The Everdeck
The Everdeck Rulebook
Table of Contents
Table of Contents
For Sale (3-6 players)
For Sale: Setup
Cards to use:
- Use Red/Black cards as Property cards numbered 1-30.
- Use Blue cards as Currency cards numbered 0-14.
- Optionally use Yellow cards for money tokens. There are not enough yellow cards to support 4 nor 6 players.
Setup:
- Separate and shuffle Currency and Property cards.
- Players start with:
- 3-4 players: $18K
- 5-6 players: $14K
- Discard from each stack:
- 3 players: 6 cards
- 4 players: 2 cards
- 5-6 players: 0 cards
For Sale: Rules
Buying Phase
- Reveal 1 Property card per player.
- Players bid in turn, increasing the previous bid or passing.
- If a player passes, they take the lowest Property card and get back half their bid.
- Continue until all Properties are bought.
Selling Phase
- Reveal 1 Currency card per player.
- Players choose and reveal Property cards simultaneously.
- Highest Property gets highest Currency, and so on.
For Sale: End
End of Game
- Game ends when all Properties are sold.
- Total money from Currency cards and remaining coins.
- Player with the most money wins!
Battle Line (2 players)
Battle Line: Setup
Cards to use:
- Troop cards: 1-10 in 6 suits.
- Tactic cards: 10 black cards.
- Flags: Any 9 objects. Face-down cards can work.
Setup:
- 9 flag tokens in line between players.
- Shuffle and deal 7 troop cards to each player.
- Place Troop deck & Tactics deck at line ends.
Battle Line: Rules
To Win: Claim 3 adjacent Flags or 5 total.
On your turn: Play 1 Troop or Tactics card, then draw a card.
Troops can claim flags in formations of 3 cards, ordered best to worst here:
- Wedge: Run of 3 in same suit
- Phalanx: 3 of a kind
- Battalion Order: 3 of same suit
- Skirmish Line: Any run
- Host: Any other combo of 3 cards
Flags are claimed with a formation when you prove the opponent can't beat your formation using basic troop cards. Ties are settled by summing card ranks.
Battle Line: Tactics
- Emperor: Troop - wild colour and rank. Exclusive with Empress.
- Empress: Troop - wild colour and rank. Exclusive with Emperor.
- Strength: Troop - wild colour. Rank 8.
- Magician: Troop - wild colour. Rank 1-3.
- Fool: Formations here are equal.
- Opposition: Formations here need 4 troops.
- Priestess: Draw 3 cards. Place 2 cards from hand on decks.
- Chariot: Move or discard 1 card on your side.
- Death: Discard 1 enemy card on unclaimed flag.
- Devil: Move enemy troop from unclaimed flag to your side.
Coloretto (2-5 players)
Coloretto: Setup
Cards to use:
- 2p: Play with 5 suits
- 3p: Play with 6 suits
- 4-5p: Play with 7 suits
Game Setup:
- Place face-down cards denoting draft rows. 1 row per player. For 2 players: Use 3 rows but each row has max 1/2/3 cards.
- Give each player a card from a unique suit.
- Shuffle remaining cards.
- Place "Last Round" card in deck, 16 cards from bottom.
Coloretto: Rules
On your turn: Choose 1:
- Draw a card and place it in a row. Max 3 cards per row.
- Take all cards in a row. You are out for the round.
After the round: Return all 3 face-down cards.
Last Round card is drawn: The game ends after the current round.
Scoring:
- Each player chooses 3 colours. Score those positively and all others negatively.
- +2 cards are always positive.
Coloretto: Scoring
| Cards | Score | Score (Alt) |
|---|---|---|
| 1 | 1 | 1 |
| 2 | 3 | 4 |
| 3 | 6 | 8 |
| 4 | 10 | 7 |
| 5 | 15 | 6 |
| 6+ | 21 | 5 |
Hanabi (2-5 players)
Hanabi: Setup
Cards to use:
- This game uses the dots under the suit on each card.
- For each suit, use (3) 1s, (2) 2s, 3s, 4s, and (1) 5.
- 3 storm cards and 8 clue cards.
Setup:
- Set clue and storm cards in a pile in descending order.
- Shuffle cards and deal:
- 2-3 players: 5 cards
- 4-5 players: 4 cards
Cards must be held face-out so you can't see them.
Hanabi: Rules
Objective: Take turns playing cards to get each suit in order from 1-5.
On your turn: Choose 1:
- Give a hint to another player by telling them the suit OR value of cards in their hand. Flip over the top clue card.
- Play a card that creates or extends a pile on the table.
- If the card can't be played in ascending order, discard it and remove a storm card.
- Draw a card.
- If you played a 5, restore a clue card.
- Discard a card, draw a card, and restore a clue card.
Hanabi: End
Game ends when 1 occurs:
- All 5 suits are arranged 1-5
- All 3 storm cards are removed
- Last card is drawn. Everyone gets 1 more turn.
Scoring: Team score is the sum of highest played cards in each suit.
| Score | Rating |
|---|---|
| 25 | Legendary |
| 21-24 | Excellent |
| 16-20 | Good |
| 11-15 | Okay |
| 6-10 | Poor |
| 0-5 | Horrible |
Letter Head (2-8 players)
Letter Head: Setup
Cards to use:
- Use all Everdeck cards.
- The letter in the bottom right of each card is used to spell words.
- The small dots in the top left of each card represent points when scoring.
Setup
- Choose a dictionary (may include proper nouns).
- Shuffle and deal 5 cards to all players (2-8).
Letter Head: Rules
Objective: Play letter cards and convince others that you spelled a word. Get bonus points for tricking opponents.
On your turn: Choose 1: 1.
- Play cards to form a word and declare the word. They can be face-down. You may bluff.
- After all players had a chance to call your bluff, reveal the cards and score points for each letter, plus points based on the scoring card.
- Pass. Discard as many cards as you like.
Players must draw to 5 cards if they have less than 5, and may draw extra cards at any time (hand limit of 10).
Letter Head: Scoring
Bluffing:
- Gain 2 points per player that incorrectly called your bluff.
- Players that correctly called your bluff gain 2 points. You score 0 this turn.
Bonus Points: Gain bonus points for using over half of the cards in your hand: Bonus = # of cards played - # of cards left in hand
Lost Cities (2 players)
Lost Cities: Setup
Cards to use:
- Any 5 suits for base game, 6 suits for advanced game.
- One unique card per suit for "sites". Aces work well.
- If borders on the X (10) cards are confusing, use 0s as 10s instead.
Game Setup:
- Place site cards between players as discard piles.
- Shuffle 5-6 suits.
- Deal 8 cards to each player.
Lost Cities: Rules
Objective: Create stacks of ascending cards of the same suit. Big stacks score high but small stacks subtract from score.
Game Turn:
- Play or discard a card, then draw a card.
- To play a card, place it on top of one of your stacks (or start a new one). Wager cards must be played before number cards in a stack.
- To discard a card, place it on top of its site card.
- Cards can be drawn from the deck or the top of any discard pile.
Lost Cities: End
End Game:
- Game ends when draw pile is empty.
- Score each stack by summing card values, subtracting 20, And multiplying by number of wagers +1.
- Stacks with 8+ cards earn a 20-point bonus.
- Highest total score after three games wins.
No Thanks! (3-7 players)
No Thanks: Setup
Cards to use:
- 33 Cards numbered from 3 to 35.
- 55 Pass Tokens. Face-down cards can be used.
Setup:
- Determine number of rounds to be played (typically 4).
- Shuffle the deck and set aside 9 cards face down.
- Use the remaining 24 cards as the draw deck.
- Reveal the top card of the deck.
- Distribute Pass tokens to each player.
- 3-5p: 11 tokens
- 6p: 9 tokens
- 7p: 7 tokens
No Thanks: Rules
Objective:
- Score the fewest points over several rounds.
- Minimize points by organizing cards into sequential runs.
Gameplay:
- On your turn, choose to place a Pass token on the active card or take the active card.
- Cards taken are placed face up in front of you.
- Organize cards into sequential runs to minimize points.
No Thanks: End
Scoring:
- The round ends when the deck is exhausted.
- Score each player's total points by adding the values of cards taken.
- Only score the lowest card in a sequential run.
- Deduct 1 point for each Pass token.
- If playing multiple rounds, add scores from this round to the total.
Parade (2-6 players)
Parade: Setup
Cards to use: 66 cards in 6 suits (ranks 0 to 10)
Setup:
- Deal each player 5 cards.
- Place 6 cards face up in a row on the table as the initial parade.
- Define the front and end of the parade.
- Place the remaining cards in a draw pile.
Parade: Rules
Objective:
- Avoid collecting cards from the parade. Lowest score wins.
On your turn:
- Play a card from your hand to the end of the parade.
- Collect cards with position number higher than played card:
- If card suit matches played suit OR
- If card rank <= played rank
- Draw a card
Last Round:
- Last round starts when a player collects all 6 suits or draw pile is empty.
- Do not draw cards in last round.
Parade: End
End of the Game:
- Players choose 2 cards from their hand to discard. The other 2 must be scored alongside collected cards.
- Player with most cards of each suit scores only 1 point per card of that Suit. 2 players: Must have 2+ cards more than opponent for Majority.
- Otherwise, score points equal to card ranks.
- Lowest score wins. Tiebreaker: Fewest cards wins.
Ito (3+ players)
Ito: Setup
Cards to use: Cards numbered from 1 to 100.
Setup:
- Choose a theme that can include nouns on a spectrum. Ex: Biggest animals or best vacations.
- Shuffle and deal 1 card to each player.
- Set a life counter to 3 points per player.
- Play 3 rounds. Each round, increase cards per player.
Ito: Rules
Gameplay
- Each player announces their card using a noun within the theme.
- If anyone says a number, the game ends.
- Players discuss card order based on announced nouns.
- Play cards in ascending order. If a card is played out of order, lose 1 life per missed card.
End of Round:
- Choose a new theme.
- Shuffle + deal cards to players.
- Add 1 to life points (max 3 life).
Red7 (2-4 players)
Red7: Setup
Cards to use: Cards numbered 1-7 in 7 suits.
Setup:
- Deal 7 cards to each player and 1 face-up to start each player's palette.
- Place the 0 of Stars face up on the table. This is the starting canvas where cards are played.
Red7: Rules
Objective:
- Be the last player standing. You must be winning by the current rule at the end of your turn or you're out.
Turn Actions:
- Play a card to your palette (tableau).
- Discard a card to change the game rule.
- Do both or none.
Ties:
- Break ties by checking the highest card in each player's set.
- If still tied, use the number in the top right of the highest card.
Red7: Rules by Suit
Top card on canvas determines the current rule to stay in the game.
- Stars: Highest card
- Moons: Most of one number
- Crowns: Most of one suit
- Coins: Most even numbers
- Diamonds: Most different suits
- Hearts: Most numbers in a run
- Spades: Most numbers below 4
Optional Scoring: After the round, winner keeps their palette cards to add up as their score.
Advanced rules: Found in the rulebook by scanning the QR code.
Hearts (4-11 players)
Hearts: Setup
Cards to use: 52-card deck.
Setup:
- Dealer is chosen by drawing the lowest card.
- Dealer shuffles and deals 13 cards to each player.
Hearts: Setup for 5-11 players
Differences:
- Use all 8 suits with small adjustments (see below).
- The 4 colours are the 4 suits. Hearts are red.
- Pairs cancel out in tricks, but still count as points.
- If all cards are cancelled, next winner takes them all.
Dealing:
- 5p: Add 1 club
- 6p: Remove yellow 2s
- 7p: Add 1 club
- 8p: No change
- 9p: Remove 2 spades, yellow+blue 2s
- 10p: Remove yellow+blue 2s
- 11p: Remove 2 spades, yellow+blue 2s
Hearts: Rules
Objective: Have the fewest points when a player reaches 100.
Gameplay:
- Lowest club leads first.
- Must follow suit if possible; if not, any card can be played.
- Hearts or the Queen of Spades can't be played on first trick.
- Hearts can't lead until a heart has already been played.
- Winner of each trick leads the next.
Scoring:
- Hearts = 1 point each
- Queen of Spades = 13 points.
- Avoid gaining points.
- If a player takes 13 Hearts and Queen of Spades ("Shooting the Moon"), score 0, others get 26 points.