle” to end the round to be able to collect the points from the hands of opponents. In the event that the game end due to no more possible moves, the player with the least amount of cards in their hand will earn the points.
Player with the highest score after 12 rounds wins the game.
When calculating points for remaining cards in opponents' hands at the end of the game round when it applies, the sum is rounded to the closest multiple of 5. This ensures fair and balanced scoring outcomes.
The Burden card, when played, allows players to draw additional cards and end their turn. However, it does not contribute any points towards scoring.
Ending Game
Ending Game
COMPETE
With Friends
COMPETE
With Friends
in this thrilling
card game of
calculated risks
in this thrilling
card game of
calculated risks
THE RULES
THE RULES
Players: 2 -6
136 cards
Multiples
Multiples
of
of
Five
Five
NO CARD
NO CARD
TO PLAY
TO PLAY
If a rival does not have a numbered card of the color played, the rival can play a card of any color if combined with a flex card. If played with no flex card, then the dealer will automatically win the “rumble”. A rival may play multiple special action cards, up until the number card is played.
Rebels Rumble is a strategic card game for 2-6 players where cunning tactics and calculated risks determine victory. Each rebel aims to collect the most "rumbles" by strategically playing cards and outmaneuvering their rivals.
How It WorKs
How It WorKs
Rivals take turns in clockwise order, discarding one card of the same color into the center. The goal is to collectively reach a sum that is a multiple of 5. If the sum is a multiple of 5, the rivals win the round, and the rebel discards the "rumble”.
If not, the rebel wins the round, and the rebel collects the "rumble”.
The rebel rotates after every 3 rounds. With the new rebel, the players receive new cards to replenish their hands back to a total of 12 cards.
Shuffle the deck containing four color sets and special action cards. Deal 12 cards to each player. Determine the first rebel, who rotates clockwise after each 3 round. The rebel starts by placing a card of any color to the center of the table.
Special
Special
Action CARDS
Action CARDS
Flex: Allows color shifting by playing a numbered card on top of the flex.
Block: Blocks the card value of a rival from adding to the sum. It is optional to place a numbered card after playing a block card.
Bypass: Bypass cards can be used by any rival to skip their own turn or to skip another rival’s turn. The rival that
plays the bypass card must still discard a numbered card before the completion of their turn unless the bypass card was applied to themselves.
Special Actions
Cards COntinued
Special Actions
Cards COntinued
Winning Game
Winning Game
The first rebel to collect a total of 12 "rumbles" wins the game.
The Rebel’s Special Action Cards
Sabotage: Blocks rivals from playing Special Action Cards for the round.
Burden: Forces the rivals to reach a sum of exactly 25. When these cards are played by the Rebel, a numbered card must be played after.
Additional
things
to Knows
Additional
things
to Knows
If the deck runs out of cards during a round, reshuffle the discard pile to form a new deck. Flex cards can only be played once per turn and must be followed by a numbered card. Burden and Sabotage remain in effect until the end of the round.
Multiple special action cards can be played, up until the number card is played. Play strategically!
STrategy Tips
STrategy Tips
Keeping track of the colors and values played by rivals. Use special action cards to gain an advantage or disrupt the rebel’s plans. Plan your actions accordingly, when nearing the end of the round.
The
The
Mis Haps:
Mis Haps:
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How to handle them
Forgetting to Rotate Dealers: Rectify the error before proceeding with the next round by rotating the dealer position clockwise.
Misplaying Special Action Cards:
Allow the player to retract the actions and replay the round with the correct card's effect.