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Royalty

Royalty Rulebook

Table of Contents

Table of Contents

  • Preliminaries
  • Deck Information
  • Begin Play
  • Scoring
  • Coalitions
  • Monarchy
  • Just For Kids

Preliminaries

A double pack is almost always used because it lends a more interesting game and is necessary for two or more players.

All words in a standard dictionary are permitted except capitalizations, abbreviations, contractions, hyphenations, foreign words or words designated as offensive or derogatory.

The "Knave" is the unlettered card. It is a wild card and used for any letter or color, and may further change to any desired letter with each succeeding play. It has no score value.

Deck Information

Each deck contains 53 cards.

The deck with the light colored emblem are distributed as noted below. The deck with the darker emblem are distributed as "A: 2 Red 3 black" and so on.

Distribution as printed (the source lays this out as a table; each letter is followed by its Red and Black card counts, with a blank where no card of that colour is listed):

  • A: 3 Red, 2 Black
  • H: 1 Red
  • O: 2 Red, 2 Black
  • V: 1 Red
  • B: 1 Black
  • I: 2 Red, 2 Black
  • P: 1 Black
  • W: 1 Black
  • C: 1 Red
  • J: 1 Black
  • Q: 1 Red
  • X: 1 Red
  • D: 1 Red, 1 Black
  • K: 1 Red
  • R: 1 Red, 2 Black
  • Y: 1 Red, 1 Black

Begin Play

We do encourage table rules to be set before the game begins. Examples would include use of foreign words, words that begin or end with certain letters, etc.

The player who draws the card nearest the "Z" deals and goes first. Play passes to the left. Seven cards are dealt face-down one at a time to each player. The remainder of the deck is placed in the center of the table.

  1. The first player must form one word of three or more letters. (If this is not possible see rule #5). She places her combination or "MELD" in front of her vertically so other players may easily view the word. She completes her turn by announcing her score and drawing enough cards from the deck to restore her hand to seven cards.

  2. Thereafter, each player in turn may "MELD" one word with one or more letters from her hand. And, at the same turn, may build-on, or "CAPTURE", one word (other than his own) on the table. To CAPTURE a word, a player must add at least one letter and may rearrange any the letters to form a different word. Merely adding plurals, prefixes, suffices, and the like is not permitted as all related meanings must be changed. Example: "EAR" could become "AREA" or "BEARS" or "CARED"...or "ZEBRA." But, could not become "EARS", or "EARRING" or even "HEAR" (which means to comprehend by "EAR.")

  3. The CAPTURED word is placed in front of the player who last builds-on it. She received credit for the entire word. The player completes her turn by announcing her score and restoring her hand to seven cards. NOTE: only one CAPTURE, one MELD, or both (one CAPTURE and one MELD) may be played at a single turn.

  4. A player cannot capture his own words...when she begines her turn, she immediately removes his uncaptured words from play by placing the cards face down and putting them into his discard pile or "DOMAIN". Players receive a bonus of one point for each card in DOMAIN upon completion of the game.

  5. Any player may PASS her turn or TRADE her turn for the privilege of changing her cards. A player who TRADES must return all seven cards to the deck, then draw seven cards. TRADING cards constitutes an automatic PASS. [Source placeholder, printed verbatim: "". The publisher's page contains no procedure at this point.]

  6. Any player may CHALLENGE a word before replacement of cards is completed. If a challenger proves correct, opponent gives all the letters in play to the challenger forfeits her turn and all cards are returned to their original position. If a challenger proves incorrect, she wins all letters in play for the turn. A forfeit is considered an automatic PASS.

Scoring

A tally of each player's schore is recorded after every turn, and a running total is kept. Score is determined by adding number values on words players CAPTURE and MELD. Highest score wins the game. A one-point bonus is awarded player or team for each card in DOMAIN (discard pile.) A "ROYALTY" is a premium for making a noteworthy play. Its classification and score are as follows...

  1. MELDS all in one color - red or black - and at least four letters - double value. (Junior players may qualify with at least three letters all one color.)

  2. MELD on first play of game (only by first player) of at least three letters regardless of color sequence - double value. If MELD is all in one color and at least five letters - quadruple values.

  3. CAPTURES with letters all in one color and at least four in number regardless of color sequence of original word - double value for entire word.

  4. All seven cards played at a single turn - double score for that turn. Any premiums within this play are included before the double.

  5. MELD of the word "ROYALTY" automatically doubles player's final score at conclusion of game...and tradition dictates that all players stand in tribute.

Coalitions

Coalitions are partnerships. Partners sit opposite each other and play follows the established rules. Partners may build-on each other's words and pool their discards and scores, but may not engage in "table talk".

Monarchy

Monarchy is solitaire. Many solitaire games readily lend themselves to variations using the ROYALTY cards. Be adventurous - try your hand at making up your own game. We will listing one and leave you to your own devices...

Cards are shuffled. The first 25 cards are dealt face-up one at a time, and arranged to form a 5 by 5 square. Remaining cards are put aside and are out of play. The object is to form ROYALTIES - a minimum of four lettered words all in one color or a seven lettered word of mixed colors - and remain with no unplayed cards. The player may change the words around as often as desired but may not add more cards.

Just For Kids

  1. We recommend a minimum age of 9 (nine) years old.

  2. Junior players may qualify by adding prefixes and suffixes. Some examples would be S's, ER's and ED's.

  • E: 3 Red, 3 Black
  • L: 1 Red, 1 Black
  • S: 1 Red
  • Z: 1 Black
  • F: 1 Black
  • M: 1 Black
  • T: 1 Red, 2 Black
  • Knave
  • One
  • G: 1 Red, 1 Black
  • N: 2 Red, 1 Black
  • U: 1 Red, 1 Black
  • When the deck is exhausted the games continues until a player "goes out" (plays all her cards) or all players PASS. A CAPTURE may be one or more letters but a MELD must now be three or more letters and a player who PASSES remains a PASSED hand. If a player "goes out," all otheres surrender their unplayed cards to her. Points on cards are added to her score and the amount of cards are added to her discard pile. If all players PASS, points on unplayed cards are deducted from their scores and amount of cards are deducted from the discard piles.