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Card Game Instructions
Copyright 1983, 1984, 1985, 1986, International Games Inc. All Rights Reserved
Congratulations! You are about to play RAGE an exciting card game from the makers of UNO. RAGE combines strategy, skill and luck for fun and excitement.
AGES: 11 and up PLAYERS: 2 to 10
OBJECT OF THE GAME: To score the highest number of points by taking the same number of tricks you bid.
EQUIPMENT: 108 cards total including 6 Suits of cards each numbered 0 - 15 (Suits Colored red, blue, green, yellow, orange, and purple) and 12 Special Cards including: 2 Wild Rage cards, 3 Out Rage cards, 3 Change Rage cards, 2 Mad Rage cards, 2 Bonus Rage cards.
FIRST TIME PLAYERS OF RAGE: We suggest playing at least the first hand FACE UP on the table so that all the players can read the instructions together. (SEE SUGGESTIONS AND STRATEGY HINTS.)
SUMMARY OF PLAY: Deal 10 cards to each player (the number decreases for each hand) and determine the TRUMP colour. Each player states the number of tricks he thinks he can make for that hand. The first player places a card on the table. Each player in turn lays down a card which must be the same colour as the suit led. After all players have taken a turn, the player with the highest card takes the trick. Play continues until the hand is completed;
TERMS USED IN THIS GAME:
ROUND: (Tricks) The cards that are played on the table in turn, one from each player.
HAND OF PLAY: A complete set of rounds ending when all the player's cards have been played.
RAGE consists of 10 Hands of Play.
SUIT: Cards of the same colour. There are 6 suits in RAGE.
TRUMP: A suit of cards that ranks higher than any other suit.
LEAD CARD OR SUIT: The card or colour that the first player plays in each round. The colour of the card must always be followed by all players in turn during the round.
BID: The number of tricks a player thinks he can take in a Hand of play.
Select a dealer and scorekeeper by a fair method.
For the first hand, deal 10 cards to each player. Decrease the number of cards dealt by one for each succeeding hand so that there will be nine cards for the second hand, eight for the third, and so on until one card is dealt to each player for the tenth (final) hand. After the deal, stack the remaining cards on the table FACE DOWN. This pile of cards is the TRUMP PILE. Turn over the top card. The colour of this card is the starting TRUMP colour. If any special card is turned over other than a number card, turn it over, place it under the TRUMP PILE and turn over the next card. (SEE OUT RAGE CARD FOR VARIATION.)
Starting to the left of the dealer, each player announces to the scorekeeper the number of tricks he thinks he can take for this hand of play. A player may bid zero For recording bids and scores, this instruction sheet includes a SAMPLE SCORE SHEET for suggested scoring on a pad of paper.
1. The player to the left of the dealer leads the first card. (SEE STRATEGY HINTS.) Each player in turn plays a card by following the lead suit. If any player does not have cards of the lead suit, he may play a card of any suit including TRUMP or any Special Cards
2. A trick can be taken only with a card of the lead suit, a TRUMP card, or a WILD RAGE card. (SEE WILD RAGE CARD)
3. A player MUST ALWAYS follow the lead suit by playing a card of the same colour if he can. (SEE ILLEGAL RENEGING)
4. The round is over when each player has played 1 card. The highest numerical card of the lead suit takes the trick. However, if TRUMP cards are played, the highest numerical TRUMP card takes the trick (A WILD RAGE card can also take a trick - SEE WILD RAGE CARD)
5. The player who takes the trick takes the cards played and puts them in a pile nearby Each player should keep the cards from each trick won in separate piles to avoid confusion when scoring. The player who wins the trick starts the next round.
SPECIAL CARDS: RAGE is made even more exciting by using the SPECIAL WILD CARDS (SEE WILD CARD KEY AND GAME VARIATIONS.) The following may be referred to as a quick reference during the game.
WILD RAGE CARD - This is a Wild Card.
OUT RAGE CARD - TRUMP card is OUT immediately.
CHANGE RAGE CARD - TRUMP card is CHANGED immediately.
MAD RAGE CARD - Subtract 5 points from the score of the player who wins the trick containing this card.
BONUS RAGE CARD - Add 5 points to the score of the player who wins the trick containing this card.
Special card Rules:
1. Special Cards may be led at the start of a round. The first numerical card played would then determine the lead suit. For example, Player A plays a Special Card then Player B plays a numerical card - Player B's card determines the lead suit. If both Players A and B play Special Cards, then Player C would determine the lead suit if he plays a numerical card. IMPORTANT: A WILD RAGE card is an exception. (SEE WILD RAGE CARD)
2. After a numerical card is led, a Special Card may only be played if the player is VOID in the lead colour.
3. The only Special card that can win a trick is a WILD RAGE card. Other Special cards have no value and cannot win a trick
4. If during a round, all players play Special cards other than WILD RAGE cards, nobody can win the trick. However, if one of the players played a WILD RAGE card, that player would have to take the trick since a WILD RAGE card does have a value even if the player of the card called it "RED - O." (SEE WILD RAGE CARD).
The following explains each card in detail.
WILD RAGE CARD - This card is a Wild Card and may be played as any number and any colour during a player's turn. The number and colour of the card must be named when it is played. The player may call a WILD RAGE card any of the 6 suit colours including the existing TRUMP colour. The player may call the card any number from O and up including 16. In this way a player can choose either to take the trick or to avoid taking the trick. Once a WILD RAGE card is played during a round, any other WILD RAGE played in the same round has no value - number or colour - at all. NOTE: A WILD RAGE card may be played even though the player has another card of the LEAD SUIT - however, the player must name the WILD RAGE card the LEAD SUIT COLOUR.
OUT RAGE CARD - When this card is played, the card indicating the TRUMP colour is turned over, put on the bottom of the TRUMP PILE FACE DOWN and NO TRUMP then exists for that hand. Even cards previously played as TRUMP cards in that round are NO LONGER TRUMP and now have only normal numerical value. As a variation, if this card is turned up on the TRUMP PILE at the beginning of the game - then NO TRUMP exists at the start of play.
CHANGE RAGE CARD - When this card is played, the TRUMP colour card CHANGES IMMEDIATELY. The card that indicates the TRUMP colour is turned over, put under the TRUMP PILE FACE DOWN and the top card of the pile is turned over. The colour of the NEW card the NEW TRUMP COLOUR for that hand. All cards previously played as the OLD TRUMP colour in that round are NO LONGER TRUMP and cards previously played in that round that are the NEW TRUMP colour are now TRUMP.
Several CHANGE RAGE cards may be played during a round. Simply CHANGE TRUMP each time this card is played. If a CHANGE RAGE card is played after an OUT RAGE card, turn new TRUMP card over.
MAD RAGE CARD - When this card is played during a round the card does not affect the round or play at all and has no value. However, the player who wins that trick and takes the MAD RAGE card must subtract 5 points from his score at the end of the hand.
BONUS RAGE CARD - When this card is played during a round, the card does not affect the round or play at all and has no value. However, the player who wins that trick and takes the BONUS RAGE card adds 5 points to his score at the end of the hand.
WILD CARD KEY
SCORING - After the first hand is completed with all 10 cards played from each player's hand, each player announces to the scorekeeper the number of tricks he won.
For each player who takes the EXACT number of tricks that he bid, score 1 point for each trick won PLUS a 10-point bonus.
For each player who does not take the EXACT number of tricks that he bid, score 1 point for each trick won, but subtract 5 points from his score as a penalty for not making his bid.
Each player must also count any MAD RAGE or BONUS RAGE cards taken during the hand whether the player makes his bid or not.
WINNER: The player with the highest score after all 10 hands of play are completed is the winner!
ILLEGAL RENEGING: Players must always play cards that follow the lead suit if they can. A player may not renege by playing a card of another suit if he has a card of the lead suit. If a player is suspected of reneging, he must be challenged immediately - before the next player plays. The player challenged must then show his cards to the challenger to confirm the correctness of play. If the play was legal, the challenger gets a 1 Point penalty immediately. If the play was not legal then the challenged player gets the 10-point penalty.
SUGGESTIONS, STRATEGY HINTS AND GAME VARIATIONS:
1. FOR BEGINNERS - Try playing RAGE with only 4 suits instead of 6. When using this variation, take out 1 each of OUT RAGE, CHANGE RAGE, BONUS RAGE and MAD RAGE cards. Since only 72 cards will be used, a maximum of 6 players is recommended.
2. Another easier game variation is to take out the Special Cards completely. A maximum of 9 players is recommended.
3. A more challenging variation of RAGE is to require that the total number of bids for a round never be equal to the number of cards dealt in that round. This version will generally result in fewer players making successful bids.
4. Closer games are possible by decreasing the bonus for making successful bids from 10 points to only 5 points. All other scoring would not change. Additionally it is recommended that Reneging penalties be lowered to -5 points.
5. "GO FOR IT" Variation: If a player thinks he can take all the rounds possible during any hand, bids accordingly and is successful, that player gets an additional 5-point bonus at the end of the hand. This includes the last hand in which one player is guaranteed to get this bonus since it consists of only 1 round!
6. Strategy Hints:
The player who leads the first card in a round may lead a card from a suit in which he is strong (has many cards). He may assess his chances to take the round based upon the number and rank of cards he has in his hand. The high cards he does not have are important also since they can upset his plan to take a round.
Remember the cards each player plays during each round. Based on this information, you can sometimes estimate the cards each player may be holding.
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