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Gamehelprainbowallplay
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
- Shuffle the deck.
- Deal 1 face-up card per player into the middle.
- 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
- 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:
- Move all played cards to the middle.
- Organize cards:
- Pair matching ranks
- Leave extras as singles
Example:
- Five 3s become:
- Two pairs
- One single
- Arrange all singles and pairs:
- Lowest total points → highest total points
- 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
- Deal 4 face-up cards to the middle.
- 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