linh Tran's profile

PEGS AND JOKERS

PEGS AND JOKERS
OBJECT OF PEGS AND JOKERS: The objective of Pegs and Jokers is to be the first team to have all their pegs home.
NUMBER OF PLAYERS: 4,6, or 8 players
MATERIALS: 3 to 4 Standard decks of 52 cards, 2 jokers for each deck, a Pegs and Jokers board for their number of players, and a flat surface.
TYPE OF GAME: Racing Card/Board Game
AUDIENCE: Adult
OVERVIEW OF PEGS AND JOKERS
Pegs and Jokers is a racing card/board game for 4, 6, or 8 players. The goal of the game is to get all your team’s pegs home before your opponents.
This game is played in partnerships. So, there will be two teams of 2, 3, or 4 depending on the number of players. Each teammate sits between two opponents.
SETUP
For each number of
2-PLAYER MANILLEN
OBJECT OF 2-PLAYER MANILLEN: The objective of 2-Player Manillen is to be the first team to score 101 points to win.
NUMBER OF PLAYERS: 2 players
MATERIALS: A modified deck of 52 cards, a way to keep score, and a flat surface.
TYPE OF GAME: Trick-Taking Card Game
AUDIENCE: Adult
OVERVIEW OF 2-PLAYER MANILLEN
2-Player Manillen is a trick-taking card game for 2 players. The goal of the game is to achieve 101 points to win before your opponents.
There are two ways to play this game. One involves using dummy players to form teams, and the other involves each player having additional revealed cards.
SETUP
To modify the deck, remove all cards 6 and lower in rank. This leaves you with a 32-card deck.
The first dealer is chosen randomly and passes to the left for each new deal. The deck is shuffled and the other player may cut the deck.
The dealer then deals each player a hand of cards based on the game type being played.
For the first version, each player will play separately and have a dummy hand as their teammate. The dealer will each dummy player four separate stacks of cards consisting of a lower facedown card and the top card face up. Each player receives a hand of 8 facedown cards.
For the second version, each player is dealt an 8-card hand face down, and then dealt an additional layout of four stacks that remain in front of them. Each stack consists of one facedown card on the bottom and the top card is dealt face up.
After the hands are dealt the dealer may look at their cards and call the trump suit. They may call one of the four suits or no-trumps, which doubles the score. In some games, players allow the dealer to call no trumps before looking at their hand to quadruple the score.
If the opponent wishes to they can say, “I go along” to double the score, and if the dealer believes they will still win they can call, “I go against” to double the score again.
Card Ranking and Values
The ranking for this game is 10(Also called Manille) (high), Ace, King, Queen, Jack, 9, 8, and 7 (low).
The cards have values associated with them for scoring. 10s are worth 5 points, aces are worth 4 points, Kings are worth 3 points, Queens are worth 2 points and Jacks are worth 1 point. All other points do not have a point value.
GAMEPLAY
The game starts with the player to the non-dealer player. They may lead any card they wish to the trick. The following players must follow suit if possible, and if their opponent is winning, they must, if possible, beat them. If you are unable to follow suit, you may (or must if an opponent is winning) play a trump. If you do not have/are not required to trump you may play any card of any suit. You may not undertrump though. A player may not play a lower-ranked trump to a trick if they have any other card to play.
The trick is won by the highest trump played, if applicable. If the trick has no trumps, it is won by the highest-ranking card of the suit of the originally led card. The trick is collected into a score pile and the winner leads to the next trick.
In addition to the rules above each version has a slightly different play procedure. For version one, each player will play a card for their turn and when it is their partner’s turn, they play one of the faceup cards from their layout to the trick. once a faceup card has been played, at the end of the trick, if there is a face-down card below it, it is revealed.
For version two, each trick consists of only 2 cards. On a player’s turn, they may play cards from their hand or any face-up cards from their layout. If they play a face-up card, at the end of the trick, if there is a facedown card below it, it is revealed.
SCORING
Once all tricks have been played and won the points are scored. Players will tally the total value of all their won cards. The player that scores more than 30 points will score the difference between their score and 30.
If both players score 30 there are no points earned this round, but points are doubled for the next round.
If a player takes all the tricks their score is doubled as well.
END OF GAME
The game ends keonhacai a player reaches or exceeds 101 points. They are the winners.
This game can be played tournament style meaning each game of 101 won is called a boam (aka tree). Tournaments are best of 3 usually.
, a slightly different board is used. If you have a board that allows all player numbers there will be a specified part of the board for you to use. In a 4-player game, you use a 4-sided board. In a 6-player game, a 6-sided board is used, and for an 8-player game, an 8-sided board is used.
For an 8-player game, 4 decks and 8 jokers are used. For all other games, 3 decks, and 6 jokers are used.
Each player will pick their color. They will then set up their colored side of the board. All their pegs must be in the starting area, marked by a colored circle usually.
The first dealer is chosen randomly and passes to the left for each new deal. The deck is shuffled and the player to the dealer’s right may cut the deck.
The dealer then deals each player a hand of 5 cards. The remaining deck is placed centrally as a draw pile.
Card Meanings
The cards in this game are used to move your pieces and all move your piece differently.
To move your pegs from the starting area you need either an Ace or a face card.
When using an ace to move along the track, it can be used to move one of your out pegs one space.
A King, Queen, and Jack when used to move a peg along the track, it moves the piece 10 spaces.
Cards valued 2, 3, 4, 5, 6, 9, and 10 are all used to move a piece along the track and move a number of spaces that correspond with their numeric value.
7s can be used to either move one piece forward 7 spaces or move 2 pieces up to a cumulative 7 spaces.
8s move a piece backward 8 spots along the track.
Jokers can be used to any of your pegs (even ones in the starting area) into any spot occupied by another player (either an opponent or a teammate).
GAMEPLAY
The game starts with the player to the left of the dealer and continues clockwise. On a player’s turn, they will draw up to 6 cards in hand. They will play one card from hand to the discard pile, and move their piece along the track.
If a player has a card that can move their peg along the track legally, (except for a joker) it must be played. If you do not have a card to play to move, you may discard one card into the discard pile and draw another from the draw pile; this ends your turn.
To move out of your start area you’ll need to play an ace, King, Queen, Jack, or Joker. all these, except the joker, will move one peg from your start area to the peg hole just outside of it called the “come out” space.
You cannot pass over or land on your own peg. You can pass over and land on another player’s pegs. Passing over does nothing but if you land on another player’s peg you move it. If it’s an opponent’s peg it is sent back to their starting area, but if it’s a teammate’s peg it is sent to their “in-spot” (discussed later). If this spot is already occupied with a peg of that player’s color, then it cannot be move. The move altogether cannot be performed.
You never have to play a joker. If you do however you follow the same rules above for landing in another player’s spot.
Moving Pieces Home
Once a player has moved their peg around the board you will approach your “in-spot” and your home area. The “in-spot” is a hole right in front of the colored home area just of the track. If you are forced to move past your “in-spot” you must go around the entire board again or use a card to back up behind it.
To move into your home area you must have a card that will move you past your ”in-spot” a number of spaces to move you onto the track. Remember though if you don’t move it all the way into the back of the home area other pegs cannot move past it.
Once you move all your pegs into the home area you are done. On your future turns, you may help move the pegs of the teammates closes to your left that still has pegs to move home.
END OF GAME
The game ends when a team gets all their pegs into their home areas. This team is the winner.
PEGS AND JOKERS
Published:

PEGS AND JOKERS

Published: