Crisps!
Crisps! Rulebook
Table of Contents
Table of Contents
Components
4 copies each of the following ranks: (low) 1, 2, 3, 4, 5, 6, 7, 8, 9, C (high).
Gameplay
The game is played over multiple Deals, each consisting of multiple Rounds.
- If someone passes, then each player gains 1 new card, and another round begins.
- Once a player plays their last card, the deal immediately ends and that player earns a point.
Deal Structure
Each deal has 5 steps, performed in order:
- Shuffle all cards and deal 12 cards to each player from the draw pile. These cards may be rearranged and should be kept hidden from opponents.
- Place the undealt cards face-down to create a draw pile.
- Place the top 4 cards from the draw pile face-down to the side. They will not be used during the current deal.
- Take 1 card from the draw pile and place it face-up next to the draw pile.
- Play a round, beginning with the start player and alternating turns between players until someone passes or has played their last card.
Start Player
- First deal: Let the hungrier player start first.
- Subsequent deals: The player with the lowest score starts. If tied, the player who did not start the previous deal begins.
- The start player must play a valid combination of cards to initiate the round.
On Your Turn
You must either play a combination or pass.
Play a Combination
Create a combination using the cards in your hand and play it face-up on the table.
- If you are the start player, play any combination from your hand. You may begin the round with either a standard or a special combination.
- The next player has to play an equal or stronger combination, or pass.
Standard Combination Types
- Single.
- Pair: Set of 2 identical cards.
- Straight: Run of 3 or more singles (Cs cannot be used).
- Stair: Run of 2 or more sequential pairs (Cs cannot be used).
Special Combination Types
- Triple: Set of 3 identical cards.
- Quad: Set of 4 identical cards.
Equal or Stronger Combinations
A standard combination must:
- Be the same type and length as the previous combo, and
- Have cards of the same or higher rank.
A special combination can only be played when:
- The previous standard combo is a single C, or a pair of Cs, or
- It is longer than the previous special combo, or
- It is the same length, and has higher-ranked cards than the previous special combo.
Pass
If you cannot or choose not to play a combination, then you must pass. This immediately ends the round.
Clear away all played cards to the side, and the player who did not pass starts the next round.
End of Round
- When a round ends, each player draws 1 new card:
- First, the non-passing player chooses between the face-up card and the top card from the draw pile.
- Then, the passing player takes the remaining card.
- Begin a new round by revealing the top card from the draw pile and placing it face-up next to the draw pile:
- This face-up card will be one of the two drawn at the end of the round. However, if the round ends because a player has played their last card, then that player does not draw further and a new deal immediately begins.
- If the draw pile is depleted, no face-up card is placed, and no further cards will be drawn during this deal.
- The player who did not pass to end the previous round is the start player for the next round.
Deal End
The deal ends immediately when a player runs out of cards, earning them 1 point. Start a new deal if no one has 3 points yet.
Game End
The first player to score 3 points wins the game!
Credits
- Designer: Shreesh Bhat
- Developer & Title: Sean Ross
- Artist: Sai Beppu
- Graphic Design: Shruthi S
- Writing: Shreesh Bhat, Jonathan Cox, and Nataline Viray-Fung
- Proofreading: Ryan Kenny, Matthew Montgomery, Shobu, Trois Patates Rouges, Scott Little, and Jordan Watts
- Playtesters: Sean Ross, Shruthi S, Matt LaBrake, Jacob, Bryce Carter, Shobu, Steven Unagro, Bert Trobaugh, Daniel G. Vieu, Taylor Reiner, Carol LaGrow, Max, Daniel Newman, John Owen, and Peter Winckles