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Gamehelpchimera: Difference between revisions
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Consecutive passes end the bid phase and the current highest bidder becomes the Chimera | Consecutive passes end the bid phase and the current highest bidder becomes the Chimera | ||
To prevent | Every round must have a Chimera. To prevent 'no bids', if everyone passes then the first player who passed automatically becomes the Chimera with a bid of 20. | ||
To prevent infinite bidding, any player who bids 40 automatically becomes the Chimera and the bidding ends for that round. | |||
Those who do not win the bid for Chimera are known as Hunters | Those who do not win the bid for Chimera are known as Hunters | ||
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== Partnerships == | == Partnerships == | ||
The two Hunters | The two Hunters play as a partnership against the Chimera, the Chimera fails to make their bid when either of the Hunters play their last card. | ||
The Chimera begins the round by drawing 3 cards to their hand | |||
The Chimera | The two Hunters now pass cards based on the winning bid; no pass on a 20 Chimera bid, 1 card passed on a 30 Chimera bid, and 2 cards passed on a 40 Chimera bid. | ||
Revision as of 19:50, 26 February 2024
Overview
Be the first to discard your entire hand
The Bid
First, players will bid points to be the Chimera
You may bid 20, 30, or 40 points, however, you must exceed the current highest bidder
You may pass and, as long as no one else passes, you may bid when it comes back to you
Consecutive passes end the bid phase and the current highest bidder becomes the Chimera
Every round must have a Chimera. To prevent 'no bids', if everyone passes then the first player who passed automatically becomes the Chimera with a bid of 20.
To prevent infinite bidding, any player who bids 40 automatically becomes the Chimera and the bidding ends for that round.
Those who do not win the bid for Chimera are known as Hunters
Partnerships
The two Hunters play as a partnership against the Chimera, the Chimera fails to make their bid when either of the Hunters play their last card.
The Chimera begins the round by drawing 3 cards to their hand
The two Hunters now pass cards based on the winning bid; no pass on a 20 Chimera bid, 1 card passed on a 30 Chimera bid, and 2 cards passed on a 40 Chimera bid.
Turn
The Chimera leads the trick
Subsequent players have to play higher and in the same combination i.e. higher singles or higher pairs and so on
The exception to this is the Trap and Chimera Flight, which can be played outside of combination
The Trap is Four of a Kind
Players may pass and, as long as the trick is still going, may re-enter when it comes back to them
Players are not forced to play even if they can do
When all players pass, the last player who played to the trick wins the cards into their Treasure pile
Legal Combinations to Lead With in 3-Player Games
- Single Card
- Pair
- Sequence of consecutive pairs (hunters can't be used)
- Sequence of consecutive triples (hunters can't be used)
- Triples with an attached single (does not have to be consecutive)
- Triples with an attached pair (does not have to be consecutive)
- Sequence of consecutive triples with an attached single (does not have to be consecutive)
- Sequence of consecutive triples with an attached pair (does not have to be consecutive)
- Sequence / run of 5 or more consecutive cards (of any suit)
- Four of a kind (trap / bomb)
- Four of a kind with attached single (does not have to be consecutive, not a trap / bomb)
- Four of a kind with attached pair (does not have to be consecutive, not a trap / bomb)
- Chimera Flight: Chimera + Pi Ya (highest trap / bomb)
End of Hand
The hand ends when one player empties their hand
Any cards still in players hands are ignored
If the Chimera went out first, they score double their bid, 25 points for traps, 25 points for Chimera Flight, 25 points for if at least 1 Hunter did not participate
If a Hunter went out first, ALL Hunters score 20 points, the Chimera loses points equal to their bid
Either way, all players gain points for their Treasure pile. 10 Points per Fortune Toad (2). 5 Points per Prosperity Cat (11). 10 Points per Messenger Bird (Q).
After which, check to see if the game ends, otherwise start a new round of bidding
End of Game
The game ends when a player passes 400 points, the player with the most points wins. If there is a tie, play additional rounds until the tie is broken.
If players wish, this limit can be changed to 300 or 500 for a short or long game respectively.