Common Excess

A game for as many players as possible that makes use of those extra common cards from the excessive number of collectible card games.
By Alan D. Ernstein

Object

To be the first player to score 11 points by creating melds which match each player's goal card.

Equipment

1 Deck of Goal Cards. The first time you play the game, you should cut apart the cards. You should also take the time to color in the circles and squares with the appropriate color. It is highly recommended that you put the Goal Cards into sleeves - preferably with opaque backs to cover up any less-than-perfect cut jobs. Hopefully you can appreciate the irony in using sleeves on hand cut cards and no sleeves on real collectible cards. We've created a jpeg of the cards for download.

Other Equipment Needed

Setup

Shuffle the Deck of Goal Cards and place it in the center of the table. Place the bell as close to the center of the table as is humanly possible. Choose a first player and give that player the gavel or its suitable replacement. Each player chooses, randomly draws, or is dealt 7 cards from the bucket of Common Cards. Each player then draws one Goal card and looks at it, not revealing it to the other players. Now you are ready to begin.

The Play

Each player looks at their Goal Card and Common Cards trying to match the goals they have listed. Play will begin when the first player pounds The Gavel on the table. If a player has a set of cards that match the Goal card, they may immediately ring the bell (NOTE: if the first player has a set, they must set The Gavel down before they may ring the bell). Otherwise, players may trade cards until they have a set and ring the bell.

Trading

Trading is a simple, yet loud, process where a player announces how many cards they are willing to trade. Another player accepts the trade by saying something clever like: "Here" or "I have that trade." Then they exchange the same number of cards. A player may not trade 2 cards for 3 or any other unequal trade.

Declaring Sets

Once a player rings the bell, they must declare their sets. They begin by revealing their Goal Card. Then they reveal the required number of cards which fit the description of the set (see rule "Sets" below). If the group agrees that the set is good, the Goal Card is discarded and the cards used in the set are placed face down in front of the scoring player. These cards represent points toward the 11 required for victory. If the group does not accept the set, the Goal Card is discarded as well as 2 cards from those used for the set. The player then plays at a disadvantage.

Once a player has successfully scored a set, the following occurs:
1. The scoring player immediately discards their Goal Card and replaces it with the top card of the draw pile;
2. Each other player may then either discard their Goal Card and replace it with the top card of the draw pile, or they may draw one card from the bucket;
3. If any player has 0, 1, or 2 cards, each player may refill their hand to 7 cards. If a player has at least 7 cards, they may discard up to 2 cards and refill their hand to 7 cards.
4. The Gavel is passed to the player who just scored who becomes first player.

Sets

A set is a group of 3, 4, or 5 cards that match the requirements of the Goal Card. Under each quantity is a word or symbol:
1. If the word or symbol is in quotes, it must be matched exactly (i.e. Quantity 3: "7" means that the Arabic number seven must appear on three different cards);
2. If the word or symbol is underlined, it must be matched either exactly or as a picture or symbol (i.e. Quantity 3: Fang means that either the word "Fang" or a picture of a fang must appear on three different cards);
3. If the card has a symbol such as a square or circle and an underlined color that means that the set must be squares or circles that are mostly or entirely of the color listed. (Note: A consensus should be reached about the qualifications of any symbol to be a square. Are the cards square? Are the borders square?);
4. If the card requires "Different Borders" that means the bleed area at the edge of the card must be a different color from the same area on every other card in the set.

The requirements for a set may only be fulfilled with information on the face of the card - not the back unless otherwise indicated on the Goal Card.

Pounding the Gavel

Often a situation occurs where no one is able to create a set. The first player may choose to speed up the action by pounding the gavel twice and announcing either that ALL players MUST trade in their Goal Cards or ALL players MUST draw two cards from the bucket. This action may occur multiple times in a hand, but each player must have traded at least once before the first player may Pound the Gavel again.

Winning the Game

A player wins when they have scored 11 points as indicated by the face down cards in front of them.

(c) 1999 Hangman Games

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