Gargon: Rules

The Power Amulet.
By Rudiger Dorn. 3-5 players, from 10 years old, about 45 minutes.

Translated by Carl-Gustaf Samuelsson, Tobias Bende and Sus Lundgren on the way from Essen board game fair back to Sweden.

Content
102 Gargon cards in 6 colours
  18 Bonus cards

Gargon and bonus cards
There are Gargon cards in 6 colours. Every colour represents a fantasy creature. The Dragon is white, the Pegasus is blue, the Gargoyle is violet, the Phoenix is red, the Manticore is yellow and the Fairy is green. The Gargon cards have the same colour on both sides. This makes all players aware of which colour(s) the other players have. Each Gargon card has a value between 0 and 15. In battle are the cards with number 15 the strongest and the cards with 0 the weakest.

Also are there on the cards 1 to 12 amulets drawn. The amulets have the values between 5 to 1. On the higher cards are there fewer amulets. The amulets are important at the game end. They decide who the winner is. The strongest cards have no amulets.

The Gargon cards with the value zero exist twice in each colour. They don't have any amulets, but they double the number of amulets in their colour.

There are 6 bonus cards in each colour with +10 on one side and +5 on the other side. There are also 6 bonus cards with the value of +5 on both sides.

Preparations
The 18 bonus cards are only needed at the end scoring and are put aside of the game. All the Gargon cards are shuffled. Every player is given 10 cards.

Note the all the players are required to keep the cards in such a way that the other players may see which card colours they have. The rest of the cards are separated in two piles and spread out so you may see the individual colours on the backs.

How a round works
The Gargons are played during the round. The youngest player is the start player for the first round. During the game are the starting player changed clockwise. Every game round is in two phases: the playing out and the battles.

1. The starting player starts the playing out phase.
It starts by the starting player plays cards. He may choose to play 1 to 3 cards facedown. Through the choice of cards he sets the relativeness of different cards which must be played by the other players as well. The combinations of colours are:
·    One card (1:0)
·    Two cards with the same fantastic creatures (2:0)
·    Two cards with different fantastic creatures (1:1)
·    Three cards with two different fantastic creatures (2:1)
·    Three cards with three different fantastic creatures (1:1:1)
Note! It's not allowed playing 3 cards of the same colour. All the players around the table must either bid or pass clockwise.

A player bids
To bid means that the player must play the same number of cards as the first player and relatively the same combination of colours. But not necessarily the same colours or if you play the same colour, they may be played in reversed combination (1:2 when the first player has played 2:1).
Exception: when it's the last players turn he may only play colours which are already in play, that is he may not play any new creatures.

A player passes
To pass means that a player doesn't want or can play a card. Instead he draws 1-3 cards from one or both of the piles in the middle and put them into his hand. He may only draw the upper card in each pile, although he may mix from which pile he draws them.

The end of the play-out phase
When all players have played out cards or passed this phase is over. The player who passed can't participate in the upcoming battle phase. He has to wait until the next round.

2. The start player starts the battle phase
All players turn over the cards with the fantastic creatures. Now are the creatures visible for all the other players, so there are battle values and scoring values that can be seen by the others. The start player starts the battle. He chooses one of the colours in front of him. Now there are 3 possibilities:
A. The player is the only player who has one or two cards in this colour. In this case he wins the card(s) without a battle. He puts them in a pile in front of him.
B. If other players has one or two cards of this colour in front of him, all these players will join the battle.
1) First battle
If the players participating in the battle has two cards in the battle only the highest one will join the battle. The values of the cards are compared and the highest card wins. That card is placed in front of the winning player. All other cards are discarded. All loosing players must draw one card from the piles, beginning with the starting player and continuing clockwise. Whoever forgets this may not draw the card later.
2) Second battle
If there are still more remaining cards of the same colour, there will be an other battle in the same manner. If there's only one card left of the colour, the owning the owner of it will win it according to case A.

Note. Gargon cards with the value of zero can only be won through case A. If two players both have Gargon cards of the value zero in the same round, both cards are discarded. In this case no cards are drawn to fill up the hand.

If the starting player still has cards in front of him, the battle continue with the next colour and so on. When the start player doesn't have any more cards left in front of him, the player to the left of him continues the battles.

The battle continues with other colours as described above. All cards players won by a player are placed facedown in from of the player

New start player
If there are no more cards face-up and the player to the left of the start player becomes the new start player. If a player is about to become a start player and at the moment has no cards. The player to his left becomes the new start player and so on.

Game end
If the last card from one of the card piles in the middle of the table is exhausted the current game round is played until end. Thereafter the game ends and scoring takes place.

The cards in the players hands are discarded. For each colour it's decided who has most cards. The player with the most cards in each colour receives the corresponding bonus card (+10). If there is a tie between one or more players, they get a +5 bonus card each instead. Thereafter all players counts the amulets on all their won cards. Gargon cards with the value of zero doubles the number of amulets. If a player has both zero cards of a certain colour the number is quadruples. Each amulet is worth one point.

The players count up the points from the amulets and the bonus cards. The player with the most points wins.

Advanced game
All the cards, which are won in battles, are placed face-up in front of the players, so they may be seen by all the other players.

Home page Home

This site is created and maintained by: Carl-Gustaf Samuelsson