PULL!: A Trap Shooting Card Game
PULL!: A Trap Shooting Card Game Rulebook
Table of Contents
Table of Contents
Contents
- 1 Shot Deck (48 cards)
- 1 Target Deck (24 cards)
You will need to provide a method of keeping score. Pencil and paper works great.
Components
Shot Deck
Shot cards consist of a value and type (suit). The type is determined by the symbol, color, and name. The values range from 1 to 8.
Target Deck
Target cards have two point values and a suit. The right (white) value is only scored when a team scores a Double (shoots both Targets in a round), otherwise, the left (black/red) value is used. There are four Targets for each of the six suits valued at 0, 5, 10, and -5 points.
Overview
PULL! is played as a series of hands, each made up of five rounds. Each round, two Target cards are flipped and you play a Shot card on each. Your first shot is typically better than your follow-up shot, so you must follow suit (if able) on the first Shot card played each round. After all players have played two Shot cards, determine who wins each Target and begin a new round.
Teams
Split the players into two teams of two. Teammates should sit across from each other so that cards are played in an alternating fashion between the two teams.
Playing a Hand
Pick a player to be the dealer. That player deals the first hand and the deal passes to the left on each subsequent hand. Hands are played as a series of five rounds, each round having two new Targets.
On your turn to deal:
- Shuffle all the Shot cards together and deal them one at a time, face down, in a clockwise fashion until each player has 10 cards in their hand. Set all unused cards aside face-down. They will not be used this hand.
- Shuffle all the Target cards together face down and throw (flip over) the top two Targets into the center of the table. Be sure to leave room around the Targets for players to play their Shots. Give the remaining Targets to the player on the left. They will begin the next round by throwing two new Targets and passing the deck.
The player with the Target deck plays the first card, and play passes to the left. The first Shot you play each round must match the suit of the Target you play on. If you are unable to match suit on either Target, you may play any card. After all players have played a single Shot card, choose a second card to play and place it face down in front of you. When all players have selected their second Shot, reveal them simultaneously and place your Shot on the second Target. You do not have to match suit with your second Shot. You may only play one Shot card per Target.
After all Shot cards have been played, determine which team wins each Target. The team who played the highest value Shot wins the Target, and earns their team the points for that Target. A Shot which matches the Target's suit will win a tie for highest value. In the event of a tie between teams where a matching Shot is not played, neither team scores the Target and it is discarded.
Keep your team's Target cards in a score pile and discard all played Shot cards. Your team scores a Double if you took both Targets this round; rotate those cards sideways in your score pile (see example below).
The player with the Target Deck flips over two new Targets and passes the deck to the player on their left who begins the round by playing the first Shot. Play continues in this fashion for a total of five rounds, points are then recorded, and a new hand begins.
Scoring the Hand
After the fifth round is completed, total the point values of all Targets scored by your team. Targets that are rotated sideways (because your team scored a Double) score the value in white. Record both team's scores. Collect all the Shot and Target cards and pass them to the new dealer who begins the next hand.
Example: this team scores 9 points. They scored a Double and those cards are rotated sideways, scoring the white number which is now oriented up. They also scored one Foul and record it separately.
Sample scoring sheet with kills recorded as tick marks.
Fouls
In addition to points, you need to record how many Fouls each team shoots. All animals scored are considered a Foul regardless of whether you took negative points or not. Each time your team gains a 5th Foul (5, 10, 15…), lose 20 points! An easy method of keeping track of Fouls is to use tick marks beside your team's score on your score sheet or use pennies or other tokens.
Game End
Continue playing hands in this fashion (with the dealer passing to the left each hand) until a team achieves a set number of points. If you want to play a shorter game, play to 200 or for a longer game you may wish to play to 400 or more. Alternately, you may play a fixed number of hands or until everyone agrees to stop.
Individual Play
It is possible to play PULL! With 2, 3, or 4 players as individuals instead of teams. When playing in this fashion, each player keeps their own score pile and only scores a Double if they individually shoot both Targets in a round.
When playing with 2 players, do not play your second Shot simultaneously. Take turns playing one Shot card each until both players have played 2 shots.
Distracted
A Shot with a value of 1 indicates that your attempt is so awful, it causes the other shooters to be "distracted." When a Distraction is played on a Target, all 8-value Shots played on the same Target are canceled. The Target is won by the Shot of the next highest value. Distractions are addressed when determining the winner of the trick. Therefore, it does not matter at what point in the round the Distraction was played.
Example: On the left, a 1 is played, canceling the 8. The 6 is now the highest Shot and wins the Target. On the right, the highest Shot played is a 7. Both teams played a 7, but one of them matches the Target's suit and wins the Target.