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# Gamehelpmachiavelli

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For tips on how to play Machiavelli, see Tips_machiavelli

## Overview

• Machiavelli is a card game that involves creating Rummy-style sets and runs.
• Players aim to play all the cards from their hand; the first player to do so wins.
• Machiavelli uses two or more French decks, without including jokers.
• Each player starts with 15 cards in their hand.
• They play cards to the table to form combinations, trying to empty their hands the fastest.
• Players play in turn.
• In each turn, a player may play any number of cards (including zero), possibly rearranging cards on the table.
• A player can also draw a card. The turn then passes to the next player.
• The game runs until someone runs out of cards or the deck is depleted.

## Combinations

• Cards on the table must always form combinations.
• There are two types of combinations: sets and runs.
• In either case, a combination must always consist of at least three cards, and may never include two identical cards.
• A set is a collection of cards with equal rank (number).
• A run is a collection of cards with equal suit and consecutive ranks.
• The ranks are ordered as usual, except that aces can be at both sides: A2345678910JQKA.

### Examples

• 555 forms a set: there are at least three cards, none of which are identical, and all have the same rank.
• 5555 also forms a set for the same reasons.
• 55 does not form a set: there are less than three cards.
• 555 does not form a set: there are identical cards.
• 567 does not form a run: not all have the same suit.
• 567 forms a run: there are at least three cards, none of which are identical, all have the same suit, and the ranks are consecutive.
• 5678 also forms a run for the same reasons.
• 56 does not form a run: there are less than three cards.
• 568 does not form a run: the ranks are not consecutive.
• A23 forms a run; aces are low.
• QKA forms a run; aces are high.
• KA2 does not form a run: an ace can't be both high and low simultaneously.

## Playing cards

• During a player's turn, the player can play cards to the table, making sure that the table always consists of combinations.
• The player may introduce a new combination on the table, or they can add cards to an existing combination.
• As long as the player can play cards, they may do so; they may also stop at any time.

### Example

• The table has the set 555.
• A player may play a combination, such as 666 or 678, or may extend the existing set by playing 5.
• They may even do both, if they have the appropriate cards.
• A player may add any number of cards to a single combination:
• extending A23 to A2345678910JQK is allowed.
• Be careful, you are not allowed to play more than 13 cards per turn!

## Rearranging cards

• One feature of Machiavelli is that players are allowed to rearrange cards on the table so that their cards can be included.
• The only condition is that at the end of the turn, all cards on the table must form combinations again; there can be no unmatched cards.

### On Board Game Arena

• Rearranging cards is done by picking the cards that are to be rearranged into the hand, and then playing them all back into combinations along with additional cards from the hand.
• Cards that are picked up from the table will be marked in red, and a player may not end their turn until all these cards are played.
• A player may decide to click "Restore", which will forfeit their turn, identical to as if they don't play any card in the turn.
• But this means the player gets to draw 3 additional cards as fine.

### Examples

Table In hand Rearrange Add card(s)
5555

678

4 555

5678

555

45678

555

666

777

8 567

567

567

5678

567

567

666

777

8 67

66

77

Not possible!
555

678

54 55

5678

555

45678

5555 55 55

55

555

555

## Ending a turn

• A player may end a turn when the table doesn't have any unmatched cards.
• If a player ends the turn without playing any card, they must draw one card from the deck; otherwise, they don't draw any additional cards.

## End of the game

• If a player has no cards in their hand, they immediately win.
• Otherwise, if the deck is depleted, nobody wins.