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Jok R Ummytravel - Rules

The document outlines the rules for a card game where players must complete program cards by collecting specific combinations of playing cards. Players are dealt program and playing cards. The aim is to be the first to complete 5 programs by revealing matching combinations from their hand. Additional rules cover gameplay, revealing programs, and ending rounds and the game.

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0% found this document useful (0 votes)
8K views1 page

Jok R Ummytravel - Rules

The document outlines the rules for a card game where players must complete program cards by collecting specific combinations of playing cards. Players are dealt program and playing cards. The aim is to be the first to complete 5 programs by revealing matching combinations from their hand. Additional rules cover gameplay, revealing programs, and ending rounds and the game.

Uploaded by

Ed
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GAME RULES

AIM OF THE GAME


To be the first player to complete 5 program cards.

SET UP PROGRAM CARDS


• To determine who deals first, shuffle the 108 playing Program cards indicate the cards that you must obtain to
cards (green and blue) and deal them one by one to each complete a program.
player, face up. The first player dealt a spade becomes There are two types of possible combinations: straights and 3 or more of-a-kind.
the first dealer.
• The dealer shuffles the deck of program cards (yellow) • Straights: indicated by an arrow crossing diagonally through the series.
and deals one to each player.
Note: These cards indicate the combinations of cards You can choose the sequence that suits you.
required to complete a program. 1x You must comply with the number
of cards indicated.
Attention: They are secret. Players must never reveal their programs All the cards must be of the same suit.
to other players before they complete them.
• The dealer gathers up the playing cards and shuffles them once again. The or
dealer deals 13 cards to each player. Players must not show their cards in
hand to the other players. • 3 or more of-a-kind: indicated by an arrow crossing vertically through each card.
Note: These cards are used to complete the programs.
You can choose the value of the group of cards.
• The dealer places the rest of the deck of playing cards, face down, within reach You must comply with the number
of all. The dealer turns over the first card and places it beside the deck. The of cards indicated.
deck face down is the reserve and the deck formed of cards face up
is the discard deck.
• The game is played clockwise.

PLAYING THE GAME AND A ROUND • Restrictions: some restrictions make combinations harder to achieve.
• It is always the player to the left of the dealer who begins a round.
• You must begin your turn by picking a playing card. You can: Imposed values: indicated by a number or figure on each card
a) Pick the top card from the reserve (cards face down) without You must follow the
showing it to the other players.
b) Pick the top card from the discard deck (cards face up), if you prefer. 1x 1x 5
5 values indicated.
5
Do not forget that
5

4 5
5 5

• Analyze your cards to determine how to complete your program. You can reveal 3 5
in a straight, all cards
4 5
5
3 5

your program to the other players if you have all the cards needed in hand must be of the same suit.
5

(refer to the “Revealing a program” section).


• You must complete your turn by placing a card on the discard deck ,
except if you finish your round by playing your last card.

REVEALING A PROGRAM Suits allowed: indicated by the suits illustrated at the bottom of the card.
You can choose from among the suits allowed and you are not obliged
• When it is your turn to play, if you have all the cards needed to to use all the suits allowed.
complete your program, show your program card to the other players.
• Then, lay out the cards that allowed you to complete your program.
Attention! Some programs have more than one instruction. Make sure that you
1x 1x 1x
have all the cards needed to fulfill your program’s instructions before revealing
your program card.
• Leave your program card face up on the table for the duration of the game.
This allows the other players to see how many programs have been completed
by each player.

PLAYING REMAINING CARDS Multiplication factor: indicated by a number accompanied


• After having revealed your completed program, and during subsequent rounds by a multiplication (x) sign at the top of the card.
of the game, you can continue to play your remaining cards by: You must reveal the number of combinations
a) Laying down groups of a minimum of 3 or more of-a-kind only. indicated (1x, 2x, 3x) to complete the program.
b) Adding to your own combinations of cards laid out or to the combinations 3x
of other players. +
Attention! You are not allowed to form new straights of cards.
+
• You end your turn by placing a card on the discard deck.

END OF A ROUND Wild cards not allowed: indicated by a not-permitted sign at the bottom
• A round ends when you play your last card by placing it on the discard deck of the card.
or by playing it on an existing combination of cards. A round also ends when
all the players have completed their program. You must complete the program without using
2x jokers or “ 2”.
BEGINNING A NEW ROUND AND END OF THE GAME
+
• The dealer changes clockwise with each new round.
• The new dealer deals a new program card only to the players who
succeeded in completing their program during the last round.
Players who did not complete their program during the last round keep
their program card. • SUN CARDS: The game contains two SUN cards equivalent
to two free programs.
• Players must return all their playing cards to the dealer who shuffles them
and deals 13 new cards to each player. If you are dealt such a card, add it to your
completed programs and ask the dealer for
• The first player to complete 5 programs is declared the winner a new card.
(even if the player has some cards in hand after completing the 5th program).
If the free program completes your
Suggestion: If you fail to complete your program after three rounds, you can
Save this information.

5th program, you are automatically declared


change your program card for a new one, if you wish. the winner of the game.
SPECIAL CARDS
RESTRICTIONS
WILD CARDS: The game has 12 wild cards: the jokers (x4) and the
2 (x8). These cards can replace any other regular playing • You cannot create a combination of cards using only wild cards.
card (value or suit). During a round, a wild card keeps the Your combination must contain at least one regular card.
same value assigned to it in a combination of cards. • Until you have completed a program, you cannot play on any other player’s
Note that a “ 2” can never be used like a regular card. revealed cards.
Printed in China.

It is always a wild card. • Although you can add to combinations of cards laid out on the table by other
players, you cannot separate combinations to form new ones.
ACES: In a straight of cards, players can assign the highest and • When you have only one remaining card in hand, you must pick a card from
lowest value to an ACE. the top of the reserve. You cannot pick the top card of the discard deck.
Example: A , 2 , 3 and 4 or J , Q , K and A .
Once a player has assigned a value to an ACE in a series, the
ACE keeps the same value until the end of the round. Enjoy the game!

© 2016 JOK-R-UMMY® TRAVEL GAME IS A TRADEMARK OF JENNICK GAMES INC.


Reg. U.S. Pat. & Tm. Off. www.jok-r-ummy.com www.gladius.ca

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