Of the games posted so far this week, this is the most complicated to explain, but I also think it's one of the easiest to catch on to once you've played a hand or two. It involves a good bit of strategy, but also a little luck.
TICK (2 - 6 players)
What you need: two regular decks of playing cards, with jokers
Objective: to have the least points
Scoring: 2 - 10 are face value (that is to say, 2 is worth 2 points, 3 is worth 3 points, etc.), Jacks = 15 points, Queens = 20 points, Kings = 25 points, Aces = 30 points, Jokers = 0 points
How to deal: this is the tricky part of about Tick, the game changes with every deal. In total you play 11 rounds, and each round your are dealt a different number of cards. For the first round each player is dealt 3 cards; for the second round, 4 cards; 5 cards for the third round; 6 cards for the fourth, and so on until the eleventh round when you are dealt 13 cards. After everyone has been dealt a card, place the top card up for the discard pile
Wild Cards: this bit is similar to the dealing, in that it changes with every deal. There are two kinds of wild cards in every deal. Jokers are always wild through all 11 rounds. The second wild card, however, depends on the round. But, also like the dealing, it's pretty simple: first round 3s are wild, second round 4s are wild, third round 5s and so on.
*Hint: If you arrange the score sheet like in the picture (with each deal labeled 3, 4, 5, etc.) it helps to keep track of how many cards to deal and which card is wild!
Taking a turn: To begin every turn you either draw from the deck or take the top card off the discard pile. To end your turn, discard a card. You should always have the same number of cards in your hand throughout the game.
Getting a Tick: To get a tick means all the cards in your hand and no more (that means in the 3rd round you can only tick with 5 cards, in the 10th round you can only tick with 12 cards, etc.) are used in a set/run. Sets and runs are the same as Uncle Stuarts game in that you need at least 3 of a kind for a set or a straight of at least 3 (in the same suite) for a run. This means for the first 3 rounds (up to 5 cards in your hand) a tick can only be made with all cards of the same number or all cards in one straight. When you begin to have more cards in your hand, you can tick by having any combination of sets/runs. The only requirement is that all cards are used.
*Note: You keep all cards in your hand at all time, whether or
not they are used in a run/set. You only show your hand
when you have a tick/the deal is over.
Ending a deal: After the first player gets a tick for each deal, he/she says "Tick" and each other player gets one more turn. *Note: it is possible for more than one player to tick in a deal, if
he/she is able to use all his/her cards in a set/run during the
last turn.
Counting points: If you'll remember, the goal is to have the LEAST amount of points, so when counting the points in your hand, all sets/runs of at least 3 count for zero points (whether or not you ticked, if you have a set/run of at least three you remove those cards from being counted). This also means if you have ticked, you have 0 points for the round (so please don't try to count your cards). After you've taken out all the sets/runs, add up the leftover points in your hand. That's your score. Like I said, this is one of my favorites, so enjoy!
Tomorrow's Game: Golf
2 comments:
Can the ace card used as a low card(one) in a run ?
How many wilds/jokers can you use in one hand
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