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Gamehelprainbowallplay

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Rainbow

Overview

Rainbow is a trick-taking card game of sets, runs, and timing.

Each trick:

  • Every player plays 1 combo from their hand
  • Players then claim point cards from the middle
  • The player who played the biggest combo chooses first

After each trick:

  • All played cards become the point cards for the next trick

The game continues until multiple players run out of cards.

The player with the most points wins.


Goal

Make a rainbow...

...and collect the pot of gold at the end!


Components

  • 60 Rainbow cards
    • Ranks 1–6
    • 10 of each rank

Playable Combos

Single

  • Any 1 card

---

Set

  • 2 or more cards of the same rank

---

Run

  • 2 or more cards of consecutive ranks

Examples:

  • 2, 3
  • 1, 2, 3, 4
  • 3, 4, 5, 6

Setup

  1. Shuffle the deck.
  2. Deal 1 face-up card per player into the middle.
  3. Arrange them from lowest to highest.

Deal cards based on player count:

Players Face-Up Cards Hand Size
3 3 14
4 4 14
5 5 11
6 6 9

3-player game:

  • Set leftover cards aside face-down

2-player game:

  • See 2-Player Variant
  1. The player who most recently saw a rainbow leads the first trick.

Playing a Trick

The lead player:

  • Plays any legal combo from their hand

Play continues clockwise.

Each player must play 1 combo.


Combo Restrictions

At the start of a trick:

  • Any combo may be played

Once a Set has been played:

  • Players may only play:
    • A Single
    • A Set

Once a Run has been played:

  • Players may only play:
    • A Single
    • A Run

Important:

  • You do NOT need to beat previously played combos
  • You only need to play a legal combo
  • You may always play a Single
  • If you have no other legal play:
    • You must play a Single

Scoring a Trick

After all players have played:

Players claim point cards from the middle.

Players choose in order:

  • Biggest combo first
  • Smallest combo last

Biggest combo = most cards played


Tie Breakers

If players played combos of the same size:

1st Tie Breaker

  • Highest individual card

2nd Tie Breaker

  • Earlier played combo

Point Cards

First Trick Only

Each player chooses:

  • 1 single point card

Do NOT stack pairs during the first trick.


All Later Tricks

Each player chooses either:

  • 1 single

OR

  • 1 pair of matching rank

Each card is worth:

  • Points equal to its rank

Examples:

  • Rank 2 = 2 points
  • Pair of 5s = 10 points

Players keep point cards in a face-down score pile.

Players may look at their own score piles at any time.


Preparing the Next Trick

After scoring:

  1. Move all played cards to the middle.
  1. Organize cards:
  • Pair matching ranks
  • Leave extras as singles

Example:

  • Five 3s become:
    • Two pairs
    • One single
  1. Arrange all singles and pairs:
  • Lowest total points → highest total points
  1. If there are more point piles than players:
  • Discard piles from the lowest end
  • Continue until there are equal piles and players

Next Lead Player

The player who played the biggest combo:

  • Leads the next trick

If that player has no cards left:

  • The next player clockwise leads instead

Game End

At the end of a trick:

If only 1 player is out of cards:

  • The game continues

That player:

  • Skips future turns
  • Can no longer claim point cards

---

If 2 or more players are out of cards:

  • The game ends immediately

Players total all points.

Highest score wins.

Tie:

  • Victory is shared

2-Player Variant

Setup

  1. Deal 4 face-up cards to the middle.
  2. Deal 2 piles of 14 cards to each player.

Each player:

  • Takes 1 pile into hand
  • Keeps the other face-down without looking

Gameplay

Each trick:

  • Each player plays 2 combos
  • One at a time
  • Starting with the lead player

If a Set or Run is played:

  • Both players must follow it
  • Or play a Single

Each combo scores separately.

Each combo may claim:

  • A single

OR

  • A pair

Empty Hand Rule

If a player runs out of cards:

  • They immediately take their face-down pile

If they run out again:

  • The game ends

The other player scores:

  • +1 point per card left in hand

Rank does not matter.


Tips & Clarifications

  • For the first trick:
    • All point cards stay as singles
  • You never have to beat previous combos
  • Singles are always legal
  • There may be fewer point piles than players
    • Some players may score 0 points
  • Largest possible run:
    • 6 cards (1–6)
  • Largest possible set:
    • 10 cards

Strategy Tips

  • Bigger combos score earlier—but empty your hand faster.
  • Singles are flexible and can save awkward hands.
  • Sometimes taking a smaller point card now creates a stronger middle for later.
  • Watch who is running low on cards.

Credits

  • Design: Mito Sazuki
  • Illustration: Sai Beppu
  • Graphic Design: Anca Gavril
  • Rules Editing: Jeff Fraser