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Clubs has joined Hearts and Spades as a classic in family card games and it's all about taking calculated risks. The goal is very simple: get rid of all your cards as fast as possible. At the same time, you'll want to take tricks with clubs in them, because those are the only cards that score points. The lower the club card you take, the more points you could win. But there's a catch: The last player to go out for the round does not score ANY points. So players who get too greedy might pick up a pile of clubs, but end up with 0 points for the round!
The suit of clubs finally gets some respect!

How to Play

Clubs is a climbing game similar to Tichu, Haggis, Big Two and The Great Dalmuti. It can be played with 2 - 6 players in less 30 minutes.

There are two ways to earn points in Clubs:

1. Play all your cards as quickly as possible each round.

2. Win tricks with clubs in them.

To play a round, deal out 10 cards to each player. Players may call Double or Nothing anytime before playing their first card. The player to the left of the dealer leads with a Trick-Type. Legal Trick-Types include any singleton, pair, 3-of-a-kind, 4-of-a-kind, or any run of 2 or more cards. Players can either pass or follow with a similar hand of higher rank. When all of the players have passed consecutively, the pile is taken by the person who played last. That player leads with a Trick-Type of their choice.

Players score bonus points for playing all of their cards each round. A 6-player game has all of the following Bonus Cards:?12 bonus points + points for clubs, 10 bonus points + points for clubs, 8 bonus points + points for clubs, 5 bonus points + points for clubs, 2 bonus points + points for clubs, 0 bonus points. Do not score points for clubs.?The last player out for the round does not get bonus points and does not receive points for any clubs he may have taken. The points for clubs varies from 5 points (for the 1 of clubs) to 1 point (for the 10-15 of clubs). The first player to 50 points wins the game.

Clubs includes rules for two versions of the game: Clubs and Crazy Clubs. Clubs is played as described above. In Crazy Clubs, however, playing a 15 does not necessarily win the trick, because larger sets of cards are more powerful regardless of the numbers on the cards. So a 15 can be beaten by any pair, even a pair of 2s. Crazy, huh?

Contents: 60 cards (15 cards in each of 4 suits: Clubs, Hearts, Spades and Diamonds), 6 Bonus cards, 2 full-color rules (Clubs and Crazy?Clubs).


Number of Players 2 to 6
Playing Time 30 minutes
Suggested Ages 8 and up
Demo Available Yes
Mechanics card game, trick
Designer Crapuchettes, Dominic
Illustrator Ali Douglas and Warren Kramer
Publisher North Star Games
Year Published 2013
Binding Box
Condition New

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