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Make10

Make10 Rulebook

Table of Contents

Table of Contents

  • Components
  • Objective
  • Combos
  • Set Up
  • Round Flow
  • GET
  • Winning Hand
  • Scoring
    • Notes on Bonus Points
  • Points Reference
    • Basic Points
    • Bonus Points — 1 pt
    • Bonus Points — 2 pt
    • Bonus Points — 3 pt
    • Bonus Points — 5 pt
    • Bonus Points — 10 pt
    • Victory
  • End of the Round and Game
  • Variant Rules 1
  • Variant Rules 2
  • Variant Rules 3 (For 2 Players)

Components

  • 56 Number cards (4 sets of Red "1" to "7" and Blue "1" to "7")
  • 1 Dealer marker (front / back)
  • 8 Bonus Points Reference Cards (front / back)
  • 2 Rulebooks
  • 30 Point Tokens (Twenty 1's, Six 5's, Four 10's)

Objective

To be the first player to complete '10' with 8 cards. After each player has been the dealer twice, the highest score is the winner.

Combos

It is optional to count the cards in your hand either as special combos or as individual cards.

  • 3 consecutive Red Number cards → Count only the highest-value card among them.
  • 3 consecutive Blue Number cards → Count only the lowest-value card among them.
  • 3 same-value cards of the same color → Count them as "0".

Ex: Red 1 2 3 may count as a combo value of 3 or count as an individual value of 6.

Set Up

  • Each player receives '20' Points in tokens and 1 Bonus Points Reference Card.
  • The person who most likes 7 among single-digit numbers is the dealer in the first round. Or determine the dealer in whatever way you like.
  • The dealer receives the dealer marker and places it in front of them.
  • The dealer shuffles the Number cards (hereafter "cards") and deals 7 cards face down to each player, and places the remaining cards as the face-down deck in the center of the table.

Round Flow

  • Players take turns clockwise, starting from the dealer.
  • On your turn, draw a card from the top of the deck and add it to your hand. Or GET the latest discarded card from any other player if you can.
  • At this point, if you manage to sum up the numbers on the 8 cards in your hand and your revealed combo(s) to exactly '10', you can declare a winning hand.
  • If you cannot or do not wish to declare a winning hand, then choose a card from your hand and discard it in front of you.

GET

  • On your turn, instead of drawing a card from the top of the deck, you can GET the latest card discarded by any other player if you can make any combo with that card by adding any 2 cards in your hand.
  • If you GET, reveal the 3 cards face up in front of you. Then, discard a card from your hand.

*The 3 cards revealed by GET must count as a combo. You cannot count them as individual values or use them to form other combos with other cards.

Ex. If you GET and reveal 1 1 1, then the 3 cards must count as 0.

  • You can GET as many times as you want.

Example with 4 Players: Player 2 has a combo 5 5 5 revealed by GET, and Player 1 (the first dealer) has a combo 2 3 4 revealed by GET; each player has a row of discarded cards in front of them, next to the Deck and Discard area.

Winning Hand

  • A. RUN: If you add the card drawn from the deck to your hand and can sum up the value of the 8 cards in your hand and your revealed combo(s) to exactly '10', you can declare RUN. Reveal all 8 cards.
  • B. HIT: If you take the latest discarded card from any other player and can sum up the value of the 8 cards in your hand and your revealed combo(s) to exactly '10', you can declare HIT. Reveal all 8 cards, including the discarded card.

Scoring

  • The player declaring a Winning Hand receives Basic Points and Bonus Points.
  • If the Winning Hand is by RUN, distribute the Points (Basic + Bonus) evenly among the other players, starting from the player to the left of the winner and going clockwise, and they give tokens to the winner. For example, for 4 players, if the Points are 5 pts, then the 1st player gives 2 pts, the 2nd 2 pts, and the 3rd 1 pt in tokens to the winning player.
  • If the Winning Hand is by HIT, the owner of the discarded card that the winner takes gives all the Points tokens to the winner.

*If the player declaring a Winning Hand fails to make '10', then that player gives 1 pt to all other players. Then restart the round with the same dealer.

Ex 1: Dealer. Hand 2, 3, 5, 5, 5; revealed combo 5, 6, 7. Individual (2 + 3) + Single Three (5, 5, 5 → 0) + 3 consecutive Blue (5, 6, 7 → 5) = 10. Dealer (3 pt) + ① Single Four (2 pt) + ② Seven (1 pt) = 6 pt.

Ex 2: Non-Dealer. Hand 1, 1, 1, 2, 2, 2, 3, 4. Individual (1 + 1 + 3 + 4) + Single Three (2, 2, 2 → 0) = 10. Non-Dealer (1 pt) + Close (1 pt) + Under Five (2 pt) + Double Three (2 pt) = 6 pt.

Notes on Bonus Points

  1. Do not count the same cards more than once to receive the bonus points for both 'Four' and 'Three' bonuses.
  2. Do not count the same cards more than once to receive the bonus points for both 'Double' and 'Single' bonuses.
  3. If there are multiple possible combinations to calculate bonus points, choose the combination for the 'highest score'.

Points Reference

Basic Points

  • Dealer: 3 pt
  • Non-Dealer: 1 pt

Bonus Points — 1 pt

BonusConditionExample
CloseWinning without Get
No OneWinning without '1'
Single ThreeSame color triplet2 2 2 2 2 4 5 6
Half Color4 Red and 4 Blue1 1 2 3 4 4 5 6
SevenIncluding at least one '7'1 1 1 2 3 5 6 7

Bonus Points — 2 pt

BonusConditionExample
Under FiveAll cards under '5'1 2 2 2 3 3 3 4
Serial Pair3 consecutive pairs of any color (*additional 1 pt for 4 consecutive pairs)2 2 3 3 3 4 4 5
Single FourSame color quadruplet1 2 3 3 3 3 3 6
StraightAt least 5 consecutive cards with the same color1 2 2 3 4 5 6 7

Bonus Points — 3 pt

BonusConditionExample
Single ColorAll same colors (*additional 1 pt for all Red cards)1 2 2 3 4 5 6 7
Double Three2 sets of Single Three (*additional 1 pt for 2 sets of same numbers)2 2 2 4 4 4 5 5
HeavenWinning at the first turn by Run, not Hit

Bonus Points — 5 pt

BonusConditionExample
Double MultiSingle Three and Single Four1 1 1 4 6 6 6 6

Bonus Points — 10 pt

BonusConditionExample
Double Four2 sets of Single Four1 1 1 1 6 6 6 6
Real TenWinning Hand without any combo1 1 1 1 1 1 2 2

Victory

BonusConditionExample
God TenDouble Four of only '2' or '5'5 5 5 5 5 5 5 5

End of the Round and Game

  • The round ends when any one player declares a winning hand or when the deck runs out without a winning hand being declared.
  • Pass the dealer marker to the next player clockwise. The new dealer shuffles the cards and prepares a new round.

*When the first dealer becomes the dealer for the second time, flip the dealer marker to reveal the '2ND' side.

  • When all players have been the dealer twice, the game ends and the player with the most points wins.
  • In the case of a tie, the tied players share the victory.
  • If any player declares 'God Ten' during the round, the game ends immediately and that player wins.

Variant Rules 1

  • The timing in which you can declare HIT changes from 'during your turn' to 'as soon as the card is discarded'. In this case, if multiple players declare HIT at the same time, then the closest player to the current player, clockwise, takes the card.

Variant Rules 2

  • If a dealer declares a winning hand, then that player stays the dealer for the next round, not passing the dealer marker to the next player. When the dealer marker has rotated twice clockwise, the game ends.

Variant Rules 3 (For 2 Players)

  • If a player declares HIT, not RUN, then the player receives twice the Points from their opponent.