Can you figure this one out!?|
Hippy Game Rules
Objective
The goal is to be the first player to lay down all your cards by forming books (sets of matching cards) or runs (sequences of consecutive cards of the same suit) while also managing special cards to control the flow of the game.
Setup
Players: 2-6
Deck: Standard 52-card deck, plus two jokers as wild cards
Deal: Each player is dealt 8 cards. The remaining cards form the draw pile, and the top card is placed face-up to start the discard pile.
Gameplay
Turns: Play proceeds clockwise. On a player’s turn, they must:
Draw one card from either the draw pile or the top card of the discard pile.
Optionally lay down one or more books (sets) or runs (sequences) from their hand.
Discard one card from their hand to the discard pile.
Books and Runs:
Books (Sets): Three or four cards of the same rank (e.g., 7♠, 7♥, 7♦).
Runs (Sequences): Three or more consecutive cards of the same suit (e.g., 4♠, 5♠, 6♠).
Wild Cards (Jokers):
Jokers can be used as wild cards to substitute for any card in a book or run.
If a player discards a Joker, the next player can only pick it up if they use it immediately to form a book or run.
Special Cards (Crazy Eights Influence):
Eights: Can be played on any card, and the player must declare a new suit that the next player must follow.
Twos: The next player must draw two cards unless they can play another two to pass the penalty to the next player.
Reverse (Kings): Reverses the direction of play.
Skip (Queens): Skips the next player’s turn.
Discarding:
Players must discard one card at the end of their turn.
If a player cannot play a card to form a book or run, they can discard any "unwanted" card.
Picking Up:
If a player cannot or does not wish to form a book or run, they may draw from the discard pile or the draw pile.
Winning the Game
The game continues until one player lays down all their cards.
The first player to do so wins the game.
Optionally, play multiple rounds and keep score. Players score penalty points for the cards remaining in their hands (face value for numbered cards, 10 points for face cards, 50 points for eights, and 15 points for jokers). The player with the fewest points after a set number of rounds wins.
Example Turn
Player 1 draws a card from the draw pile.
They have a sequence 5♣, 6♣, 7♣ and lay it down.
They discard a 3♠.
Player 2 picks up the 3♠ because they have two other 3s in their hand and form a book with three 3s.
Player 2 discards an 8♦ and declares the new suit as hearts.
Player 3 must play a heart or another eight or draw from the draw pile if they cannot.
Additional Rules (optional)
Knocking: A player can "knock" to end the round if they believe they have the lowest unmatched points in their hand. Other players then reveal their cards and tally points. If the knocker has the lowest, they score zero points; otherwise, they receive a penalty.
Laying Off: After laying down an initial meld, players can add cards to their own or others' melds on the table during their turn.
This blend of Rummy and Crazy Eights should provide an engaging mix of strategy and fun for players of all ages. Enjoy your Hippy Game!
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