ツクル10テン(Tsukuru Ten Ten)
ツクル10テン(Tsukuru Ten Ten) Rulebook
Table of Contents
Table of Contents
Contents
- 61 Number Tiles (1 Red 0 tile, 4 Red and 4 Blue tiles for each of numbers 1-7, and 1 Purple tile for each of numbers 5-8)
- 40 Scoring Chips: 1 Point (20 chips), 3 Points (12 chips), 5 Points (8 chips)
- 1 Dealer Marker (front side shows "1st", back side shows "2nd")
- 4 Bonus Role Sheets
- 8 Tile Stands
- 1 Instruction Manual
Game Objective
The goal is to create exactly "10" with a total of 8 number tiles.
Simply adding the numbers together won't make it easy to reach "10." Use special combos of three tiles to effectively combine the number tiles.
How Special Combos Work
Number tiles (hereafter referred to as "tiles") can be converted into a single number based on the following conditions:
- A set of three consecutive red numbers → the largest number in the set
- A set of three consecutive blue numbers → the smallest number in the set
- A set of three identical numbers of the same color → regardless of the number, it is treated as "0"
Example 1: 3-4-5 (red) → "5"
Example 2: 1-2-3 (blue) → "1"
Example 3: 2-2-2 (same color) → "0"
It's up to you whether you use the tiles as part of a combo or as individual numbers.
Example 1: If you use the tiles 1, 2, and 3 (blue) as a combo, it becomes "3". But if you use them as individual numbers, "1 + 2 + 3 = 6".
Example 2: When you have 1, 1, 1, 2, and 3 (blue), you can choose how the tiles work as you want. For instance:
- You could use 1, 1, and 1 as a special combo for "0," and 2 and 3 as individuals, which gives you 2 + 3 = 5, for a total of 5.
- Or, you could use 1, 2, and 3 as a special combo for "1," and the other two 1s as individuals, 1 + 1 = 2, for a total of 3.
How Tenten Tiles Work
The four purple tiles (5, 6, 7, 8) — the "Tenten" tiles — can be used as either red or blue, depending on your choice.
Example: two blue 7 tiles plus a purple 7 tile can be treated as a set of three identical blue numbers, i.e. "7, 7, 7" (blue).
Example: two red tiles (6, 7) plus a purple 8 tile can be treated as three consecutive red numbers, i.e. "6, 7, 8" (red).
Game Setup
- Each person receives 2 card stands (hereafter referred to as "stands") and a bonus role sheet.
- The person who likes the number 7 the most becomes the dealer. If no one fits this, choose a dealer in the most suitable way.
- The dealer receives a dealer marker and score chips (hereafter referred to as "chips"). The dealer places the marker in front of them with the front side up. The dealer also manages the chips, keeping them nearby until the game ends.
- Place all the tiles face down in the center of the table and mix them well. There's no need to arrange them neatly — these are now called the "draw pile."
- Each player randomly picks 7 tiles from the draw pile and places them on their stand as their hand. Once you see the numbers on the tiles, you cannot return them to the draw pile or repick.
Round Flow
- Turns proceed clockwise starting from the dealer.
- On your turn, you can perform one of the following actions:
- A. Pick one tile from the draw pile. (Afterward, you may declare "Tenten." to complete your set or discard one tile from your hand.)
- B. Declare a "Get." (Afterward, discard one tile from your hand.)
- C. Declare "Tenten" using a tile from the discard pile.
- If no one declares "Tenten" and the draw pile is exhausted, the round ends, and preparations for the next round begin. At this point, the dealer marker remains in place.
A. Pick one tile from the draw pile.
- Pick one tile from the pile and add it to your hand.
- When you can make exactly 10 with the 8 tiles in your hand, you can declare "tenten." This allows you to "finish" (the term will be explained later).
- If you don't declare "tenten," pick one tile from your hand and place it face up as a discarded tile. From then on, place the latest discarded tile to the right of the previous one.
B. Declare a "Get."
- You can declare "get" if you can form a special combo using 2 of your hand tiles and a discarded tile from another player. (Only the latest discarded tile is available.)
- Place the 2 hand tiles and the corresponding discarded tile face up in front of you. Pick one tile from your hand and place it face up as your discarded tile.
- The 3 tiles revealed during a "get" declaration must be treated as a special combo. They cannot be considered as individual numbers. You cannot combine them with other tiles to create a different special combo. Example: if you revealed 1, 1, and 1 during a "get" declaration, they must be treated as "0."
- You can declare "get" on every turn if it's possible.
C. Declare "Tenten" using a tile from the discard pile.
When you can make an exact total of 10 with 8 tiles which includes 7 tiles from your hand (or 7 tiles including a "get") and one of the other players' discarded tiles, you can declare "tenten" (note that only the latest discarded tile is available). This allows you to "finish" (the term will be explained later).
Example Illustration for Four Players
With four players, the First Player (the initial dealer) holds the dealer marker. Play proceeds clockwise: the Second Player has formed a "Get" set (2, 3, 4) from a discarded tile plus two hand tiles, and holds hand tiles 1, 7, 7, 5; the Third Player has formed a "Get" set (5, 5, 5) and faces the draw pile; the Fourth Player holds hand tiles 5, 7, 4, 7. The discard pile runs left to right in the center of the table, growing toward the Fourth Player, with a "Tenten" callout marking a declared finish.
"Finish" after Declaring "tenten"
Reveal all the tiles in your hand, including the set of three from a "get" or the corresponding discarded tile if used.
All players must verify that the total of the 8 tiles equals 10. If correct, the player receives 1 point chip.
- In case of an error, return all tiles to their positions before "finish" was declared. The other players will each receive 1 point chip.
- If you declared from your hand, discard one tile to end your turn. However, if you declared from discarded tiles, you must redo your turn. Then, the next player continues with their turn.
Setup for the Next Round
- Place all the tiles face down in the center of the table and mix them well.
- Each player randomly picks 7 tiles from the draw pile and places them on their stand as their hand. Once you see the numbers on the tiles, you cannot return them to the draw pile or repick.
- The player with the dealer marker will take their turn to start the new round.
How to End the Game
The game ends when a player reaches 4 points, and that player is declared the winner.
Advanced Rules
Once you become familiar with the game, you can enhance your experience by playing with the advanced rules. In the advanced rules, some of the rules are modified, and bonus roles are introduced.
"Finish" Bonus
When you declare "tenten," the points you can earn depend on the tiles you have. Refer to the base points and bonus points on the bonus role sheet, and calculate the total points you gain.
Example 1: Dealer. Hand: 2, 3, 5, 5, 5, 5, 6, 7 (hand tiles 2, 3, 5, 5, 5; "Get" set 5, 5, 5).
Points: 3 points for being the dealer + 2 points for a Single Four (the four 5 tiles) + 1 point for Seven (the hand includes a 7) + 1 point for No One (the hand has no 1 tiles) = 7 points.
Example 2: Non-Dealer. Hand: 1, 1, 1, 2, 2, 2, 3, 4.
Individual (1 + 1 + 1 + 3 + 4) + Special Combo (2, 2, 2 → 0) = 10.
Points: 2 points for being a non-dealer + 1 point for Close (finished without declaring "get") + 2 points for Under Five (all tiles below 5) + 3 points for Double Three (two sets of Single Three: the three 1 tiles and the three 2 tiles) = 8 points.
Bonus Role Sheet
Base Points: Dealer 3 points, Non-Dealer 2 points. Bonus Points are added on top of the base points, subject to the notes below.
Note: bonus points that share the same mark (♡ or ♦) are not counted multiple times. Bonus points that share the same mark (♠), including those from Tenten tiles, do not stack.
1 Point
| Bonus | Condition |
|---|---|
| Close | Finish without declaring "get." |
| No One | The hand does not have the number 1. |
| Single Three ♡♦ | A set of three tiles of the same color and number. |
| Half Color ♠ | Four red tiles and four blue tiles. |
| Seven | At least one tile with the number 7. |
| Straight | Five or more consecutive numbers of the same color. |
| Two Blue | Exactly two blue tiles in the hand. |
2 Point
| Bonus | Condition |
|---|---|
| Under Five | All tiles have values less than five. |
| Single Four ♡ | A set of four tiles of the same color and number. |
| Single Color ♠ | All tiles are of the same color; if red, earn an extra point. |
| Eight | At least one tile has the value of eight. |
3 Point
| Bonus | Condition |
|---|---|
| Double Three ♦ | Two sets of Single Three; if both sets have the same number, add 1 point. |
| Heaven | Finish with a tile drawn from the pile during the first turn. |
5 Point
| Bonus | Condition |
|---|---|
| Multi ♡ | One set of Single Three and one set of Single Four. |
10 Point
| Bonus | Condition |
|---|---|
| Double Four ♡ | Two sets of Single Four. |
★ Victory ★
| Bonus | Condition |
|---|---|
| God Ten | A Double Four consisting only of the numbers 2 or 5. |
Single Three, Single Four, Multi, and Double Four are mutually exclusive (marked ♡). Single Three and Double Three are also mutually exclusive (marked ♦). Half Color and Single Color are likewise mutually exclusive (marked ♠).
Each free Tenten tile (purple tile) must be assigned either Red or Blue color before evaluating the hand for bonuses.
Rules for Handing the Dealer Marker
When the dealer declares "tenten" and earns the "finish" bonus, the dealer marker stays in the same position, and the game proceeds to the setup for the next round (the dealer continues). In all other cases, hand the dealer marker to the player on your left when preparing the setup for the next round.
How to End the Game
- When the dealer marker returns to the first dealer, turn the marker upside down, showing the "2nd" side up.
- The game ends when either a player accumulates more than 25 points or the marker returns to the first dealer for the second time. (This means each player will have the opportunity to be the dealer twice.)
- Whoever has the most points wins. In the event of a tie, if the first dealer is included in the tie, the first dealer is declared the winner. If the first dealer is not included in the tie, the player closest to the first dealer in the turn order is declared the winner.
- In a round, if a player finishes with a "God Ten," that player wins, and the game ends immediately.
Variant Rules (For Those Who Want to Enjoy Longer with Advanced Rules)
Change the condition to end the game to only until someone earns more than 25 points.
Credits
- Cooperation: SUNNY BIRD Inc. (https://sunny-bird.com/)
- Video Production: Kana Ozaki (Nill Inc.)
- Artwork: Hitomi Okubo (Nill Inc.)
- Game Design: Kenichi Kabuki (Game NOWA) — @KABU_KEN65
- Publisher / Product Inquiries: Nill Inc. (https://nill.shop/c-contact)