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
- 1 Collection of Common cards from as many CCGs as possible (the greater
variety of games and cards, the better).
- 1 Bell - if you have a very old or a very new copy of Pit, borrow the bell.
Otherwise it is recommended that you go to one of those office supply stores
and pick up a Counter Bell. Using a bell is much more enjoyable that
shouting "I Win" or "I have a set."
- 1 Gavel - or other device which can be pounded on the table (without marring
the table) to indicate that the round has begun.
- 1 Bucket - or large bowl into which you can dump the cards. You could create
draw pile on the table, but that is so dull.
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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