THE AIM OF THE PLAYERS: to get rid from all your cards, or keep for yourself the cards with the least amount of scores. After each round, the players must do adding and calculate all the scores on their cards which left in hand (which they did not have a chance to use during the game), and write them down at any sheet of paper. After the game is over and the total scores have been declared, the player who has the least amount of scores from all the rounds, is the winner.
SIMILAR GAMES: None.
AMOUNT OF PLAYERS: from 2 to 6.
TIME TO PLAY: 2 - 10 minutes (one round). Up to 2 hours - 18 rounds.
CARDS: 72 cards - all deck of Six Generations playing cards.
DEALER: By agreement between players, rules may differ:
DEALING: The dealer should deal 12 playing cards for each player. When less than 6 players taking part in the game, place the rest of the deck face down in the center of the table, reachable to all players. If there are six players at the table, all 72 cards will be distributed evenly among them.
RULES: This card game designed for short and long time period of playing. It is better if the game could have been playing during several rounds.
The actual amount of rounds can vary, depends of how much time might have left for the players. By established rules, the total number of rounds must be 18 - the same, as in the name of the game.
In this card game does not matter what people characters and what names you have on the cards, and does not matter what are the colors of the numbers. Only the scores from 1 to 6 at the playing cards are important.
The first player must start the game by placing face up three cards with the numbers "6" in three columns, so their total count will be 18. If the player does not have three cards with numbers "6", the next player clockwise must start the game by placing three cards with the total score of 18.
Each next player can dispose at his turn at least one card by placing it on the top of one of the three columns, so the total number of scores would be again 18. The player can dispose at his turn up to three cards, one at the top of each pile, but the total number should always be 18.
Once the player can not place even one card, he needs to draw one card from the rest of the deck. If the player can place this new card, he must do it.
If the player is unable to place even one card which he just got from the rest of the deck, or if the deck with extra cards is not available at all, then this player can open and start new, the forth column with cards. Now he can place up to four of his cards, one at the top of each of four columns, or replace just two or three cards, but always keep the total scores equal to 18.
SAMPLES OF MATCHING CARDS IN FOUR COLUMNS (total of 18 scores):
6-6-5-1; 6-6-4-2; 6-6-3-3; 6-5-5-2; 6-5-4-3; 6-4-4-4; 5-5-5-3; 5-5-4-4
If the player can not discharge even one card and can not open the fourth column, he must skip his turn, and the next player should take his chance.
Once the 4-column design will be established, now the players must follow this distribution, with the same rules as before, until some player would be forced to open the fifth column, and eventually the sixth. The players must always leave the total scores on the columns equal 18, and the other players should better check it out to avoid mistakes or cheating.
SAMPLES OF MATCHING CARDS IN FIVE COLUMNS (total of 18 scores):
6-6-4-1-1; 6-6-3-2-1; 6-5-5-1-1; 6-5-4-2-1; 6-5-3-3-1;
Once one player placed his last card, this round of the game will be over, and the players must count all the scores at their remained cards and write them down on a sheet of paper.
The winner will be the player who has less scores during all the rounds.
ARE YOU READY TO COUNT
It is not so easy at all...
YOU MUST BE 18!
Publisher: Six Generations Publishing
Brand: Six Generations Card Games
February 26, 2009