| | Back to Central Connector | | Back to Game Rules | |
|
(C) 1984 international Game,
inc.
AGES: 9 to Adult PLAYERS: 2 to 6 OBJECT OF GAME: Be the first player to rid your hand of all cards by giving them to your opponents. EQUIPMENT: 106 Cards consisting
of: FIRST TIME PLAYERS OF STING: We suggest playing at least the first game FACE UP on the table so that all the players can read the instructions together. SUMMARY OF PLAY: Deal 10 cards to each player. Then each player in turn tries to get rid of his cards by grouping the cards in his hand into runs and sets and then placing the cards in front of any opponents. The round is over when a player gets rid of his cards. Player with the lowest point total at the end of 5 rounds is the winner. TERMS USED IN THIS GAME: A SET is at least 3 cards of the same number but all different colors. (As in Rummy) FOR EXAMPLE:
A RUN is at least 3 cards of the same color but different numbers in. a sequence (As in Rummy) FOR EXAMPLE:
A WILD CARD is a card that can represent another card of ANY COLOR and ANY NUMBER HOW TO PLAY: 1. Each player picks a card,
high card is dealer. SPEClAL CARDS: WILD STING CARD - This is a Wild
Card. The following explains each card in detail: WILD STING CARD - This is a WILD
card. One WILD STING may be used in any 3 card set or a 3 card
run. Two WILD STING may be used in any sets or runs of 4 or more.
Three WILD STING may be used in any runs of 7 or more. However,
in any runs 2 WILD cards can never be placed consecutively. A
numerical card must DOUBLE WILD STING CARD - Same as WILD STING but when a run or set is scored then the score for the run or set is DOUBLED. TRIPLE WILD STING CARD - Same as above, but when a run or set is scored then the score for the run or set is TRIPLED. SUPER STING CARD - Same as WILD STING except when given to a player in a run or set, the player receiving it MUST KEEP IT until the end of the round. It cannot be passed by using a PASS-A-PILE card. However, other players can continue to add to it. PASS-A-PILE CARD - When it is your turn, you may play this card on the Discard Pile and then take one run or set on the table in front of you and place' it immediately in front of any other player. TAKE-IT-BACK CARD - When an opponent uses a PASS-A-PILE card during his turn and passes one of his runs or sets, to you, you may play a TAKE-IT-BACK card IMMEDIATELY on the Discard Pile, even though it is not your turn, and return the run or set back to the player who tried to give it to you. (The player could return the run or set back to you again only if he had a TAKE-IT-BACK card.) The TAKE-IT-BACK card CANNOT be used to return runs or sets ORIGINALLY GIVEN FROM A PLAYERS HAND. The TAKE-IT-BACK card can only be used after a PASS-A-PILE card has been played. A player's turn always begins by drawing 1 or 2 cards. A player's turn always ends by discarding 1 card on the Discard Pile. This discard is in addition to any PASS-A-PILE or TAKE-IT-BACK cards played on the Discard Pile during the player s turn. NOTE: WINNER: Another option is to stop the game when a player reaches a certain number of points. (Suggestion: 100 points for beginners). The player with the lowest score at that point would be the winner. ADDITIONAL RULES, SUGGESTIONS and GAME VARIATIONS: 1. During a player's turn, he may add to any sets or runs already on the table. Runs can actually become as long as ten (10) cards with #1 as the lowest card and #10 as the highest. Wild cards cannot be used to extend a run beyond 10 cards. Sets are limited to four (4) cards. 2. During a player's turn, a player may use the card face up on the Discard Pileproviding it is played immediately to form a set or run or to add on sets and runs already on the table. The player can then use the next card showing face up on the Discard Pile in the same way. Note: PASS-A-PILE CARDS and TAKE-IT-BACK CARDS CANNOT be picked up and played from the Discard Pile. 3. Anytime during a players turn, a player may substitite actual numerical cards for any WILD cards used in sets or runs already on the table, providing the player substitutes the ACTUAL numerical card that the WILD card represented and plays it immediately. For example: a run consists of #1 red, #2 red, Wild Sting. A player holding the actual #3 red can substitute it for the WILD card and then use the WILD card to make additional sets or runs. REMEMBER: A SUPER STING can never be substituted. A more challenging game will result by not allowing any substitutions. 4. Runs and Sets cannot be made of only WILD CARDS. A 3 card run or set can only include 1 Wild Card, a 4 card run or set can only include 2 Wild Cards and a 7 card run can only include 3 Wild Cards. 5. Beginners who never played STING may prefer to play this game without any Special Word Cards at first. Word Cards may be added after players become more familiar with making runs and sets. 6. All Wild Cards are played as cards of any color or number. They are different only when scoring at the end of a round. 7. Note that all #6 cards are underlined to contrast them with #9 cards. 8. STRATEGY SUGGESTION: At the beginner of a turn, after drawing 1 or 2 cards, a player should first look for any available Wild Cards in runs or sets on the table that can be substituted. Then look at the Discard Pile to see if the face up card can also be used. Finally put together as many runs or sets as possible and divide them among several opponents. Also, try to add to any runs or sets already on the table. This procedure allows players to get more out of their turns. 9. YOUNGER PLAYER VERSION: We suggest dealing 7 cards to each player for each round. Other Family Fun Products From
International Games Sea World is a trademark owned
by Sea World. Inc. -fini- Please note: International Games isn't
there any more. No, I don't have or know where to find this game
other than sometimes on eBay. |
| | Back to Central Connector | | Back to Game Rules | |