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数律 (Suritsu)

数律 (Suritsu) Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Flow of a Turn
  • A: Play a Hand Card
    • Placement Rule
  • Doubles ("Zoro-me") Effects
  • Connecting Scenery Effect
  • B: Pass
  • C: Reverse and Play a Hand Card (Advanced Rule)
  • Victory Conditions
    • One Play Rule
    • Round Score Rule
  • Solo Play Rules
    • Setup
    • Solo Turn Flow
    • Solo Doubles and Scenery Effects
  • Notes and Cautions
  • Play Card List

Components

  • 1 Rulebook (this book)
  • 1 Acrylic Marker
  • 52 Cards:
    • 2 Start Cards: each has 4 different numbers on its front and 4 on its back
    • 43 Play Cards: the front shows 2 or 4 different numbers; the back is common to all cards
    • 1 UP-DOWN Card: flip it over to switch between UP and DOWN
    • 6 Summary Cards

Setup

  1. Deal 1 Summary Card to each player.

  2. Shuffle the 43 Play Cards well and deal them to each player. Cards dealt to a player stay face down near that player as their draw pile (the "mountain").

    Players23456
    Cards dealt to each player1210987
  3. Use the 2 Start Cards to form a two-digit number. You may freely combine the front and back, and left and right, of the cards. However, you may not make an arrangement that forms two numbers at the same time.

  4. Place the Acrylic Marker on the number formed by the Start Cards.

  5. Place the UP-DOWN Card where everyone can see it. Its face is determined by the number formed by the Start Cards: if the number is 49 or lower, use the UP side; if it is 50 or higher, use the DOWN side.

  6. Each player draws 1 card from their own draw pile and holds it as their hand. Players may look at their own hand, but may not look at their draw pile.

The field (フィールド) should be spread out widely in advance. Place the Start Cards and the UP-DOWN Card in the center of the field. Each player keeps their Summary Card, hand, and draw pile beside their area.

Flow of a Turn

On your turn, draw 1 card from your draw pile and add it to your hand. There is no upper limit on the number of cards in your hand.

Then choose one of the following actions, A, B or C. (C is only used with the advanced rules.)

  • A: Play a hand card. Choose 1 card from your hand and connect it to a number on the field.
  • B: Pass. Flip the UP-DOWN Card over and end your turn. The turn passes to the next player.
  • C: Reverse and play a hand card (advanced rule). Return 1 card from your hand to the bottom of your draw pile, flip the UP-DOWN Card over, and then carry out "A: Play a hand card".

After your turn ends, the turn passes clockwise.

Aim to use up your draw pile and your hand as fast as possible.

A: Play a Hand Card

Choose 1 card from your hand and connect it to the cards on the field so that a new two-digit number is formed.

Move the Acrylic Marker onto the newly formed number. The Acrylic Marker is always placed on the number that was formed last.

Which side of the UP-DOWN Card is face up determines which numbers you may make:

  • When UP is face up: you may only make a number that is larger than the last number formed.
  • When DOWN is face up: you may only make a number that is smaller than the last number formed.

In either case, you may not make a number that is the same as the last number formed.

Placement Rule

Always play so that exactly one two-digit number is completed. You may not play in a way that completes two or more numbers at the same time.

Example: The cards would complete both 42 and 22 at once, so this card cannot be played in the position marked with an X.

Covering other numbers is allowed. Example: To make 42, you may play a card that covers the "2" on the right, and this is fine.

Doubles ("Zoro-me") Effects

When you make a double such as 00, 44 or 99 (a "zoro-me"), its two effects, ① and ②, activate in order.

  1. Flip the UP-DOWN Card. Example: Completing the double 66 flips the UP-DOWN Card over.
  2. Draw 1 card from your own draw pile and add it to your hand. The player who made 66 draws 1 card from their own draw pile into their hand, so their hand grows. Once your draw pile is empty, only effect ① is performed.

The more cards you hold, the more options you have, so aim for doubles actively. However, be careful: flipping the UP-DOWN Card can give the next player an advantage.

Connecting Scenery Effect

When you connect cards of the same scenery (same colour) side by side in a row, you may play one more card from your hand.

  • If the scenery differs, or the cards are connected offset from each other (stepped), you do not get the effect.
  • There are 5 kinds of scenery. Space cannot be connected side by side because of its structure, so it never triggers this effect.
SceneryNumber of cards
Grassland (草原)12
Sea (海)12
Deep Sea (深海)8
City (都市)8
Space (宇宙)3

If you keep connecting cards of the same scenery in a row, you may play any number of hand cards, so you can also use many cards at once to go for a comeback.

If you cannot play cards in a row (or do not want to), it counts as a pass, and the UP-DOWN Card is flipped (see B: Pass).

B: Pass

If you cannot play a card (or do not want to), declare "Pass" and flip the UP-DOWN Card over. The turn then passes to the next player.

C: Reverse and Play a Hand Card (Advanced Rule)

At the start of your turn, you may declare "Reverse" (反転) to flip the UP-DOWN Card, and then play a card.

  1. After declaring "Reverse", return 1 card from your hand to the bottom of your draw pile, and flip the UP-DOWN Card over.
  2. Carry out A: Play a hand card. B: Pass is not allowed after a reverse.

You may not declare "Reverse" at a point where A can no longer be carried out, for example when you have no cards left in your hand, or when none of your remaining hand cards can be played after the reversal.

We recommend adding "Reverse" only after you are used to the basic rules.

Victory Conditions

One Play Rule

The player who uses up all cards in their draw pile and their hand is the winner.

Round Score Rule

Play several games and decide the winner by the total score. We recommend 3 to 5 games. Agree on the number of games before you start.

The number of ✓ marks at the top of the card(s) becomes the score. A player who has played out their hand scores 0.

Cards whose edge numbers are easy to use carry higher scores. Strategy then matters: whether to hold on to the edge cards, or to use them early to reduce your score.

The player with the lowest total score after all games is the winner.

Translator's note: the printed page gives the score as the number of ✓ marks at the top of the cards, and shows one card for each value (4, 3, 2 and 1 ✓). It does not spell out whether the score is totalled over all cards still held at the end of a game. This transcription follows the printed text.

Solo Play Rules

Setup

  1. Shuffle the 43 Play Cards well and make a draw pile of the number of cards that matches the difficulty you choose. Cards not used are not used in the game.

    DifficultyCards in draw pile
    ★15
    ★★20
    ★★★25
    ★★★★30
    ★★★★★35
    ★★★★★★40
  2. Use 1 Start Card and 1 card drawn at random from the cards that were not used to make a two-digit number. The rules for connecting the numbers are the same as in the Basic Play Rules.

  3. Place the Acrylic Marker on the number you made.

  4. Place the UP-DOWN Card where it is easy to see. The rules for placing it are the same as in the Basic Play Rules: 49 or lower uses the UP side, and 50 or higher uses the DOWN side.

  5. Draw 3 cards from the draw pile and hold them as your hand.

Solo Turn Flow

  1. Play a hand card. Choose 1 card from your hand and connect it to a number on the field.
  2. Draw 1 card from the draw pile and add it to your hand. Your hand is always 3 cards.

Repeat these steps. If you use up all of your hand and your draw pile, you clear the difficulty.

If you reach a point where you cannot play any card (a situation that would be a "pass"), you fail at that point.

Solo Doubles and Scenery Effects

Making a doubles ("zoro-me") or connecting scenery causes the UP-DOWN Card to flip.

In solo play, the other effects are not used: a doubles does not add a card to your hand, and connecting scenery does not let you play an extra card from your hand in a row.

Because you fail as soon as you cannot play a card, think carefully about when to make a doubles or connect scenery so that the flip helps you.

The solo rules do not include "Reverse" (反転).

Notes and Cautions

  • Cards cannot be used upside down. If it is unclear which way up a card is, check the position of its score: the score is always printed at the top of the card. Some numbers still look correct when turned upside down, so take care.
  • Cards cannot be stacked. You may not play a card so that it lies on top of another card. If a play position would overlap another card, that card cannot be played there.

Play Card List

The last page of the printed rulebook is a picture catalogue of all 43 Play Cards, grouped by scenery. It is a component illustration and is not transcribed card by card; the scenery counts are given in the Scenery table above. The publisher's credits block on that page is omitted.

  • The player who suggested playing Suritsu goes first (or choose the first player by any other suitable method).