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Tricky Time Crisis

Tricky Time Crisis Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Setup
  • How to Play
  • Breakdown of Super Power Cards
  • Mid-Knight Expansion (Kickstarter Stretch Reward)
    • Villain Team-Up Alternative Rules

Game Components

84 cards in 4 hero suits (The Daylight Saver, Double Take and Double Time, Kid Cuckoo, and Doc Tock) and 1 villain suit (Dr. Tricky-Time). Each hero suit consists of 14 cards ranked 3, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9 and one super power card. The villain suit consists of 28 cards ranked 8-34 and one super power card.

Setup

  1. Make a deck depending on player count by returning the following cards to the box.

    PlayersRecommended Hero Suits removedDr. Tricky-Time cards removed
    3Doc Tock suit, and Kid Cuckoo suitDr. Tricky-Time cards 21-34
    4Doc Tock suitDr. Tricky-Time cards 8-15 and 29-34
    5No hero suited cards removedDr. Tricky-Time cards 8-21

    Note: Remove the Mid-Knight suit, unless using it as a substitute for another hero suit.

  2. Whoever most recently saved the world is the dealer for the first round. If no one has recently saved the world, determine a random dealer for the first round. Rotate the dealer player position to the left after each round.

How to Play

  1. Deal cards - shuffle and deal 13 cards face down to each player. An undealt number of cards, equal to the player count, are not be used for each round. Players may look at and sort cards in their hands.
  2. Play tricks - the player to the left of the dealer leads the first trick of a round, afterwards the winner of the last trick leads the next trick.
    • Tricky Time Crisis is a "can't follow" trick-taking game, meaning each card played cannot match the suit of any other card previously played to the trick.
    • In this game, a trick is a type of mini-game in which each player plays a single card. The "lead" player plays the first card and other players "follow".
    • The Lead player may play any single card in their hand to start the trick.
    • To play a card to the trick, reveal the card you are playing face up on the table so all other players can see it. Play continues to the left with each player playing one card to the trick.
    • After each player has played one card, the trick is evaluated.
    • Cards from the trick are "taken" by players to their personal score piles and are scored as points at the end of the round. Score piles are open information to other players. Leave the cards in your personal score pile face up on the table.
    • If you have at least one legal card to play during your turn, you must play.
    • The round is over when all players' hands are empty.
    • A round can end early if any player does not have a legal play during their turn because all the cards in their hand match the suit of a card already in the trick. If you have no legal cards to play on your turn, reveal your hand. The current trick and all cards remaining in players hands are discarded. Those cards are not scored this round.
  3. Determine winning team for the trick - when all players have played one card to the trick, the trick is complete.
    • Depending on the card each player played, they are either on the hero team or the villain team for the trick.
    • Add the value of all the hero cards. This includes all cards except the Dr. Tricky-Time card. This is the combined hero value.
    • Compare the combined hero value to the value of the Dr. Tricky-Time card.
    • If the heroes' value is equal to or greater than Dr. Tricky-Time, the hero team wins. If the Dr. Tricky-Time value is higher, the villain team wins.
  4. Take cards from the trick to personal score piles.
    • When the Hero Team wins the trick - the player who played the highest value hero card is the winner of the trick. If more than one player played the highest value hero card, the winner is the player who played last in the trick.
      • The winner of the trick may take a single card of their choice from the trick to their personal score pile or pass.

Breakdown of Super Power Cards

  • Kid Cuckoo has a 0 card. It is the only 0 in the deck and says "Discard the trick this card is played to. No cards are scored this trick. This player leads the next trick." This trick is still played out as normal and the round still ends if a player cannot play a card. When the round ends or the trick completes, the cards in the trick are discarded and not scored by anybody. The leader of the next trick is the player who played this card.
  • Double Take and Double Time have a card labeled with a +2 and says "This card's value is equal to the highest other hero suit card in this trick +2". Additionally, during scoring if you have the +2 Double Take and Double Time and no other cards of that suit, it scores you what you would score from any other hero suit of your choice +2. In a 3 player game where you can score 2 cards in each suit, if you have 2 cards in the Double Take and Double Time suit, and one is this card, this card is worth the value of the other Double Take and Double Time card +2.
  • Doc Tock has a value 10 card that can stop time and says "When you would be forced to score a card, you may discard this card from your score pile instead and take no card."
  • The Daylight Saver super power card has a value of 13.
  • Dr. Tricky-Time has the infinity card that says "This card cannot be beaten. Discard this card after the trick. This player must score every other card in the trick." This card is unbeatable, regardless of the combined hero value, but the trick can still be discarded if Kid Cuckoo's super 0-powered card is played. If this card wins a trick, the player that played it must discard this card and take all other cards in the trick to their personal score pile.

Mid-Knight Expansion (Kickstarter Stretch Reward)

Kickstarter stretch reward expansion - Enter: Mid-Knight - a new 14 card suit that can be added to Tricky Time Crisis.

  • Mid-Knight can be used as an alternative hero suit for game variety.
  • Mid-Knight also offers an alternative way to play the game at 5 or 6 players.
  • Mid-Knight's super power card has a value of V/2 with the text "This card's value is half the value rounded down of the Dr. Tricky-Time card played to the same trick." During scoring, this card has a value equal to half the value of your score for the Dr. Tricky-Time suit.

Villain Team-Up Alternative Rules

You may play 5 and 6 player games where Mid-Knight has teamed up with Dr. Tricky-Time. For set up, use this table:

PlayersHero Suits removedDr. Tricky-Time cards removed
5One hero suit of your choiceDr. Tricky-Time cards 21-34
6No hero suited cards removedDr. Tricky-Time cards 8-15 and 29-34

Note: Always include the Mid-Knight suit for this variant.

  • At the end of each trick, Mid-Knight's card value is added to Dr. Tricky-Time's card value to determine the total for the villain team.
  • When the villain team wins a trick, the player who played Dr. Tricky-Time gets first pick and may take 0, 1, or 2 cards from the trick. Next, the player who played Mid-Knight may take 0, 1, or 2 cards from the trick. Finally, starting clockwise from the player who played Mid-Knight, each hero player is forced to take a single card. It is possible that some hero players will not take a card because there are none remaining.
  • Continuing clockwise from the winner, the other hero team players for the trick, may take a single card from the trick to their personal score pile or pass.
  • After all hero team players have taken or passed, the player on the villain team must take a single card from the trick.
  • When the Villain Team wins the trick - the player who played the Dr. Tricky-Time card this trick is the winner of the trick.
    • The winner of the trick may take 0, 1, or 2 cards of their choice from the trick to their personal score pile.
    • Continuing clockwise from the winner, the hero team players for the trick must each take a single card from the trick to their personal score pile if any remain.
  • Lead a new Trick - After all players have taken cards to their personal score piles, or passed, discard any cards remaining in the trick. The winner of the last trick leads a card from their hand to a new trick.
  • Ending the Round - When any player has no legal play during their turn they reveal their hand and the round is over. Or if all players are out of cards, the round is over.
  • Score the Round - Keep a running score for the game with paper and pencil.
    • When scoring a round, discard all cards remaining in your hand. Those cards are not scored this round.
    • To score the cards you have taken to your personal score pile, first separate all the cards by suit.
    • If you have 2 or more cards of a suit, you score 2 points per card of that suit. Each suit is evaluated separately.
    • If you have a single card of a suit, you add the printed value of that card to your score. Note that there is a super power card in each suit that may have unique scoring rules.
    • 3 Player Games Only: If you have 1 or 2 cards of a suit, you add the printed value of the card(s) to your score. Otherwise, 3 or more cards of a suit score 2 points each.
  • Start a new Round - Shuffle all cards, including those in player score piles, and deal a new round. The player to the left of the previous dealer becomes the new dealer. Continue playing until each player has been the dealer once or at least one player has over 100 points at the end of a hand, whichever comes first.
  • End the Game - The player with the highest score at the end of the game wins. If players are tied for the win, the player who had the highest score in the last round wins. If there is still a tie, players share the win.