In the game box is a BLACK PLASTIC tray with two different numbered decks. There are 100 cards with the number 1 on the back and 50 more cards with the number 2 on the back. A total of 150 cards ( three total 50 card decks).
If the number of players are 2 – 4 players then use the cards with the NUMBER 1
If the number of players are 5 – 8 players, then use BOTH decks 1 and 2. The reason, is, as the game increases in difficulty, players will use TICKS that use up the cards, so you need the extra 50 cards in Deck 2.
The object of the game is to have the most points at the end of all 8 levels. You want to try and be the first person out if you can in every level. Going out in a level ensures you a positive value card count. There are 8 levels that increase in difficulty. Level 1 should be the easiest and Level 8 the most difficult. Each level requires a player to assemble, create or meld a minimum hand before they can lay ANY of their cards. These are like cards, not Runs. Wild cards help to make a level set/meld. NOTE: The word MELD means to assemble, join, or put together.
Level #1 is one set/meld of 3 like cards, before the player can lay down any cards.
Level #2 is two sets/meld of three like cards before a player can lay down any cards.
Level #3 is one set/meld of 4 like cards, before the player can lay down any cards.
Level #4 is two sets/meld of 4 like cards before a player can lay down any cards.
Level #5 is one set/meld of 5 like cards, before the player can lay down any cards.
Level #6 is two sets/meld of 5 like cards, before the player can lay down any cards.
Level #7 is one sets/meld of 6 like cards before a player can lay down any cards.
Level #8 is two sets/meld of 6 like cards before a player can lay down any cards.
The dealer deals out 10 cards to each player, starting with the first person to the dealers left. Each dealer gets a point BONUS opportunity. If the dealer, selects the exact number of cards (ten cards to each person with a one face up card discard) the dealer gets a 100 Point bonus added to his/her score for that level.
EXAMPLE: There are four people playing the game. The dealer must select 41 cards from the face down pile. Ten cards per person and one face up card to start the face up pile. If they can do that, they get the bonus. If the dealer has too little or too many cards, all players still get their 10 cards, one card is placed face up and any extra cards are returned to the face down pile.
CARD COLOURS HAVE NO RELEVANCE TO PLAYING THE GAME OR MAKING SETS/MELDS. All cards with the same numbers in the corners go together to make sets. The BONUS cards go together. EXAMPLE: all cards with number 4 in the corners go together with all number 4’s and with the SW and BW wild cards. Just like all the 7’s, 9’s Bonus cards go together.
The number circled in the middle of the cards is the VALUE of the cards. That’s it, just what the count value is, nothing to do with making a set/meld. Cards 1-5 are 5 points value cards. Cards 6-10 are 10 points value cards. The BONUS cards are 20 points value cards, and the SW wild is 25 points and BW wild is 50 points.
When a player can lay the level minimum requirement, as well lay any subsequent 3 card sets and cards laid by other players these cards count as a plus or positive value. Any cards remaining in the players hands when any player goes out count as a minus or negative value. EXAMPLE: A player has laid 90 points and has 50 points in unlaid cards in their hand. 90 points plus take away 50 points minus leaves a plus value of 40 points. So they report a score of 40 points to the score keeper.
WILD CARDS: There are two wild cards. The SW wild card and the BW wild card. They are used the same way. To help make a set/meld and to give a player a greater count when laid. The only difference between a SW is a SMALLER VALUE WILD and the BW is a BIGGER VALUE WILD, is the point value.
NOTE: No more wild than natural cards can be used to make a set/meld lay down. That is, if your minimum level lay down (level 3) is one set of 4 cards. You can have no more than 2 wild cards with 2 natural cards to make your set/meld. You cannot have 3 wild cards and one natural card. This applies to all sets. No more wild than natural cards.
The dealer deals out 10 cards to each player with a face up card. The first person to the left of the dealer is the first to act. Each player must select a card and discard a card at the end of their turn. All players are on Level 1. The first player picks a face down card or the face up card. If they pick the face up card they must surrender a TICK CHIP and select 2 face down cards as well. If they can lay the level requirement of one set of 3 cards they do, if they cannot they discard a card face up and the next player to their left has their turn.
NOTE: No player can go out, that is lay all their cards, with a face up discard until each person has a turn. So, second player, (as an example) cannot go out by laying all their cards, until each of the players has at least one turn.
When a player has achieved the Level Meld requirement and has laid all the cards in their hand, with a single card discard, the level is complete. All players then record their score. Any cards laid are a positive value and any cards left in their hands is a negative value. All card values are circled in the middle of the cards. All players proceed to the next level.
When all 8 levels are complete, the person with the most points is the winner.
2- 4 use Deck #1, For 5-8 players use both Decks #1 & #2
Is to acquire the most points after completing all 8 levels. Try to be the first to go out in each level.
Select the first person to deal and a score keeper. They can be the same person.
Distribute TEN chips to each player. YOU ONLY GET 10 TICK CHIPS FOR THE ENTIRE GAME.
A TICK chip is surrendered only when a player wants the face up card or cards.
(THIS IS CALLED TAKING A TICK) When face up cards are selected the player must also select two face down cards for each face up card selected. A TICK Chip is surrendered for each face up card selected.
The dealer deals out 10 cards per player. If the dealer selects 10 cards per player with a discard, exactly, the dealer gets a 100-point bonus. If not, the game goes on. EXAMPLE: there are 4 players. To get the extra points, the dealer must select 41 cards from the face down pile. 10 cards per player plus the face up discard. CARD COLOURS HAVE NO RELEVANCE TO MAKING SETS/MELDS.
EXAMPLE: All number 2’S go together as a set. All Bonus cards go together as a set.
Card values are on the face of the cards in the circle in the centre of the card. All cards legally laid
are a plus value. All cards in the player’s hand are a minus value. Example: Laid cards total 90 points, cards in hand total 50 points. Player reports a plus count of 40 points. (90 — 50 =40) If a player was NOT unable to achieve the level meld and lay any cards, all cards in the players hand are totalled and reported as a negative value.
Natural cards used to make a set lay range from 1-10 plus the Bo- nus cards. Any Wild cards used to make a set or in your hand count by their value.
First player (left of dealer) picks the top face down card. If the player wants the face up card, they must surrender a Tick chip called “Taking a TICK” and draw two face down cards as well. A total of three cards for each Tick surrendered.
Level 1 requires the player to lay one set of 3 like cards. No RUNS. Wild cards may be used to make the set/meId, however, there can be no more wild cards than natural cards in a lay. Wild cards are the SW (Small Value Wild Card) and BW (Big Value Wild Card)
In Level 1, when a player has three like cards, they can lay the set down. They may also lay any other sets of three or more like cards.
When the player can lay no other cards, they discard (face up) and the next person picks a card. This game format continues with each player, until one player has laid all their cards with a discard. Example: If the minimum level meld is one four of a kind. A maximum of two wild cards may be used with two like natural cards to lay the set. The SW and BW cards are WILD. A Natural card means the cards with numbers in the corners of the cards, 1-10 + Bonus. The SW and BW cards are wild, not natural.
A player cannot lay any cards until they are able to lay the level minimum. This format is the same for all levels.
During their turn, a player may also lay cards (in front of them) that have been laid by another player. Once the level requirement is laid, a player may also lay any wild cards on their own if they choose.
NO PLAYER CAN GO OUT (LAY ALL THEIR CARDS WITH A DISCARD TO END THE LEVEL) UNTIL EACH PERSON HAS
A TURN. So, the first person after the dealer has the first opportunity to go out, since each player has had a turn.
Once a card has been laid by a player they may not change or alter their cards after their turn has been completed. A card laid is a Card played.
Cards cannot be altered in subsequent turns. If a player discards a card, that card cannot be altered. Players can only lay cards when it is that player’s turn.
When a player has laid all their cards with a discard, the level is complete. Each player reports their score to the score keeper and all players move to the next level.
NOTE: ALL LEVELS FOLLOW THE SAME FORMAT FOR THE ENTIRE 8 LEVELS. LEVEL TWO IS THE SAME AS DESCRIBED ABOVE ONLY THE MINIMUM LAY/MELD REQUIREMENT IS TWO SETS OF THREE. LEVEL 3 REQUIRES ONE SET OF 4 LIKE CARDS AND SO ON.
TICK TALLY/SCORE SHEET:
Players Initials across top, under Players”. If TICK CHIPS are not available, use boxes under players initials to record TICKS surrendered. See Tick Terms for additional information.
compris entre 2 et 4, utilisez ie jeu n° 1. Pour un nombre de joueurs compris entre 5 et 8, utilisez les deux jeux n° 1 et n° 2.
II s’agit d’obtenir Ie plus grand nombre de points aprés avoir terminé les 8 niveaux. Essayez d’étre ie premier â sortir de chaque niveau.
Choisissez la premiére personne â distribuer et un gardien du score. II peut s’agir de la méme personne.
Distribuez DIX jetons â chaque joueur. VOUS N’AVEZ DROIT QU’A 10 JETONS POUR TOUTE LA DUREE DU JEU.
Un jeton TICK n’est remis que Iorsqu’un joueur veut la ou les cartes visibles.
(Lorsque des cartes visibles sont sélectionnées, ie joueur doit également sélectionner deux cartes cachées pour chaque carte visible sélectionnée. Un jeton TICK est remis pour chaque carte visible sélectionnée.
Le croupier distribue 10 cartes par joueur. Si ie croupier choisit exactement 10 cartes par joueur avec une défausse, Ie croupier re§oit 100 points. Dans Ie cas contraire, lejeu continue. EXEMPLE : il y a 4 joueurs. Pour obtenir les points supplémentaires, ie croupier doit choisir 41 cartes de la pile de cartes cachées. 10 cartes par joueur plus la défausse de la face visible.
LA COULEUR DES CARTES N’A AUCUNE INCIDENCE SUR LA CONSTITUTION DES SETS/MELDS.
EXEMPLE : Tous les numéros 2
forment un ensemble. Toutes les cartes Bonus forment un
ensemble.
Les valeurs des cartes sont indiquées sur la face des cartes dans Ie cercle au centre de la carte. Toutes les cartes Iégalement posées ont une valeur positive. Toutes les cartes dans la main du joueur ont une valeur négative.
Exemple : Les cartes posées totalisent 90 points, les cartes en main totalisent 50 points. Le joueur rapporte une valeur positive de 40 points. (90 – 50 =40) Si un joueur n’a pas été en me- sure de réaliser la fusion de niveau et de poser des cartes, toutes les cartes dans la main du joueur sont totalisées et rapportées comme une valeur négative. Les cartes naturelles utilisées pour constituer un set vont de 1 â 10, plus les cartes Bonus. Toutes les cartes sauvages utilisées pour former unset ou dans votre main comptent par leur valeur.
Le premier joueur (â gauche du croupier) choisit la carte supérieure cachée. Si ie joueur veut la carte visible, il doit abandonner un jeton Tick appelé “Prendre un TICK” et tirer également deux cartes cachées. Un total de trois cartes pour chaque jeton Tick abandonné.
Au niveau 1, Ie joueur doit poser une série de 3 cartes similaires. Pas de RUNS. Les jokers peuvent étre utilisés pour constituer ie set/méIange, mais il ne peut y avoir plus de jokers que de cartes naturelles dans une pose. Les jokers sont les SW (Small Value Wild Card) et les BW (Big Value Wild Card). Au niveau 1, Iorsqu’un joueur a trois cartes similaires, il peut les poser. II peut également poser d’autres series d’au moins trois cartes similaires. Lorsqu’un joueur ne peut plus poser d’autres cartes, il se défausse (face visible) et la personne suivante choisit une carte. Ce format de jeu continue avec chaque joueur, jusqu’â ce qu’un joueur ait posé toutes ses cartes avec une défausse.
Exemple: Si Ie niveau minimum de fusion est un carré.
Un maximum dedeux jokers peut étre utilise avec deux cartes na- turelles similaires pour constituer ie jeu. Les cartes SW et BW sont des jokers. Une carte naturelle est une carte dont Ie numéro est inscrit dans Ie coin, de 1 â 10 + Bonus. Les cartes SW et BW sont des cartes sauvages et non naturelles.
Un joueur ne peut pas poser de cartes tant qu’iI n’est pas en mesure de poser ie minimum du niveau. Ce format est ie méme pour tous les niveaux.
Pendant son tour, un joueur peut également poser des cartes (devant lui) qui ont été posées par un autre joueur. Une fois que I’exigence de niveau est posée, un joueur peut également poser des jokers s’iI ie souhaite.
AUCUN JOUEUR NE PEUT SORTIR (POSER TOUTES SES CARTES AVEC UNE DEFAUSSE POUR TERMINER LE NIVEAU) AVANT QUE CHAQUE PERSONNE N’AIT EU SON TOUR. Ainsi, la premiére
personne aprés Ie donneur a la possibilité de sortir, puisque ch- aque joueur a eu son tour.
Une fois qu’une carte a été posée par un joueur, il ne peut plus changer ou modifier ses cartes aprés la I\n de son tour. Une carte posée est une carte jouée. Les cartes ne peuvent pas étre modifiées lors des tours suivants. Si un joueur se défausse d’une carte, cette carte ne peut pas étre modifiée. Les joueurs ne peu- vent poser des cartes que lorsque c’est leur tour.
Lorsqu’un joueur a posé toutes ses cartes avec une défausse, Ie niveau est terminé. Chaque joueur communique son score au gardien et tous les joueurs passent au niveau suivant.
NOTE: TOUS LES NIVEAUX SUIVENT LE MEME FORMAT POUR L’ENSEMBLE DES 8 NIVEAUX. LE NIVEAU 2 EST LE MEME QUE CELUI DECRIT CI-DESSUS, A LA DIFFERENCE PRES QUE LE NOMBRE MINIMUM DE CARTES A POSER/MELANGER EST DE DEUX SERIES DE TROIS. LE NIVEAU 3 REQUIERT UN JEU DE 4 CARTES SIMILAIRES, ET AINSI DE SUITE.
FEUILLE DE POINTAGE
Initiales des joueurs en haut, sous “Joueurs”. Si les TICK CHIPS ne sont pas disponibles, uGlisez les cases sous les initiates des joueurs pour enregistrer les TICKS cédés. Pour plus d’informations, reportez-vous â la rubrique “Termes relatifs aux TICKS”.
Thoroughly shuffle the cards after each round. It is suggested that the new dealer (wash) mix cards well.
Ticks are especially important, use them to make a level meld. To complete level 8 two ticks are needed so use them wisely
If your hand is mixed with many different cards, consider saving low point cards, discarding higher value cards and or taking a tick or two, trying to fill in the hand with the additional cards.
If “bailing” or reducing your hands card count, consider the next player’s Chip count and how you may be assisting them to go down or out.
Watch the cards being laid. Try not to put the same cards in the discard pile as the previous players, especially if the players still have a large chip count.
Mélangez soigneusement les cartes après chaque tour. Il est conseillé au nouveau croupier de bien mélanger les cartes.
Les tiques sont particulièrement importantes, utilisez-les pour faire une fusion de niveau. Pour terminer le niveau 8, deux tiques sont nécessaires, alors utilisez-les à bon escient.
Si votre main est composée de plusieurs cartes différentes, envisagez de conserver les cartes à faible valeur, de vous débarrasser des cartes à plus forte valeur et de prendre un ou deux ties pour essayer de compléter votre main avec les cartes supplémentaires.
Si vous “abandonnez” ou réduisez le nombre de cartes de votre main, pensez au nombre de jetons du joueur suivant et à la façon dont vous pouvez l’aider à de- scendre ou à sortir.
Observez la pose des cartes. Essayez de ne pas mettre dans la pile de défausse les mêmes cartes que les joueurs précédents, surtout si les joueurs ont encore un grand nombre de jetons.