Silver Eye
Silver Eye Rulebook
Table of Contents
Table of Contents
Contents
- 2 Illusionists (0)
- 4 Nellys (-1)
- 4 Simons (2)
- 4 Spotters (3)
- 4 Gamblers (4)
- 4 Tanners (5)
- 4 Twisters (6)
- 4 Ghosts (7)
- 4 Split Seers (8)
- 4 Unique Obsessors (9)
- 4 Draculas (10)
- 4 Underminers (11)
- 4 Drunks (12)
- 2 Mad Bombers (13)
- 4 Reference Cards
- 1 Silver Eye Scorepad
- 1 Silver Eye of Selection
Setup
- Shuffle the deck, and deal five cards facedown in a horizontal row (a village) to four players (if there are fewer than four players, remove any extra dealt villages from the game).
- Give each player a reference card.
- Place the deck facedown in the center of the table, and create a discard pile with one faceup card from the deck.
- Choose a start player at random, and place the silver eye to the side of the deck/discard pile nearest to them with the closed eye facing up.
- Each player secretly views two of the five cards in their village.
Goal
Remove werewolves (numbers on cards) from your village (your cards). After four rounds, the player with the fewest werewolves wins.
Cards
Cards in Silver Eye have two functions:
First, the numbers represent how many werewolves have followed this resident to your village. The more powerful the resident, the more werewolves they attract!
Second, each card displays a person with an ability. If a card is in your village, that person is a resident. Some residents help you when they live publicly in your village (low-numbered faceup cards). Some are in hiding (facedown cards). Other times, people help out as they wander by (when you draw their card from the deck). Use all of your resources to figure out who is in your village and remove residents who attract the most werewolves.
Your village consists of Public Residents (faceup cards) and Hidden Residents (facedown cards). The number on a card is the werewolves attracted by that resident. Each card shows an ability icon: one for abilities that activate when drawn from the deck, and one for abilities available when faceup in your village.
Gameplay
Beginning with the start player, take turns clockwise. On your turn, do 1 of the following 3 actions:
- Draw a card from the deck, or
- Take a card from the discard pile, or
- Call for a vote.
Draw a Card from the Deck
If you draw the top card from the deck, do one of the following:
- Place the card into the discard pile. If the card has a "drawn from deck" icon on it, you may use the card's ability.
or
- Exchange one or more of your cards with the card you drew. Put exchanged cards faceup into the discard pile, and put the new card facedown in front of you, in an exchanged card's place. See "Exchange Multiple Cards" below for more details on how to exchange multiple matching cards.
Take a Card from the Discard Pile
If you take the top card from the discard pile:
Exchange one or more of your cards with the card you drew. Put exchanged cards faceup into the discard pile, and put the new card faceup in front of you, in an exchanged card's place.
Call for a Vote
If you have four or fewer cards, you may call for a vote (say "Call") on your turn instead of drawing a card. At this time your turn ends. Each other player gets one more turn (they may not call on their turn), and then the round ends.
You may not do anything else on your turn (i.e., no faceup abilities or using the silver eye) when you call for a vote.
Exchange Multiple Cards
To exchange multiple cards from your village, all exchanged cards must have the same value (e.g., all 10s). Before discarding them, slide them all forward, and turn any that are unrevealed faceup. Place the card drawn in an exchanged card's place; you cannot discard the drawn card as part of a set of matching cards until your next turn.
(Illustrated example: three 10s match, so they are placed in the discard pile. The newly drawn card may go in either card spot.)
If any slid cards do not match, return all of them to the village, turning them all facedown (even if they were faceup before). Add the new card at either end of the village in the orientation it was when you drew it (facedown from the deck, faceup from the discard pile).
If three or more cards don't match, take an additional card from the deck and place it facedown at either end of the village without looking at it.
Abilities
All cards have abilities. You may activate these abilities when the card is faceup at scoring, when the card is faceup in your village, when the card is placed faceup into your village (Tanner only) or onto the discard pile immediately after drawing it, or when the card is on top of the discard pile. Most card abilities are optional, but the Obsessor (9) has an ability that is always active when that card is on top of the discard pile.
- 0, -1 and 13 (Illusionist, Nelly, Mad Bomber): use these abilities when these cards are faceup at scoring.
- 2, 3 and 4 (Simon, Spotter, Gambler): use these abilities when these cards are faceup in your village.
- 5, 6, 7, 8, 10, 11 and 12 (Tanner, Twister, Ghost, Split Seer, Dracula, Underminer, Drunk): use these abilities when you draw these cards from the deck, and then place them on the discard pile.
- 9 (Obsessor): use this ability when this card is on top of the discard pile.
You may not use the ability on a "drawn from deck" card taken from the discard pile.
For abilities that allow you to view facedown cards, view cards secretly so that no other players can see them. If you swap or otherwise move a card that is faceup, it remains faceup after it is moved.
You may not use any card's ability on the turn that you call for a vote.
Keep the Reference Guide handy for players to look up abilities of their cards, as they won't be able to pick up a facedown card to check how it works unless they use an ability that allows them to view it.
Card Spots
When you view a card, return it to the same spot that you took it from. When a single card replaces another card, the new card must go in the same spot as the old card.
When one card replaces multiple cards, the new card may go in any of the spots that the old cards were in. Then collapse empty spots by sliding cards together.
Round End & Scoring
The round ends when one player has called for a vote and each other player takes one more turn, or the deck is depleted (the latter can happen before all other players get a turn after a player has called for a vote). Slide any faceup cards above your other cards, then flip your remaining cards faceup. This helps show faceup Illusionists, Nellys, and Mad Bombers versus those which may have been facedown in your village.
Each player should resolve the effects of the faceup Nellys (-1s), then Illusionists (0s), and finally Mad Bombers (13s). These cards are always resolved lowest value to highest, starting with the player with the silver token (each player resolves their lowest card in order).
Your score for the round is the sum of your remaining village cards.
However, if you called for a vote and have the lowest sum (or are tied for it), you score 0 points. If you called for a vote and do not have the lowest sum, you score the sum of your cards plus 10 more points.
Write down each player's score for that round, and add it to the sum of the previous rounds.
Place the silver eye in the middle of the table on the side of the deck nearest to the player who scored the fewest points in the current round, with closed eye side face up. If that player successfully called for a vote, they take the silver eye and pull it back toward themselves to their edge of the table with the open eye side face up. This indicates that the player may use the silver eye in the next round. (See "Silver Eye" below.)
If the call was unsuccessful and there is a tie for the lowest score in the current round, the tied player who had the silver eye during this round keeps it face down. If the player with the silver eye did not score the fewest points in the current round, the tied player who is closest to the start player's left places the silver eye in front of them face down near the deck of cards for the next round.
Subsequent Rounds
After the first, second, and third rounds, you'll play one last round.
Shuffle all the cards in the deck and deal four sets of 5 cards. Each player chooses a set. Remove unused sets from the game.
Place the deck in the middle of the table and turn one card faceup next to it to form the discard pile.
Each player secretly views two of the cards in their village.
The player with the silver eye in front of them goes first.
Silver Eye
If you have the silver eye as a result of successfully calling for a vote, place it face up in front of you at the start of the round. You may, at the start of your turn, look through the deck for a card instead of choosing the top card only. After you've chosen a card (to keep or play), you must then shuffle the deck (keeping all cards in their original faceup or facedown orientation) and place it back. After using the silver eye, turn it so that the side with the closed eye is face up. This indicates to all players that the silver eye ability is not available anymore.
Game End
The game ends after four rounds.
The player with the fewest points wins.
In case of a tie, the player who has the silver eye wins. If the player with the silver eye is not tied to win, the tied player closest to the left of the silver eye player wins.
Tips & Reminders
Abilities on cards are activated when the card is faceup:
- 0, -1 & 13 (faceup at scoring): in your village at scoring (they must be faceup before the round ends).
- 2, 3 & 4: in your village.
- 5: in your village immediately after drawing it from the deck.
- 6-8, and 10-12: on the discard pile immediately after drawing it from the deck.
However, the 9 ability is activated any time it is on top of a discard pile. Follow the rules on the card to determine if a card can be placed on top of it.
Remembering Cards
There is a bit of a memory element to Silver Eye, in that you'll need to remember the facedown cards you've seen. One of the best ways to remember your cards is to silently repeat the ones you know from left to right. So if you have seen the first three cards, and they are 1, 8, and 1, repeat "one eight one" to yourself a few times.
It's easy to temporarily forget cards you've seen if you or other players are talking about different things while playing. It is considered bad form to try to distract other players who are focusing on remembering cards they have viewed by saying random numbers out loud.
Combining Decks
You can combine Silver decks to customize your games. Replace all cards of one number from one deck with all cards of that same number from another deck. You can combine any combination of numbers, and any number of decks this way!
Just make sure you always have two 0s, two 13s, and four each of cards 1-12.
A fun way to combine decks is to let the losers of the last game each replace a number of their choice before the next game.
Reference Guide
0 Illusionist
At scoring, each faceup Illusionist is worth negative points equal to the number of cards remaining in the deck.
-1 Nelly
At the end of each round, you may tuck a faceup Nelly under and to the left of any card in any village (showing the - symbol) except a 0 or a card that already has a negative value. At scoring, that card becomes its negative value. If Nelly is not faceup at scoring or the ability is not used, the card is worth -1 point.
2 Simon
For each faceup Simon in your village (including Simon) that matches the top discard card, you may discard 1 faceup card from your village, on anyone's turn. When cards of different value are discarded as part of a single action to the top of the discard pile, you may only discard a card that matches the topmost card.
Players may not prevent you from discarding via Simon's ability by doing their actions quickly or in any manner that prevents you from seeing the topmost discard card.
3 Spotter
For each faceup Spotter in your village, when you are discarding 1 or more cards, you may look at any facedown cards in any 1 village until you find 1 card that matches the discarded card, which is also discarded. If you do not find any matching cards, you still discard the cards you had planned to discard from your village.
If you decide to use the Spotter's ability, you must state you are doing so before looking at your cards and show your discard(s).
4 Gambler
For each faceup Gambler in your village, instead of taking a normal turn, you may predict the value of the card on top of the deck, then flip it up to see if you are correct, placing it on top of the discard pile. If you are correct, you may discard any card (even the Gambler itself). If you are incorrect, take 1 card from the top of the deck and add it to your village without viewing it. You may use the Gambler on a faceup card that is on top of the deck (it's pretty easy that way).
5 Tanner
Keep this card faceup at either end of your village, and turn all facedown cards in your village faceup.
6 Twister
Turn over (faceup or facedown) as many cards in any village(s) as you currently have in your village.
7 Ghost
Discard 1 card from any village, placing it on top of the discard pile.
8 Split Seer
View 1 facedown card from each village that has at least 1 facedown card.
9 Obsessor
There are 4 different Obsessor cards, each of which defines what card can be placed on top of that card on the discard pile. If you attempt to discard a facedown card that does not qualify, show the card to all players, and then keep that card face down. No action can override the Obsessor demands.
If you discard more than 1 Obsessor at once, you may choose which Obsessor goes on top. You do not have to follow the Obsessor demands for cards under the topmost card you are discarding.
If discarding the Obsessor as part of a non-matching set with the Obsessor ending up below at least 1 other card, the Obsessor rule is ignored.
10 Dracula
Move the top 5 cards from the discard pile to the bottom of the deck (not including the newly discarded Dracula that was used to activate the ability), and keep their order and orientation (faceup or facedown) the same. If there are fewer than 5 cards in the discard pile, move all of the cards in the discard pile.
11 Underminer
Exchange exactly 2 cards from any one village with any 2 cards from the discard pile. The 2 cards going to the discard pile are placed at the bottom of the discard pile. All cards retain their faceup or facedown orientation. You may not take the just-played Underminer from the discard pile.
12 Drunk
Give the top deck card (keeping its faceup or facedown orientation) to any village. Do not view the card if it is facedown when placing it, and place it on either end of the village.
13 Mad Bomber
You may place each faceup Mad Bomber in your village at the end of the round on top of another card in any village. Both cards (or all 3 in the case of a card with Nelly placed on it) are removed from the game and are not scored. Silver Dagger's Sentinel and the Silver Collector's Edition's Prince do not protect against this, while the Silver Collector's Edition's Weaver's card (that was placed on top of another card) and Silver Amulet's Bodyguard do protect the card they are covering against this, but they do not protect themselves against the Mad Bomber.