Quatorze
Quatorze Rulebook
Table of Contents
Table of Contents
Game Idea
Players take turns adding cards to the 7 Columns on the table, while keeping high-value cards in their hand for the end of the game. When the game is over, the highest combined value of cards in hand wins. However, the cards played to the Columns during the game can drastically change the way cards are scored, and each player is trying to change them to their advantage!
Components
98 Quatorze Cards
8 Quick Reference Cards
Card Anatomy: each card shows its Value, its Color and its Type. For example, a card with Value = 5, Color = Violet, Type = Queens.
Setup
In each game of Quatorze, only 7 of the possible 14 card types are used. Players can choose or randomly pick any 7 types to use in their game.
For your first game, we recommend using just the original Seven7s cards: Ages of Man, Colors, Deadly Sins, Holy Virtues, Lucky Gods, Seas, and Wonders.
Take the 7 types of Quatorze cards chosen and shuffle them into one deck of 49 cards, leaving the rest in the box. Deal each player 3 cards and place the remaining cards in the center of the table to form the draw deck. Flip the top card of the draw deck to begin the first Column. Ignore any special actions the card provides. During the game, additional Columns may be added as new cards are played, one Column for every card type.
The player whose age is evenly divisible by 7 starts the game; if tied, the youngest player starts the game. They take the first turn and play proceeds clockwise around the table.
Each Turn
- Choose one card from your hand and play it onto the Column that matches its type.
- If there is no Column for the card type, create a new Column.
- NOTE: The first card in each Column is the Anchor Card, and cannot be moved or taken by any card power. The most recently played card on each column is called the Top Card.
- Cards should be placed so that you can see the type, number and color of all other cards in the Column.
- When placed in a Column, the card's power is activated. Some of these powers have instant effects, while others only affect end game scoring or wild cards. See Card Powers for details (pages 8-11).
- Refill your hand to 3 cards from the draw deck at the end of your turn.
Example (Anchor Cards and Top Cards): In this example the 6 Notes and 3 Ages of Man are the Anchor Cards of their Columns, and the 4 Notes and 1 Ages of Man are the Top Cards.
Since the 4 Notes card is only one number away from the previous Notes card, the person who played it can use its special action to pick up any card on the table, except the Anchor cards.
Example of Play
Earlier, the "Old Age" Ages of Man card and "Mount Everest" Peaks card were played onto the Deadly Sins Column, as those card types can always be placed onto any Column, speeding up the end of the game without using the Column power.
The most recent Days card is 6, so the current Wild Number is 6. As a result, the Red Queens 6 card can be played on any column to use that column's power. When used on the Lucky Gods column, the player gets to predict the next card in the deck for bonus points (see page 9). They do NOT get to use the Queens power in this case.
If the next player places a 3 Notes card on the Notes column, they will get to pick up a card already on the table to put into their hand. They cannot choose any of the Anchor cards for the Columns, for example the 5 Queens or 1 Days, but could take any other like the 7 Lucky Gods card. At the end of their turn they would not draw new cards since they will already have 3 in their hand.
Game End
When one of the Columns reaches 7 total cards, the game ends immediately, and the active player does not draw back up to 3 cards. Place the game-ending card sideways on its Column, as it will be counted as part of the last player's hand for final scoring. It does not trigger any special actions.
Winning
The winner is the player with the highest total points in hand. Players add up the value of each card in their hand and the last card played sideways if they triggered the end of the game. Each card is worth face value with the following exceptions:
- Score 2 points for each Lucky Gods bonus card.
- For each card in the Ages of Man Column, the highest numbered cards in the game are worth 0. For example if there are 2 cards in the Ages of Man Column, cards with printed values of 7 and 6 are worth 0 points.
- Cards of the final Wild Color and/or Number are worth the highest point value not disabled by the Ages of Man. (See Ages of Man on Page 8)
- Only the player with the most Queen cards scores them, and they get 1 bonus point per Queen card. Other players' Queen cards are worth 0.
- Each card that's in a consecutive run gives the player bonus points equal to the number of Notes cards in their hand.
- Cards with a printed value of 1 give the player bonus points equal to the number of Peaks cards in the Peaks Column.
If tied, the tied player with the lowest single non-zero card wins. If still tied, then the victory is shared.
Scoring Example
If the game ended with the Columns as shown on pages 4 and 5, the score would be as follows:
Player 1 scores 9 points as he is holding a 3 Lucky Gods (worth 3 points), a 4 Days (worth 4 points), and a 7 Notes (worth 0 points as the Ages of Man pile has 2 cards in it, disabling the two highest values in the game, 7 and 6), plus they have two cards in a run, so they get a Notes bonus of 2 for their Notes card.
Player 2 scores 14 points as she is holding a 6 Lucky Gods (which isn't worth the normal 6 points due to the Ages of Man, but it is the Wild Number so it's worth the highest legal value of 5), a 1 Deadly Sins (worth 1 point, plus 3 bonus points for the Peaks Column), and a 4 Queens (worth 5 points, as they have the most Queens).
If either player had any Lucky Gods bonus cards on the table, those would be worth 2 additional points each.
Card Powers
Ages of Man
During the game: Ages of Man cards may be placed on ANY Column to advance the end of the game. This does not grant any power.
End of Game: Each Ages of Man Card in the Ages of Man Column prevents the highest value cards from scoring. Thus 1 Ages of Man card means that cards of face value 7 are worth 0 points, 2 Ages of Man cards means that cards of face value 7 and 6 are worth 0 points, and so on.
Colors
During the game: The most recently played Colors card on the Colors Column sets the Wild Color. Cards of this color may be played in any other Column to use the power of that Column. Other card types played in the Colors column do NOT change the Wild Color.
End of game: Players' cards of the final Wild Color are worth points equal to the highest value card not canceled out by the Ages of Man cards. For example: if two Ages of Man cards are in play, then 7's and 6's do not score, so Wild Color cards would be worth 5 points each. If no Ages of Man cards are in play, then the Wild Color cards would all be worth 7 points.
Days
During the game: The most recently played Days card in the Days Column sets the Wild Number. Cards that match this number may be played in any other column, and use the power of that Column. Other types of cards played in the Days column do NOT change the Wild Number.
End of Game: Players' cards that match the final Wild Number are worth points equal to the highest value card not canceled out by the Ages of Man cards.
Deadly Sins
Choose an opponent. Choose a random card from their hand and discard it to the appropriate Column. If the card is the Wild Color/Number or an Ages of Man card, you may choose where to place it. This does not allow you or your opponent to take any special action the card normally allows. Your opponent draws a new card.
Holy Virtues
Draw 1 card from the deck and place it in your hand, then play another card from your hand as normal.
Lucky Gods
Call out either a number (e.g. 6) or a color (e.g. Red) and reveal the top card of the draw deck. If it matches the color or the number chosen, place the card in front of you face up for an end game bonus of 2 points per card. If it doesn't match, take the card into your hand and end your turn.
Luminaries
Draw 1 card from the deck, then choose a card from your hand to pass face down to your left or right. All other players then pass one card from their hand face down in the same direction, then everyone picks up the card passed to them and adds it to their hand. You do not draw another card at the end of your turn.
Notes
During the Game: When you play a Note card in the Notes Column that is consecutive, up or down, to the previous card in the Column (7 and 1 are also considered consecutive) you may take any non-Anchor card in play and put it into your hand, instead of drawing a card. You can not use this power on a bonus card gained from using Lucky Gods. The first card played in the Notes column also activates this power.
End of Game: Each Note card in hand will score bonus points for each card in a consecutive run in the player's hand. A run must include at least 2 cards. For example, having a 3-card run and 2 Note cards creates 6 bonus points (3 x 2). Runs must be ascending or descending only, 3-4-3 is NOT a 3 card run.
Peaks
Cards with a printed value of 1 give players 1 bonus point for every card in the Peaks column at game's end, for a maximum of 6 bonus points per value 1 card.
Planes of Existence
Move the Top Card from one column to a different column. Remember, players cannot move Anchor Cards. Moving a card into a column that already has 6 cards will trigger the end game, and the current player will only be able to count their 2 cards in hand for scoring.
Queens
During the Game: Select an opponent who must answer the question "Do you have any Queens?" They must tell the truth, but do NOT say the specific number of Queen cards.
End of Game: The player(s) with the most Queen cards in their hand scores 1 bonus point for each Queen Card in their hand, other players' Queen Cards are worth 0 points.
Sages
All other players state the total sum of the cards in their hand. Use the printed values on the cards, ignoring any potential end game bonuses or penalties.
Seas
Pick up the Top Card from another Column and put it into your hand. You will not draw at the end of your turn.
Wonders
Look at any combination of 3 cards from your opponents' hands and/or the top of the deck. Cards from the deck are placed back on top of the deck in any order, and opponents' cards are returned to them.