Chroma Cards Build Your Own Card Game

Chroma Cards Games

Dice games, matching & memory, betting & bluffing, and card collecting games!

Chroma Cards comes with six games playable out of the box:


  • Dice Factor:

    Be the first to collect 5 cards of the same color or shape, but don’t get too caught up in what you’re collecting, as your hand or what you are trying to match can change at the toss of a die!

  • Flower Power:

    In this simple game players compete to create flowers of 5 petals. Flowers are grown in a community flower garden. The player to complete a flower takes the flower and scores points with it. This game is great for younger players.

  • Match Patch

    Test your memory as you try to collect pairs of cards. As the game continues, so does the difficulty level. Collect the most pairs to win the game.


  • Penny Badger

    Add a stack o pennies to your cards and you are ready to play Penny Badger. Learn how well you know your friends in this bluffing game as players compete to drain the bank of all it’s funds. Do not falsely accuse another player or get caught in a lie, or you will have to pay the penalty!

  • Pig Farm:

    Players compete to create the largest Pig Farm by collecting sets of cards. Be the first to sell your farm and win big. Wait as long as you can to score big… but wait too long and someone else may their farm first, causing you to get stuck with your pigs and lose points!

  • Rainbow Rush

    In this game wild cards play a huge role as players try to be the first to create a rainbow of shapes. Not getting the cards you need to help you win? That’s alright, just play a wild card on someone to stop them from winning!

General Game Rules

Here is list of rules that we consider to be standard game rules that apply to all the games listed here — unless the specific game calls for something different.

  • When a rule is not specified clearly, all players vote on the rule to determine its meaning. Each player gets 1 point while voting. The version of the rule that gets the most votes wins. In the event of a tie (and only if there is a tie) the vote from the owner of the deck counts as two points while voting.

    If a rule is very poorly written or very unclear as to what it means feel free to contact us so we can correct it in the next revision of this rule book.
  • Players may not look through the cards in the discard pile. It is part of your responsibility to remember which cards have been played.

  • Players may not trade cards with each other.

  • A good clean game is the most fun for everyone. No cheating… unless a game calls for it.

  • It’s all about fun. If you don’t like a rule — change it! But, make sure that you change it before the game begins and make sure that everyone playing knows how the rule has been changed or what the new rule is.

  •   Dice Factor

    Dice Factor

    Game by: Brian Bollinger


    Supplies:

    3 sets of Base Cards
    1 set of Colors Cards
    1 set of Shapes Cards
    Card A-38 as Skip a turn
    Card A-39 as Reverse direction of game play
    Card A-40 as Trade hands Card A-41 as Trade a card
    Card A-43 as Add a card to your hand
    Blank Card - we drew a dice on it and used it as Roll one of the dice
    The Colors dice
    The Shapes dice
    The 8-sided dice

    Game Summary: Players compete to be the first to collect 5 cards of the same kind (color or shape) from 1 of the 2 6-sided dice showing on the table. (either the Colors dice or the Shapes dice)

    The Set Up: Shuffle all the Base cards together and deal 5 cards to each player. Place the remaining cards in a pile face down - this will be the draw pile.

    Who Goes First?: Roll the 8-sided die. The person that rolls the highest goes first. In the event of a tie, the players that tied do not go first. The next highest roller goes first.

    The player that goes first now rolls the Colors dice and the Shapes dice to determine what players are going to try to match during game play.

    Example: If the following appeared on the dice...

    green circle
    white pentagon

    Players would try to collect either 5 green cards of any shape or 5 pentagons of any color.

    If the Stars/Guns logo appeared then it would act as a wild for collecting cards.

    Example: If the following appeared on the dice...

    yellow circle
    wild east game company logo

    Players would try to collect either 5 yellow cards of any shape or 5 cards of any shape, color doesn’t matter, but all 5 cards have to be the same shape.

    A Turn: On a player’s turn they have the option of 1 of the following 3 actions:

    1) A player may draw the top card from the draw pile and then discard 1 card from his hand, face up, in the discard pile.

    2) A player may draw the top card from the discard pile and then discard 1 card from her hand, face up, back onto the discard pile.

    3) A player may choose to roll the 8-sided die. The following actions are taken based on the roll:

    1-5: The player loses their turn.

    6: The player may trade any 1 card from their hand for a card chosen at random from any other player’s hand.

    7: The player may trade hands with any other player.

    8: The player may roll 1 of the 2 dice, either the Colors dice or the Shapes dice.

    Winning the Game: The first player to collect 5 of a kind that match 1 of the 2 dice wins.

    General Notes:
    If all the cards from the draw pile are used up, simply shuffle all the cards in the discard pile, place them face down, and they becomes the draw pile.

    Specifics on certain cards:

    skip a turn

    Skips the next persons turn.

    reverse play direction

    Reverses the direction of play.

    trade hands with player

    Trade hands with any player.

    trade 1 card with player

    Trade 1 card with any player. If player A is playing this card then player A take a card and gives it to player B (who does not put it in their hand yet) then player B holds up their hand and player A takes a card at random (player B may now add the card player A gave them to their hand).

    add card to your hand

    Add a card to your hand. If player A uses this card then player A would place this card in front of them (and keep it there to denote being able to have 6 cards). Player A would then draw 2 more cards (so he has 7) then discard a card as in normal play - leaving his hand with 6 cards. Player A will now have 6 cards in his hand until the end of the game OR until somebody forces him to trade hands.

    Example: If player B trades hands with player A and player A has a 6 card hand, player B now gets the 6 card hand (along with the “Add a card” card to keep in front them) and player A now has a normal 5 card hand.

    dice card

    We took one of the blank cards and drew a dice on it. If someone played this card they could roll either the Shapes dice or the Colors dice.

    Wild Cards: All of the cards from the shapes deck and the colors deck are wild cards.

    If the card is a colors card then it can represent any shape of the color shown. Example: If the card is a red color card (5 small red circles) then that card can represent any red shape - square, circle, star, cross, or a pentagon.

    Any shapes card can represent any color of that shape. Example: If the card is a star shapes card it can represent a star that is blue, orange, red, green, or yellow.

    If the card is the all shapes card or all colors card then it can represent any shape of any color - a wild among wild cards.

    Here are a couple of examples:

    • My Image
    • is equal to any of these cards:

    • My Image
    • My Image
    • My Image
    • My Image
    • My Image

    • My Image
    • is equal to any of these cards:

    • My Image
    • My Image
    • My Image
    • My Image
    • My Image

    And these two are wilds among wilds. They both equal any card in the deck!

    wild card
    wild card
  •   Flower Power

    Flower Power

    Game by: Brian Bollinger


    Number of Players: 2+

    Supplies: Any number of sets of Base Cards

    Game Summary: Players try to complete as many flowers as possible. Flower are made from 5 cards, or petals, of the same color. This game is easy and quick — it is really great for younger players.

    The Set Up: Shuffle all the cards together and place the cards in a pile face down. This will be the draw pile.

    Who Goes First?: The person that most recently gave flowers to someone.

    Goal: To collect as many flowers as possible. A flower is made of 5 cards, or pedals, of the same color. The player that places the last pedal on a flower gets to take the flower. The table is the community “flower garden.”

    A Turn: At the beginning of each turn players draw cards until they have 5 cards in their hand. Players may then play 1 to 5 cards onto the table. Players MUST play at least 1 card on their turn. BUT they do not have to play more than 1, even if they have playable cards in their hand.

    When cards are played on the table they are used as pedals to create a 5-pedal flower - with a flower having 5 pedals of the same color. Shapes don’t matter in this game.

    The player that places the 5th, or last, pedal on a flower gets to pick the flower from the flower garden and place it by their side. They have just earned 1 point. Each flower is worth 1 point.

    Here is an example of a completed flower:

    Completed flower

    The game continues until all the cards from the draw pile have been used up. Once the draw pile is gone, players continue to place cards from their hands to finish off the remaining flowers.


    Winning the Game: The winner is the player with the most flowers (points) at the end of the game.


    General Notes: It may not always be to your advantage to place all your cards, or pedals, on the flowers. You don’t want to set up your opponent to finish off the flowers leaving you with few or no points to collect.

    There may be up to 5 flowers being constructed at any given time BUT there may only be 1 flower of any given color at any time. Example: On the table there could be 1 yellow flower, 1 red flower, and 1 blue flower in progress but there could not be 1 yellow flower and 2 blue flowers in progress. All the blue pedals must be combined into one flower.

    For a longer game, just add more sets of Base Cards.

  •   Match Patch

    Match Patch

    Game by: Brian Bollinger


    Number of Players: 2+

    Supplies: Two of sets of Base Cards, or any even number of sets. You may want to use 4 sets if a large number of people are playing.

    Game Summary: Players compete to collect pairs. This game will really test your memory.

    The Set Up: Shuffle the 2 sets Base Cards together and deal each player 3 cards. Turn the rest of the cards face down. This will be the draw pile.

    Who Goes First?: The player whose mini-pips, from all 3 cards, add up to the highest number. In the event of a tie, the girl goes first. If they are both girls then the guy with the highest mini-pip count goes first. If it’s still a tie, the owner of the deck goes first.

    Goal: To end the game with the most matched pairs of cards

    A Turn:

    (1) The player whose turn it is draws a card from the draw pile or the “Match Patch”. (see below) The player should now have 4 cards in their hand.

    (2) If they have a match (two cards of the same color and same shape) they place the pair of cards on the table next to them. In a two deck version of the game the pair of cards can be placed face up. The player then draws 2 more cards. Again, they may draw from the draw pile or the Match Patch. Continue to repeat step (2) until they do not have a match in their hand.

    An example of a match:

    match card
    match card

    (3) The player then must place one of the 4 cards from their hand into the “Match Patch” in the center of the table. They must announce the card AND show the card to all players. The card is then placed face down into the Match Patch. The cards placed in the Match Patch should start to form a grid of cards in the center of the table. Do not place cards on top of other cards and leave a little room between cards so that players can easily pick up each card from the Match Patch. Try to remember where cards are being placed in the Match Patch - there is a good chance you will need to know this for later in the game in order to get your matches!

    An example of what the Match Patch might look like after a few turns:

    My Image
    My Image
    My Image
    My Image
    My Image
    My Image
    My Image

    Ending the Game: Once there are no more cards in the draw pile, players continue on with the game using cards from the Match Patch. The game is over when there are no more cards in the Match Patch (although there will usually still be cards in players hands).


    Winning the Game: The player with the most matched pairs wins the game.


    General Notes: A player may draw a card from the Match Patch and place it in their hand and place a different card back in to the Match Patch. They still have to announce what card they are placing in to the Match Patch.

    A player may not “slide cards around” in the Match Patch. All the cards should remain in their position in the “grid” until someone draws them into their hand. If a player draws a card into their hand, as their turn, they may then place the same card back in to the Match Patch in a different location. (but again, they still have to announce what card they are playing down)

  •   Penny Badger

    Penny Badger

    Game by: Brian Bollinger


    Number of Players: 2+

    Supplies:

    All of Deck A and Deck B (except the blank cards)
    100 pennies for the bank
    + 20 pennies for each player.

    The Background Story: Yes, this game has a little story to go with it... Badgers are fiercely protective of what they own. In this case... it’s their money. Each player (or badger) starts with twenty pennies. Their Uncle Pennybags has passed away and left his money to “Badger”. His will didn’t state which badger so it has been put in the bank. All the badgers (players) must now compete for the money. The bowl in the middle of the table (or the bank) starts with 100 pennies. Each badger holds a claim to the money in the bank. The badgers cannot steal the money, that would just be wrong… but they can play cards for it!

    Game Summary: Penny Badger is a bluffing game. Players compete to withdraw as much money from the bank before the bank runs out of money - or the player is eliminated by running out of money.

    The Set Up: Shuffle all the cards and deal five to each player. Place the remaining cards face down in a pile, this will become the draw pile. Make sure the discard pile is not near the draw pile so that they do not get confused for each other once the game begins.

    Each badger also gets 20 pennies. This is their personal savings (pieces of candy, beads, paper money from another game, or pebbles will do if you do not have a stash of pennies handy).

    Place a bowl or dish in the middle of the table and place 100 pennies in it. This is the bank. This is the money all badgers have access to.

    Who Goes First?: The player that donated the most pennies to play the game goes first.

    Goal: To end the game with the most matched pairs of cards

    A Turn:

    On a turn the following actions happen in the following order:

    A) (Optional) An action card is played. More than one action card may be played by a badger on his turn.

    a. If an action card is played – the badger playing the card immediately replaces a card from the draw pile into his hand. Action cards are “bonus” cards and do not count as part of your turn, although you can only play them from your hand on your turn.

    b. The action card is then immediately resolved – meaning that you do the actions the card represents.

    B) The player then discards 1-5 cards face down. In rare cases you may discard up to 8 cards. Refer to the specific rules for the actions cards Draw A Card and Draw Two Cards.

    a. If you discarding only 1 card then you are acknowledging that you have nothing of value to claim.* You are ending your turn. You must place one of your pennies from your savings into the bank. No one may challenge you. (*The exception to this rule is that you may discard a wild)

    b. If you are discarding 2 or more cards you must make a claim as to what your cards are playing: You must say how many cards you are playing, what color they are and what shape they are. If you are not challenged (see rule C) then you may take the appropriate withdrawal from the bank.

    C) Opponents now have the option to challenge your claim.

    a. If no one challenges you – you keep your withdrawal.

    b. If you are challenged then the challenge must be resolved. You must show the card(s) you discarded.

    1. If you were telling the truth, you keep your withdrawal plus each accuser must pay you a penalty bonus from their personal savings. Each accuser must also make a penalty deposit to the bank from their personal savings.

    2. If you were not telling the truth, you do not get to take the withdrawal from the bank plus you must pay a penalty to each accuser from your personal savings. You must also pay a penalty deposit to the bank from your personal savings.

    D) You now draw cards from the draw pile until you have 5 cards in your hand again.

    E) Your turn is over, it is now the next players turn.

    Making a Claim: When you discard more than one card you are attempting to make a withdrawal from the bank. When you make a withdrawal you must claim what the card(s) are you are discarding. ALL of the cards must be the same to make a claim (... at least they should be what you are claiming, but then, you could be bluffing... in this game “bluffing” is a nice word for not telling the truth.)

    To be the same the cards must be of the same color and the same shape as each other or have wild cards of the equivalent value.

    When discarding one card you can claim that it is a wild card in order to try to make a withdrawal rather than have to pay a deposit.

    Challenging a Claim: Any number of opponents can challenge the claim. If the claim is challenged the badger that just discarded his cards must turn over the appropriate number of cards from the top of the discard pile. If the badger was telling the truth he gets to keep his withdrawal. Each challenger must also pay him a penalty AND pay a penalty deposit to the bank.

    Claims, Withdrawals Amounts, and Penalties

    # of cards the same

    Withdrawal

    Penalty

    # of cards the same

    1 (must claim as wild)

    Withdrawal

    3

    Penalty

    Accusers 1 /
    Bluffing Badger 2*

    # of cards the same

    2

    Withdrawal

    4

    Penalty

    2

    # of cards the same

    3

    Withdrawal

    8

    Penalty

    4

    # of cards the same

    4

    Withdrawal

    16

    Penalty

    8

    # of cards the same

    5

    Withdrawal

    32

    Penalty

    16

    # of cards the same

    6

    Withdrawal

    64

    Penalty

    32

    # of cards the same

    7

    Withdrawal

    128

    Penalty

    64

    # of cards the same

    8

    Withdrawal

    Empties the bank

    Penalty

    All their savings

    1 (must claim as wild)

    3

    Accusers 1 / Bluffing Badger 2*

    2

    4

    2

    3

    8

    4

    4

    16

    8

    5

    32

    16

    6

    64

    32

    7

    128

    64

    8

    Empties the bank

    All their savings

    *Accusers pay a penalty of 1 to the bank and 1 to the player if they are incorrect. The badger claiming to have a wild (but does not - hence the Bluffing Badger) must pay a penalty of 2 to the bank and 2 to each accuser. See Game Play Examples for further illustrations.

    Paying Penalties: Any badger whose savings reaches 0 is out of the game.

    If paying a penalty causes a badger to loose all their money they are eliminated from the game. If the badger paying the penalty does not have enough to pay the penalty then they just pay what they have left and they are eliminated from the game. The order of paying penalties is as follows:

    1) The bank is always paid first. If there is not enough to pay the full penalty to the bank then the badger pays the bank what he has and he is eliminated from the game. Any opponents that challenged him receive nothing.

    2) Opponents are always paid second.

    3) If multiple opponents are to be paid but there is not enough money to pay everyone then all opponents get an equal share of the penalty. If there are any “odd” pennies left over the badgers are paid in a clockwise order starting to the left of the badger paying the penalty.


    Winning the Game: The game is over when 1 or either 2 criteria are met:

    1) When the bank is empty

    2) When all badgers, except one, have no savings left

    Game Play Examples: Lets assume there are 4 badgers (4 players) playing a game. Here’s how 1 round of play might happen...

    Badger 1 plays two cards face down on top of the discard pile and claims to have a pair. No one challenges the play. Badger 1 withdraws four points from the bank. Since no one challenged the claim, badger 1 should not reveal what he placed on the discard pile. No one will ever know if he was telling the truth or bluffing.

    Badger 2 admits to having nothing, plays one card face down on the discard pile and puts one penalty point from his savings into the bank.

    Badger 3 plays three cards face down on the discard pile and claims to have three of a kind and takes 8 points from the bank. Badger 1 AND badger 4 challenge the claim. Badger 3 now HAS TO show the three cards he discarded.

    If badger 3 attempted his withdrawal with these cards:

    My Image
    My Image
    My Image

    Then badger 3 would get to keep the eight points from the bank and BOTH badgers 1 and 4 would have to pay a penalty of four points to badger 1 AND they would each pay a four point penalty to the bank.

    But, If badger 3 was attempting the withdrawal with these:

    My Image
    My Image
    My Image

    Then badger 3 would have to return the eight points withdrawal from the bank and pay a four point penalty to the bank and BOTH badger 1 and 4. (For a total of twelve points in penalties)

    Badger 4 admits to having nothing, plays one card face down on the discard pile and puts one penalty point from his savings into the bank.

    Badger 1 plays one down and claims to have a wild. Badger 1 proceeds to withdraw three points from the bank.

    Badger 3 challenges the claim so badger 1 must show his card.

    If badger 1 attempted his withdrawal with this card:

    wild card

    (This is a wild)

    Then badger 1 would get to keep the three points from the bank and badgers 3 would have to pay a penalty of one point to BOTH the bank and one point to badger 1.

    But, If badger 1 was attempting the withdrawal with this:

    not a wild card

    (This is not a wild)

    Then badger 1 would have to return the three points withdrawal from the bank and pay a two point penalty to BOTH badger 3 and the bank.

    The Cards

    Wild Cards: All of the cards from the shapes deck and the colors deck are wild cards.

    If the card is a colors card then it can represent any shape of the color shown. Example: If the card is a red color card (5 small red circles) then that card can represent any red shape - square, circle, star, cross, or a pentagon.

    Any shapes card can represent any color of that shape. Example: If the card is a star shapes card it can represent a star that is blue, orange, red, green, or yellow.

    If the card is the all shapes card or all colors card then it can represent any shape of any color - a wild among wild cards.

    Here are a couple of examples:

    • My Image
    • is equal to any of these cards:

    • My Image
    • My Image
    • My Image
    • My Image
    • My Image

    • My Image
    • is equal to any of these cards:

    • My Image
    • My Image
    • My Image
    • My Image
    • My Image

    And these two are wilds among wilds. They both equal any card in the deck!

    wild card
    wild card

    Action Cards: Remember that in this game actions cards are like bonus cards. As soon as you play an action card you then replace it, bringing your hand back up to 5 cards, before you resolve the action. In some cases, due to add a card or add two cards. it is possible for a player to have up to 8 cards.

    Specifics on certain cards:

    skip next person's turn

    Skips the next person’s turn.

    reverse direction of play

    Reverses the direction of play.

    trade 1 card with any player

    Trade 1 card with any player. If player A is playing this card then player A take a card and gives it to player B (who does not put it in their hand yet) then player B holds up their hand and player A takes a card at random (player B may now add the card player A gave them to their hand).

    trade hands with any player

    Trade hands with any player.

    add a card to your hand

    Add a card to your hand. Don’t forget to replace this card as well. So you play this on the discard pile then draw two cards into your hand giving you a total of 6 cards now.

    add two cards to your hand

    Add two cards to your hand. Don’t forget to replace this card as well. So you play this on the discard pile then draw three cards into your hand giving you a total of 7 cards now.

    *If “Add a card” and “Add two cards” were used by a single player in a single turn then they would end up with 8 cards in their hand. Rare - but possible.

    remove a card

    Remove a card. Select any player, have that player hold their cards out so you can not see the faces of the cards. Select one card and place it face down on the discard pile. On that players next turn they will only have four cards to play with.

    remove two cards

    Remove two cards. Select any player, have that player hold their cards out so you can not see the faces of the cards. Select two cards and place them face down in the discard pile. On that players next turn they will only have three cards to play with.

  •   Pig Farm

    Pig Farm

    Game by: Brian Bollinger


    Number of Players: 2+

    Supplies:

    3 sets of Base Cards (minimum)*
    1 Blank Card per set of Base Cards
    These act as Butchers The Colors dice
    The Shapes dice

    *If you are playing with a large number of people (more than 4) you may want to add additional Base Decks and Butcher Cards (blank cards).

    Game Summary: Cards are pigs. Players compete to see who can gather the most sets of pigs. Sets are two or more cards (pigs) of the same shape and color. You will score big bonuses for having lots of sets and more bonuses for having extra cards (pigs) in the sets... But watch out, someone may sell their farm first, leaving you stuck with a bunch of points you do not want - those points get subtracted from your score!

    Because your cards are pigs we will refer to the cards as the pigs for the rest of these instructions.

    The Set Up: Shuffle all the pigs together and deal each player 3 pigs. Place the remaining pigs in a pile face down. This will be the draw pile.

    Who Goes First?: The person that can make the best hog call or pig sound.

    Goal: The goal of the game is to collect as many sets of pigs as possible. A set is two or more of the same pig - same color and same shape. You must have at least 3 sets in order to “sell your farm” (Or end the round). However, you are not required to sell your farm as soon as you get three sets. You may continue to try and collect additional sets of pigs.

    You will receive bonuses for the additional sets you collect in that round. You are trying to “hog” as many pigs as you can in order to score big. But... if someone else sells their farm while you are holding several additional sets of pigs... uh oh... you get penalized!

    You want lots of sets... and you want big sets... you want the cash!

    A Turn:

    On a player’s turn they have the option of 1 of the following 2 actions:

    A) Select 2 pigs from the draw pile or the discard pile (or 1 from each pile) then place 1 pig from their hand to the discard pile. You may not draw the butcher card from the discard pile.

    B) Declare yourself as “Selling the Farm”. You must have a minimum of 3 sets to sell the farm.
    You can not sell the farm in the same turn that you have drawn and discarded pigs. You can either draw/discard or sell the farm.

    The Butcher Card: If a player draws a butcher card (a blank card) their turn is over. The player must pick up one of the two dice, Shapes or Colors, and roll it. If the guns/stars is rolled then nothing happens and all the pigs are safe... but if a color or shape is rolled then all the pigs of that color or shape must be discarded from EVERYONES hand.

    If any player(s) starts with the butcher card in their hand before the game begins take the normal action: roll the dice and discard any pigs before the first player takes their turn.

    Scoring: All players pigs are scored when ever a player Sells the Farm. First, all players score based on how many sets they have in their hand:

    Sets in Hand

    Player Selling the Farm

    Players that Did Not Sell the Farm

    1

    n/a

    5

    2

    n/a

    15

    3

    30

    30

    4

    50

    0

    5

    70

    -30

    6

    100

    -50

    7 or more

    50 point increments

    -50 point increments

    Sets in Hand

    1

    Player Selling the Farm

    n/a

    Players that Did Not Sell the Farm

    5

    Sets in Hand

    2

    Players Selling the Farm

    n/a

    Players that Did Not Sell the Farm

    15

    Sets in Hand

    3

    Player Selling the Farm

    30

    Players that Did Not Sell the Farm

    30

    Sets in Hand

    4

    Players Selling the Farm

    50

    Players that Did Not Sell the Farm

    0

    Sets in Hand

    5

    Player Selling the Farm

    70

    Players that Did Not Sell the Farm

    -30

    Sets in Hand

    6

    Players Selling the Farm

    100

    Players that Did Not Sell the Farm

    -50

    Example:

    7
    8
    9

    150
    200
    250

    -100
    -150
    -200

    Any grouping of pigs (2 or more a kind) counts as 1 set towards being able to cash out. Example: 4 of a kind counts as 1 set of 4 not as 2 sets of 2.

    There is a 100 point bonus for using all the pigs in your hand when you Sell the Farm - meaning your don’t have any unmatched pigs.

    It is possible to gain points even if you are not the player selling the farm. You still get points for up to 3 sets in your hand. If you have 4 sets you do not get any points but you are not penalized. If you have more than 4 sets in your hand when someone sells the farm you are penalized.


    Big Bonus Points: The Big Bonus Points apply only to the player selling the farm.

    If a player gets 3 of a kind then add 50 points to their total score (for each 3 of a kind)

    If a player gets 4 of a kind then add 150 points to their total score (for each 4 of a kind)

    If a player gets 5 or more of a kind then add 250 points to their total score (for each 5 or more of a kind)


    Winning the Game: The player with the most matched pairs wins the game.

    Examples of Scoring - for players Selling the Farm:

    The following hand would be worth 130 points; 30 points for having 3 sets and two 50 point bonuses for the two 3 pig sets.

    selling the farm example

    The following hand would be worth 270 points; 70 points for having 5 sets and a 50 point bonuses for the 3 pig sets and a 150 point bonuses for the 4 pig sets.

    selling the farm example

    Examples of Scoring - for players not Selling the Farm:

    The following hand would be worth 30 points; 30 points for having 3 sets.
    No bonus points for the set of 3 pigs.

    not selling the farm

    The following hand would be worth 0 points; 0 points for having 4 sets.

    not selling the farm

    The following hand would be worth -30 points; -30 points penalty for having 5 sets and, no bonuses for the sets of 3 pigs.

    not selling the farm
  •   Rainbow Rush

    Rainbow Rush

    Game by: Brian Bollinger


    Number of Players: 2+

    Supplies: Three of sets of Base Cards, 1 set of Colors Cards and 1 set of Shapes Cards.

    Game Summary: Players compete to see who can collect a rainbow (one of each color) all of the same shape.

    The Set Up: Shuffle all the cards together (including the shapes and colors decks) and deal each player 3 cards. Place the remaining cards in a pile face down. This will be the draw pile.

    Who Goes First?: The person that most recently saw a rainbow.

    Goal: To create a 5 card rainbow. The rainbow must consist of all 5 colors and all the cards must be of the same shape.

    A Turn:

    On a player’s turn they draw 1 card from the draw pile or the discard pile* (see Important Rule). They then have 3 possible options:

    1. They play a card in front of them, thus, adding to their rainbow. A player may not have more than 5 cards in front of them. If a player’s rainbow exceeds 5 cards, the player must select a card to move to the discard pile.

    2. They can place a card directly from their hand to the discard pile.

    3. They can place a wild card* from their hand directly onto an opponents rainbow.

    Wild Cards*: All of the cards from the shapes deck and the colors deck are wild cards. Wild cards can be placed directly onto your rainbow or an opponent’s rainbow.

    If the card is a colors card then it can represent any shape of the color shown. Example: If the card is a red color card (5 small red circles) then that card can represent any red shape - square, circle, star, cross, or a pentagon.

    Any shapes card can represent any color of that shape. Example: If the card is a star shapes card it can represent a star that is blue, orange, red, green, or yellow.

    If the card is the all shapes card or all colors card then it can represent any shape of any color - a wild among wild
    cards.

    Here are a couple of examples:

    • My Image
    • is equal to any of these cards:

    • My Image
    • My Image
    • My Image
    • My Image
    • My Image

    • My Image
    • is equal to any of these cards:

    • My Image
    • My Image
    • My Image
    • My Image
    • My Image

    And these two are wilds among wilds. They both equal any card in the deck!

    wild card
    wild card

    *Important Rule: There are two cards that can not be picked up from the discard pile. Any wild card (ever) or any card that has just been replaced by a wild card. If a card that has been replaced by a wild card is still on top of the discard pile 2 turns later it may be picked up.


    Winning the Game: The first player to collect 5 cards of the same shape with 1 of each color wins.

    Here are some examples of winning rainbows:

    winning rainbows

    General Notes:

    At the beginning of the game each player has no cards in front of them so they have to build their rainbow one card at a time from nothing.

    The cards you place in front of you for building your rainbow do not need to match in color or shape as you are building your rainbow. In fact, towards the beginning of the game they probably will not match at all. They only need to match to win the game.

    Here is an example of what your rainbow might look like near the beginning of the game:

    beginning rainbow

    Why play a wild card on an opponent’s rainbow? It could mess them up... If player A is collecting stars and has, in their rainbow, a yellow star, a blue star, a red star, an orange star and a blue square then all they need is a green star (to put in place of their blue square) to win. If player B draws a yellow colors card (a wild card) it could be used to play on one of player A’s star cards, such as the blue star, which would cause the blue star to go to the discard pile, and make it so player A now has 2 yellow cards instead of just one.

    This is illustrated here:

    Player A only needs 1 card to win...

    1 card to win

    ...but after player B plays a wild on player A’s hand now player A needs 2 cards to win.

    2 cards to win

    And if the *”Important Rule” did not exist then player A could just pick up the blue star from the discard and place it back in their rainbow... but it does exist so he can not!