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How To Play - FROG JUICE - Game Rules
Object
The player with the most points wins. Earn two points for
capturing or using the most Ingredient Cards, and one point for each
Power Card you capture or use.
Ingredient Cards
Ingredient Cards are used to complete spells and capture other
cards. They're easy to recognize by the numbers printed in the
upper left corner of the card. The numbers don't mean the cards
are worth more or less, they just identify which cards you can capture
during your turn (by matching or adding cards to equal the numerical
value of another card).
Power Cards
Power Cards have special powers. It's easy to recognize them
by the power puff icon in the upper left corner of each card.
There are four Witches, four Frog Juice, one Black Cat, one All Purpose
Witch Wash, and five different Spells. For a description of the
special powers and a guide to playing them, read "Playing Power Cards"
later in the rules.
You won't find the Frog Juice card in that section, though. It's
scored like a Power Card, but played like an Ingredient Card. Frog
Juice is special, not for the powers it has, but because it's the name
of the game. It has both a number and a power puff icon, so
capture it like an Ingredient Card, then place it in your Power Pile for
one point.
Set-Up
The first time you play, look over the cards in the deck so you'll
be able to recognize Ingredient and Power Cards.
Next, decide which player will be the dealer. The dealer shuffles
and deals four cards to each player. He places the next four cards
from the deck face up in a row in the center of the table (this is the
only time cards from the draw pile are laid out in the center), and
stacks the remaining cards face down as the draw pile.
During the game, there won't always be four face-up cards in the center
- sometimes there will be more, sometimes there will be less - as
players capture cards and then discard.
Game Play
The player to the left of the dealer goes first, and play continues
clockwise.
Here's how to play
a turn:
-
Always start your
turn with a hand of four cards. At the beginning of your turn,
draw as many cards as you need to bring your hand back to four ( you
won't need to do this on your first turn). Look at the cards in
your hand.
-
Then take ONE of
the following actions:
-
Capture cards from
the center, or
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Play the Black Cat
Card, or
-
Sweep with a Witch
Card, or
-
Play a Spell Card,
or
-
Take no action
(pass) and discard to end your turn. (There are two reasons you
might want to pass: either you don't have any playable cards in
your hand, or you want to save your cards for a strategic move later
on.)
3. Once you've taken your action, but before you end
your turn, you can add cards to any incomplete spells you have on the
table from previous turns by asking your opponents, picking up cards
from the face-up cards in the center, or taking cards from your own
hand.
4. To end your turn, discard one card face up to the
center (even if you take no action and pass your turn). If you
don't have any cards in your hand, you can't discard.
Capturing Cards
To capture cards, you match one or more cards from your hand to one
or more face-up cards from the center. You can do it one of three
ways
-
Make a direct
match. Match one card from your hand to another card from the
center. Both cards must have the same numerical value.
Example: A Newt (4) from your hand may capture a Newt (4) from the
center because they both have the numerical value of 4.
-
Add one or more
cards from the center to equal the numerical value of one card from your
hand. Example: Deadly Nightshade (11) from your hand may
capture any card combination from the center that adds up to 11 such as
Toadstools (7), Toads (3), and Shrinking Brew (1).
-
Add one or more
cards from your hand to equal the numerical value of one card from the
center. Example: Bats (2) and Shrinking Brew (1) from your
hand may capture any 3 card in the center, such as Toads (3).
Each time you
capture cards, place them in one of two piles on the table in front of
you: put your Ingredient Cards in one pile, and your Power Cards
in another. The cards in these piles are out of play for the rest
of the game.
Playing Power
Cards
You can only play a Power Card if you have it in your hand. So
what do you do if there's a Power Card face-up in the center? If
it's a Spell, the Black Cat, or the All Purpose Witch Wash, it's
powerless. It can only be captured by sweeping with a Witch Card.
If a Witch is one of the face-up cards in the center, it's also
powerless, but it can be captured two ways: by the All Purpose
Witch Wash Card or by sweeping with another Witch Card. Once a
Power Card in the center is captured or swept, it goes right into your
Power Pile for one point, without being played.
-
Black Cat
A Black Cat Card in your hand is good luck for you and bad luck for
your opponents! On your turn, you can use it to steal a Power Card
from any other player's Power Pile (this is the only time during the
game that a card can be removed from a player's pile). First, show
your opponent the card, then take any one of the Power Cards form his
pile. Once you've made your move, place both cards in your own
Power Pile.
-
Witch
To use a Witch Card as the action for your turn, take the card and
"sweep" all the face-up cards in the center. (Keep in mind that
the Witch can't sweep cards from Power or Ingredients Piles, nor can it
sweep incomplete spells.) Once you gather all the swept cards from the
center, place them in your appropriate Ingredient and Power Piles.
-
All Purpose
Witch Wash
Use the All Purpose Witch Wash Card at any time, during your turn or
someone else's. (Remember - playing the All Purpose Witch Wash
Card doesn't count as the action for your turn....it's extra.)
There are three
ways to play it:
-
Capture a Witch
Card from the face-up cards in the center - the other face - up cards
remain in the center. Then place the Witch Card and All Purpose
Witch Wash Cards in you Power Pile.
-
"Melt" another
player's Witch Card as he's sweeping the center cards with it.
Show your all Purpose Witch Wash Card and say "Witch Wash" - that will
melt his Witch Card so you can steal it and all the other cards he was
trying to sweep. Then place all the cards in your appropriate
Ingredient and Power Piles. The person who played the Witch Card
discards, as his turn is now over.
-
Melt your own Witch
Card as you're sweeping the center cards with it. (That's one way
to make sure you get the Witch and the All Purpose Witch Wash Cards for
your Power Piles.)
Spells
To play a Spell Card as the action for your turn, place it face up
on the table in front of you and announce that you're playing a spell.
To complete the spell, collect one of each of the cards listed on the
Spell Card. Each time you get a card you need, place it under your
Spell Card until you complete the spell. Then put the Ingredient
Cards in one pile, and the Power Cards (including the Spell Card) in
another.
Here's how to
complete a spell:
-
First, take any
cards you need from your own hand.
-
Next, take any
cards you need from the face-up cards in the center.
-
Finally, ask other
players for any cards that you still need. Start with the player
on your left and continue clockwise until you've asked each player, or
until you get all the cards you need. A player only has to give
you the card if you specifically ask him for it, so don't forget to ask.
Any time you can't
complete a spell, leave it on the table to complete later.
(Remember - adding a card to an incomplete spell doesn't count as the
action for your turn...it's extra.) After you've taken your
action, you can always go back to your incomplete spells. But if
you discard after your action and forget to ask for the cards you need,
you're out of luck until your next turn. Keep in mind that
incomplete spells are safe - they can't be swept by the Witch and they
can't be stolen by the Black Cat.
Ending The Game
Continue playing until there are no cards left in the draw pile and
players have no more playable cards in their hands.
Scoring
First, count the number of cards in your Power Pile. You get
one point for each Power Card.
Then count the
number of cards in your Ingredient Pile. Whoever has the most
cards gets two points; other players don't get any points. If
there's a tie for the greatest Ingredient Pile, the tying players each
receive two points.
Finally, add the
score from your Power Pile to the score from your Ingredient Pile.
(Don't count the cards left in the center, the cards left in your hand,
or any incomplete spells left on the table - just set them aside.)
The player with the most points wins.
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