StatisticsCurrently in the database
for Racciman's World:
11 Stories (4 Finished)
Each player chooses a suit, and the cards of the remaining suits are removed from the deck, and set aside out of play. The remaining Queens are shuffled, and one of them is drawn and placed on the table, the remaining queens are given to the players who have chosen those suits. Then the kings are shuffled, one is chosen randomly to be placed next to the queen already on the table, and the remaining kings are distributed to the players who chose their suits. Continue until one card of each rank is laid out in order on the table. Each player should be holding only cards of their chosen suit, and they should be holding all the cards of that suit except for any that happen to have been randomly chosen and placed on the table.
Roll the die to see who goes first.
Order of play is as follows:
The first player to reach 20 points in a three player game, or twelve points in a four player game wins.
Placing Influence Markers: Each player gets as many influence markers as they have cards in their hand. If they have insufficient markers in their pool, they get all the markers available, and lose the rest of their influence for that turn. Then starting with the first player and moving clockwise around the table, the players take turns placing these to the table. A player can play any number of influence markers on cards of their chosen suit, or they can put markers on any card not adjacent to one of their own cards. They can only place a number of markers equal to the distance from their nearest card (if there is one card between the card they are placing on, and their own card, they may place two markers, two cards between they can place three markers, etc.) Once all the players have place their markers (unused markers are returned to the pool, not saved up for subsequent turns).
Using Card Abilities: Starting with the first player and going around the table clockwise, each player has a chance to use the special abilities of the cards of their suit that are played to the table. Each ability can only be used once per turn except for the warriors (5s), and most of the abilities cost an influence marker. The influence markers must belong to the player using the ability, and must come from off the card being used.
Revolts and Rumpuses: Start at the lowest card (where the fool started) and work towards the highest card. Everyone with markers on each card can chose as many markers as they desire into the cup. One marker is drawn, and the player that owns that marker decides to take over that card (swap the current card with one of the same rank from that player's hand -- all markers still on the card are moved to the new card), to swap the card with either one of it's neighbors (markers stay on the card when it swaps), or to leave it where it is. The remaining markers in the cup are returned to their owner's pool.
Scoring : The first turn is a non-scoring round. Points are scored when two cards of the same suit lie next to eachother. The amount of points scored is equal to the difference between the two ranks. So a princess (4) and a warrior (5) sitting next to each other score 1, but a king (2) and a worker (7) score 5. A combination of a queen (1), merchant (6), and prince (3) in a row would score 8, five for the queen-merchant combination, and 3 for the merchant-prince.
At the end of the scoring phase the player to the left of the first player is designated the new 'first player' and next round begins with everyone collecting their influence markers.