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==Game Rules==
==Game Rules==


Set Up: The players are dealt 20 cards, and the first player has 1 more card.
<b>THE DEAL:</b>


That first player must start by discarding.
All players are dealt 20 cards, then 1 extra card goes to the first player.
 
 
That first player then begins the game by discarding 1 card from their hand.
 
 
<b>MELDS:</b>


Then melds can be made with the card just discarded. Here are the possible melds:
Then melds can be made with the card just discarded. Here are the possible melds:


*- COMMAND MELD :: General, adviser, and elephant can be melded to command meld. 將, 相, 仕 or K-Q-J
COMMAND MELD - A set of general, adviser, and elephant - of ONE color. Card symbols: 將, 相, 仕 (or K-Q-J)
*- FIELD MELD :: Chariot, horseman, and cannon can be melded to field meld. 車, 馬, 炮 or 9-8-7
 
*- SOLDIER MELD :: Different color soldiers can be melded to soldier meld ( 3 or 4 colors ). 兵/卒 or Aces(A)
FIELD MELD - A set of chariot, horseman, and cannon - of ONE color. Card symbols: 車, 馬, 炮 (or 9-8-7)
*- SETS MELD :: Cards of the same type and color can be melded into pairs, triples or quadruples except generals and soldiers;<br>the generals can go on their own and soldiers can not meld into pairs.  
 
SOLDIER MELD - A set of 3 or 4 soldier cards - of DIFFERENT colors. Card symbols: 兵/卒 (or Aces/A)
 
SET MELD - A set of cards with the same type and color - melded into pairs, triples or quadruples.
:: ~ Note that Soldiers cannot be melded into pairs!
 
KINGS - Kings do not need to be melded with another card. Each one is considered a set on its own.
 
 
Once a meld has been played to the table, it cannot be added to or changed.


Scoring is as follows:


*- General = 1 point
<b>OPEN / CONCEALED MELDS:</b>
*- Command = 2 points
*- Field = 1 point
*- pair = 0 points
*- triple = 1 / 3 points ( ground / hand )
*- quadruple = 6 / 8 points ( ground / hand )
*- quadruple of generals = 8 / 6 points ( ground / hand )
*- 3 color soldiers = 3 points
*- 4 color soldiers = 5 points


Players can make a triple (pong), quadruple (gan) or winning meld (hu) without regard for the player order, but melds of other types can only be picked from the player before oneself. Choices for melds are made simultaneously by players, then priorities apply (strongest combination first, equalities decided by turn order).
To complete a winning hand, all of your cards must be melded into a set. However, if you are dealt a melded set, you do not need to play it to the table in order to complete the hand. Your hand is considered complete once there are no unmelded cards left in it. Sets of cards melded to the table are OPEN melds. Sets that not melded to the table are CONCEALED melds. Unmelded cards are those that do not fulfill a set.


If a player can not or does not want to make a meld, they should draw a new card to replace the discarded card (and start another melding phase which they have the melding chance with). If a player makes a meld, they need to discard one card from their hand. Generals can not be discarded. If the player can not discard, the round ends immediately and the points are scored.


If a player's hand cards are all able to become melds after making a meld, they can call "hu" to make the meld and finishes the round.
Concealed melds are worth more points.


The combination priorities are listed below: ( equalities decided by turn order )


*- hu ( cards in hand + last discarded/drawn card are all able to become melds ) >
<b>SCORING:</b>
*- gan ( quadruple ) / pong ( triple ) >
 
*- chi ( pair, command/field meld, 3/4 different color soldiers, or a lonely general )
General = 1 point for each general card
 
Command Meld = 2 points
 
Field Meld = 1 point
 
Pair = 0 points
 
Triple (pong) = 1 point open / 3 points concealed
 
Quadruple (gan) = 6 points open / 8 points concealed
 
Quadruple of Generals = 8
 
3 Soldiers (different colors) = 3 points
 
4 Soldiers (different colors) = 5 points
 
 
<b>STEALING:</b>
 
You can steal a card someone has drawn from the deck or discard pile in certain situations:
 
(A) You need that card to complete your hand (hu)
 
(B) It will complete a Quad (pong)
 
(C) It will complete a Triple (gan)
 
(D) It will complete a Chi (a pair, a command/field meld, 3/4 different color soldiers, or a lonely general)
 
:: ~ Note that you cannot steal the card to make a triple with Kings.
 
This is also the order of priority when determining who actually gets the card. A has priority over B which has priority over C. All things being equal priority goes to whoever drew the card, then in counterclockwise order from there.
 
 
<b>PASSING:</b>
 
If a player cannot or does not want to make a meld with the drawn card, they may pass.
 
 
<b>DISCARDING:</b>
 
Everytime you meld, you must discard 1 card from your hand.
 
:: ~ Generals can not be discarded.
 
:: ~ If the player can not discard, the round ends immediately and the points are scored.
 
 
<b>COMPLETING A HAND (Hu):</b>
If a player's hand cards are all able to become melds after making a meld, they can call "hu", make the meld and finish the round.
 
 
<b>LUCKY CARD:</b>


There is a chance for the winning player to gain extra points by drawing a lucky card. After winning the round, the top card of the draw d3ck is revealed. If it matches a card of the same type they already have, they get points depending on the number of cards of the same type.
There is a chance for the winning player to gain extra points by drawing a lucky card. After winning the round, the top card of the draw d3ck is revealed. If it matches a card of the same type they already have, they get points depending on the number of cards of the same type.


If the points are less than the target threshold to reach, which is 10, the player loses 10 points plus 1 base point to other players. If the threshold is reached or surpassed, the player earns the points in excess above the threshold plus base points from every other player.
 
<b>ROUND POINTS:</b>
 
If the winner's meld points are less than 10, the player loses 10 points PLUS 1 base point - paid to other players!
 
If meld points are 10+, the winner earns:
 
A) all meld points they made over the 10-point threshold AND
B) base points taken from every other player.
 


If the game ends by exhausting the deck, no one get points.
If the game ends by exhausting the deck, no one get points.


Since the game is a gambling game, players start the game with a predetermined amount of credits/money that will increase or decrease with the score of each successive round (three rounds by default).
Since the game is a gambling game, players start the game with a predetermined amount of credits/money that will increase or decrease with the score of each successive round (three rounds by default).

Revision as of 23:35, 7 December 2024


Overview

FOUR COLOR CARDS is a melding game for 2 to 4 players. The goal is to be the 1st to meld every card in hand but your melds must earn at least 10 points or you will end up paying points to all the other players instead if receiving points!


It is a traditional game with many popular variations. The version implemented on BGA is based on rules widely used in Taiwan.


THE CARDS:

The cards come in 4 colors: red, green, yellow, and white. There are 7 card types (General, Adviser, Elephant, Chariot, Horseman, Cannon, and Soldier ). There are 4 of each card in each color. (4 red generals, 4 green generals, 4 yellow generals, 4 white generals, etc.)

NOTE that you can play using either playing card notation instead of Chinese writing. Once the game starts, clicc on the "Options" tab.


GAMEPLAY:

The game consists of players taking turns: A - Drawing a card, choosing what to meld it with, giving the other players a chance to steal it, and discarding a card from hand. -OR- B - Passing because they are unable to or choose not to make a meld.

Game Rules

THE DEAL:

All players are dealt 20 cards, then 1 extra card goes to the first player.


That first player then begins the game by discarding 1 card from their hand.


MELDS:

Then melds can be made with the card just discarded. Here are the possible melds:

COMMAND MELD - A set of general, adviser, and elephant - of ONE color. Card symbols: 將, 相, 仕 (or K-Q-J)

FIELD MELD - A set of chariot, horseman, and cannon - of ONE color. Card symbols: 車, 馬, 炮 (or 9-8-7)

SOLDIER MELD - A set of 3 or 4 soldier cards - of DIFFERENT colors. Card symbols: 兵/卒 (or Aces/A)

SET MELD - A set of cards with the same type and color - melded into pairs, triples or quadruples.

~ Note that Soldiers cannot be melded into pairs!

KINGS - Kings do not need to be melded with another card. Each one is considered a set on its own.


Once a meld has been played to the table, it cannot be added to or changed.


OPEN / CONCEALED MELDS:

To complete a winning hand, all of your cards must be melded into a set. However, if you are dealt a melded set, you do not need to play it to the table in order to complete the hand. Your hand is considered complete once there are no unmelded cards left in it. Sets of cards melded to the table are OPEN melds. Sets that not melded to the table are CONCEALED melds. Unmelded cards are those that do not fulfill a set.


Concealed melds are worth more points.


SCORING:

General = 1 point for each general card

Command Meld = 2 points

Field Meld = 1 point

Pair = 0 points

Triple (pong) = 1 point open / 3 points concealed

Quadruple (gan) = 6 points open / 8 points concealed

Quadruple of Generals = 8

3 Soldiers (different colors) = 3 points

4 Soldiers (different colors) = 5 points


STEALING:

You can steal a card someone has drawn from the deck or discard pile in certain situations:

(A) You need that card to complete your hand (hu)

(B) It will complete a Quad (pong)

(C) It will complete a Triple (gan)

(D) It will complete a Chi (a pair, a command/field meld, 3/4 different color soldiers, or a lonely general)

~ Note that you cannot steal the card to make a triple with Kings.

This is also the order of priority when determining who actually gets the card. A has priority over B which has priority over C. All things being equal priority goes to whoever drew the card, then in counterclockwise order from there.


PASSING:

If a player cannot or does not want to make a meld with the drawn card, they may pass.


DISCARDING:

Everytime you meld, you must discard 1 card from your hand.

~ Generals can not be discarded.
~ If the player can not discard, the round ends immediately and the points are scored.


COMPLETING A HAND (Hu): If a player's hand cards are all able to become melds after making a meld, they can call "hu", make the meld and finish the round.


LUCKY CARD:

There is a chance for the winning player to gain extra points by drawing a lucky card. After winning the round, the top card of the draw d3ck is revealed. If it matches a card of the same type they already have, they get points depending on the number of cards of the same type.


ROUND POINTS:

If the winner's meld points are less than 10, the player loses 10 points PLUS 1 base point - paid to other players!

If meld points are 10+, the winner earns:

A) all meld points they made over the 10-point threshold AND B) base points taken from every other player.


If the game ends by exhausting the deck, no one get points.

Since the game is a gambling game, players start the game with a predetermined amount of credits/money that will increase or decrease with the score of each successive round (three rounds by default).