Rules

BEFORE EACH

ROUND BEGINS

HAVE EACH PLAYER PICK ONE CARD FROM THE DECK. THE PLAYER TO THE RIGHT OF THE PLAYER WITH THE HIGHEST CARD DEALS.
1) SHUFFLE THE CARDS WELL, AND DEAL CARDS FACE DOWN FROM LEFT TO RIGHT ONE CARD AT A TIME UNTIL EACH PLAYER HAS 4 CARDS.
2) EACH PLAYER ARRANGES THEIR CARDS IN 2 ROWS OF 2 IN FRONT OF THEMSTILL FACE DOWN.
3) DEALER PLACES REMAINING CARDS ON THE TABLE, AND TAKES THE TOP CARD AND PLACES IT FACE UP NEXT TO THE OTHERS.
4) EACH PLAYER MAY LOOK AT THE 2 CARDS CLOSEST TO THEM, WITHOUT LETTING THE OTHERS SEE THEM. THEY STILL STAY FACE DOWN. IMPORTANT EACH PLAYER CAN LOOK AT THE 2 CARDS CLOSEST TO THEM ONLY BEFORE TAKING THEIR FIRST TURN. ONCE THEIR FIRST TURN IS TAKEN THEY MAY NOT LOOK AT THE TWO CARDS. IT IS IMPORTANT TO REMEMBER THEM. PLAYERS WILL NOT SEE THEIR OTHER TWO CARDS.

THE PLAY

LEFT TO RIGHT FROM DEALER

1) TAKE EITHER THE TOP CARD FROM THE DECK, OR THE CARD THAT IS FACE UP.
A) IF YOU TAKE THE CARD THAT IS FACE UP, YOU WILL PLACE THAT CARD FACE UP IN THE PLACE OF ONE OF YOUR FOUR CARDS – AND DISCARD THE CARD THAT WAS REPLACED FACE UP NEXT TO THE DECK.
B) IF YOU TAKE A CARD FROM THE DECK, YOU MUST DECIDE WHETHER TO KEEP THAT CARD, OR DISCARD IT. IF YOU KEEP IT, PLACE IT FACE UP IN THE PLACE OF ONE OF YOUR FOUR CARDS AND DISCARD THE CARD THAT WAS REPLACED NEXT TO THE DECK.
2) REPEAT STEP 1 FOR EACH PLAYER. WITH EACH TURN, ONE CARD IN THE PLAYER’S HAND WILL BE TURNED FACE UP.
3) CONTINUE UNTIL EACH PLAYER HAS TAKEN 4 TURNS, AND ALL 4 CARDS ARE FACE UP FOR EACH PLAYER.
4) RECORD THE SCORES FOR EACH PLAYER ON THE SCORE SHEET. (SEE SCORING) THE PLAYER WITH THE HIGHEST SCORE IN EACH ROUND DEALS THE NEXT ROUND. PLAY 10 ROUNDS TOTAL, AND THE PLAYER WITH THE LOWEST SCORE WINS. IF THERE ARE MORE THAN 4 PLAYERS YOU MAY CHOOSE TO PLAY ONLY 5 ROUNDS TO SPEED UP THE GAME.

SCORING

* ALL CARDS ARE WORTH FACE VALUE.
* ANY PAIR OR THREE OF A KIND CANCEL OUT AND TOTAL ZERO POINTS WITH THESE EXCEPTIONS:
1) THE-5 CARDS DO NOT CANCEL. EACH ONE COUNTS NEGATIVE 5. TWO-5 CARDS WOULD EQUAL -10.
2) CARDS WITH 10 ON THEM ONLY CANCEL IF THE IMAGES MATCH.
* THE WILD CARD CAN BE USED AS ANY CARD THE PLAYER CHOOSES.
* IF A PLAYER HAS 4 CARDS THAT ARE THE SAME IN ANY ROUND, THAT PLAYER WINS THE GAME AUTOMATICALLY AND THE GAME ENDS. NOTE IF THE 4 CARDS ARE ALL 10S, THE IMAGES MUST ALL MATCH. NOTE ONE OF THE CARDS CANNOT BE A WILD CARD.
* THE LOW SCORE WINS

STRATEGIES

* IT IS IMPORTANT THAT EACH PLAYER REMEMBERS THEIR CLOSEST TWO CARDS DURING EACH ROUND.
* IF A PLAYER KNOWS THEY HAVE A POLAR BEAR 10. AND A POLAR BEAR 10 IS DISCARDED BY THE LAST PLAYER. THEY SHOULD TAKE THE POLAR BEAR 10 AND REPLACE ONE OF THEIR OTHER CARDS WITH IT. NOW THE TWO POLAR BEAR 10S CANCEL OUT AND TOTAL ZERO POINTS. THIS WOULD APPLY TO ANY CARD EXCEPT THE -5, BUT IT IS ESPECIALLY IMPORTANT TO CANCEL OUT THE HIGHER VALUED CARDS.
* THE DECK CONTAINS 4 OF EACH CARD, AND ONE WILD CARD. THERE ARE 12 10S IN THE DECK, BUT ONLY 4 WITH A POLAR BEAR, 4 WITH A SNOWY OWL, AND 4 WITH A PENGUIN. KEEP THIS IN MIND AS YOU ARE COMPLETING YOUR HAND.

NOTE

WHEN A PLAYER DRAWS A CARD – THEY MUST DECIDE WHETHER THEY ARE KEEPING THE CARD, OR DISCARDING IT AND TURNING UP ONE OF THEIR CARDS. THEY CAN’T DRAW A CARD, TURN UP A CARD, AND THEN DECIDE WHICH CARD THEY ARE KEEPING.

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