Quads (ver. 3) – Rules

Introduction:

Quads is a fast-paced card game that blends the style of Poker with the mechanics of Spoons. Players pass cards between themselves, aiming to collect a winning hand to bet on. After a timed card-passing phase, players bet on their hands for the chance to win the pot.

What you will need:

  • 3-6 playersย 
  • 1 deck of cards that includes Jokers
  • A 30-second timerย 
  • Betting chips in at least two different colors (or denominations), with enough for multiple rounds.

Game Setup

  1. Shuffle the deck of cards. Remember to include the jokers.ย 
  2. Pass 1 card to each player. The player with the highest card becomes the โ€œPasserโ€, who will cards from the deck during the Passing Phase. If two players tie, repeat this process between the players who tied until a tiebreaker is reached. If a joker is drawn, discard it and draw another card.ย 
  3. The winner chooses the direction for passing cards: clockwise or counterclockwise. All players must pass cards in that chosen direction. (If youโ€™d like, you can alter the direction of play after every round)
  4. Deal a number of chips depending on the difficulty you choose to play the game:
    • Easy: Deal 5 green chips and 6 red chips to each player (21 points to start)
    • Normal: Deal 4 green chips and 3 red chips to each player (15 points to start)ย 
    • Hard: Deal 2 green chips and 6 red chips to each player (12 points to start)

Green chips will be counted as 3 points, and red chips will be counted as 1. Extra chips should be made accessible if players run out of certain chips, and wish to exchange for chips of an equivalent value. If new to the game, play the game with a Normal level of chips. 


Hand Rankings

This game borrows the hand ranking system from Poker, but removes some of the winning hands. Familiarize yourself with the ranking of hands below. Players with the highest ranking hand will claim the pot, or all chips in play. In the event of a tie, players must split the pot evenly, regardless of any extra cards (unless you are playing the Advanced Edition). When ready, start the passing phase. 

Here are some examples of the hands you should be looking for. 

  1. Four-of-a-Kind (Quads) – 4 cards of the same number (all suits): (4โ™ ,4รง,4โ™ฆ,4โ™ฃ)
  2. Straight Flush – 4 sequential cards of the same suit: (2โ™ ,3โ™ ,4โ™ ,5โ™ )
  3. Three-of-a-Kind – 3 cards of the same number (regardless of suit): (3โ™ฃ,3โ™ฅ,3โ™ ,1โ™ฅ)
  4. Two Pair – 2 pairs of cards with the same number (regardless of suit: (6โ™ฅ,6โ™ฆ,8โ™ฃ,8โ™ )
  5. Pair – A pair of cards that share the same number (regardless of suit): (7โ™ฆ,7โ™ ,2โ™ฆ,6โ™ฆ)

Passing phase

  1. Shuffle the deck and deal 4 cards to each player. Place the remaining cards in an accessible place, this will become the draw pile. If a player receives a joker, reshuffle the joker back into the draw pile.
  2. When ready, the Passer will begin by drawing a card and discarding a card in their chosen direction. The player who received the card from the passer must collect the card and discard a card in the direction of the passer.
  3. When the last player in the cycle receives a card, they must discard a card in a pile adjacent to the draw pile. You should maintain a hand of 4 cards at all times.
  4. At any point during this process, players can โ€œlock-inโ€ their hand by placing their cards face-down and announcing it to the table. Locked-in players can no longer receive or discard cards. Players must pass around the locked-in player, and can draw if the previous passer locks-in.
  5. Continue this process until the first player locks in, or a Joker is drawn. If a Joker is drawn, the Passing Phase ends immediately and the betting phase begins.
  6. After the first player locks in a 30-second timer will begin. All other players must lock in their hands before the countdown ends to continue to the Betting Phase. When all but one player lock-in their hand, the passing phase ends immediately.
  7. Players who are holding more than 4 cards by the end of the Passing Phase are disqualified from the betting phase. Move quickly.

Betting Phase

Once the Passing Phase ends, all players (that are not disqualified) enter the betting phase. Given their current hand, players can choose to:

  • Bet High – Place one green chip worth 3 points.
  • Bet Low – Place one red chip worth 1 point
  • Fold – Place your hand face down and disqualify yourself, making no bet.

The player who is locked-in first must start the betting phase, and the order of betting will follow the order of passing. After all decisions have been made, players enter the Reveal Phase


Reveal Phase

Once the Betting Phase ends, all betting players must reveal their hand to the table. The player with the highest ranking hand will take the entire pot. If two players tie, and no other hand outranks them, they must split the pot as evenly as possible (Exchange chips if needed). If all players but one fold, the winner can take the pot โ€œuncontestedโ€ and does not need to reveal their cards (It would make the game funnier if they did though). Players who run out of chips are eliminated from the game unless house rules state otherwise. 

Collect the cards, shuffle the deck, then restart the Passing Phase. Continue until a Win Condition is reached. 


Win conditions

Players can decide a winner using points, rounds, disqualification, or some mixture of the 3. Hereโ€™s some standard examples to provide a framework, but feel free to create your own:

  1. After 5/10/15 rounds, count the value of the chips. The player with the highest number of points wins. To start, play between 5-8 rounds and choose the winner based on chips.ย 
  2. Given the number of points each player starts with, set a winning number of points players must reach to win.ย 
  3. The last player to be disqualified wins the game.ย 

Advanced Edition (Optional Rules): Read if youโ€™ve played Quads enough

If youโ€™ve played enough Quads to understand the game, and want more complexity/challenge, feel free to add some bonus rules: 

  • No betting limit: Players can bet as many or little points as desired (be sure to adjust the points/starting chips to account for this)ย 
  • Add more winning hands to the game
    • Straight – Any hand of cards that progress in numerical order, regardless of suit
    • High Card – If two players tie with the same hand rank, the player with the highest unmatched card wins the pot.
  • Add 1-2 more decks to the original to increase complexity
  • Expand the hand limit from 4 to 5
  • Play with more players (alter time and decks for extra players)

Chef Check rules- group proj.

Chef Check

Created by: Harmony & Bryce

Players: 2-4 

Age: 10+

Objective

The goal of Chef Check is to be the first chef to reach the winning score by creating complete meal โ€œrunsโ€ and earning points each round.

During each round, players race to get rid of all their cards by forming as many runs as possible, each run scoring valuable points. The round ends when one player plays or discards their last card, and everyone adds up their total points from completed meals.

Keep track of your points throughout the game.


Setup

  • You need a score sheet and a pencil.
  • Shuffle the Food Cards and deal all players 7 cards, and place the rest face down in the center as the Draw Pile.
  • Turn the top card face up beside it โ€” this is the Food Discard Pile.
  • Create a separate space for the Sabotage Discard Pile, where used sabotage cards will go (they canโ€™t be reused or picked up later)

Gameplay

  • Any player can go first, and game continues clockwise
  • To start your turn you must pick up a card from the discard pile or the draw pile.ย 
  • During your turn, you then have freedom to then lay down any meal runs you may have and/or use a sabotage card.
    • When you use a Sabotage card, place it in the sabotage discard pile.
  • Then to end your turn you have to discard one of your cards from your hand
    • IF you picked up from the discard pile to BEGIN your turn, you CANNOT discard that card during the same turn.ย 
    • When discarding your card, place it on top of the previous card so that the previous card is no longer visible.
  • IF the deck runs out of cards, reshuffle the food discard pile and take the top card and flip it over to begin the new discard pile and continue play.

Points

Players add up their points at the end of each round. These are the values of cards/runs:

  • Chef Meals: 20ptsย 
  • Regular Meals: 10ptsย 

IF you have cards remaining in your hand after a player has run out of cards, you subtract the point value of what is in your hand from your current points. Each card left in your hand is -5 points.


Winning

Once a player reaches 100 points after a few rounds of play, wins the game and the game ends. 


Card Types:

There are 4 types of cards in Chef Check: Entree cards, Side cards, Drink cards, and Sabotage cards. Three cards of all food types make up a set:

Example: (Fillet Mignon [Entree], Rice [Side], Water [Drink]). 

Entree cards are distinguished by the image of a plate with utensils, side dishes have an image of a bowl, and drinks have an image of a glass. Sabotage cards can be played once during a player’s turn, which can affect themselves or other players. 


Chef Meals

Chef meals are special card sets that yield extra points when played. Instead of receiving 10 points for a set of 3 unrelated food items, completed chef meals yield 20. Cards in the same meal set are color coded below. 

  • ย High Class ย –ย  Filet Mignon, Mashed Potato, Red Wineย ย 
  • ย Pescitarian ย –ย  Salmon, caesar salad, lemonadeย 
  • ย Meal prep ย –ย  Roast Chicken, Rice, Water
  • ย Cookout ย ย – BBQ Ribs, Mac and Cheese, Beerย 
  • ย Red lobster – Lobster tail, Veggies, Dr. Pepper

Sabotage Cards: ( ! symbol on each card )

  • Mice Attack: Your target has to get rid of ONE of their runs and put it in the discard pile.
  • Kitchen Fire: You burnt one of your food items, discard a useless card from your hand.ย 
  • Food Swap: Swap one random card with another player.ย 

Go Wish Aleah and Christine Official Rules

Go Wish

Goal

Be the first player to collect four matching cards of the same number, person, or suit guided by fate and fortune.


Materials

  • A 52-card deck (or a custom tarot-themed deck with four suits: Cups, Swords, Wands, and Coins).
  • A fortune teller (paper cootie catcher) with the four suits written inside.

Setup

  1. Shuffle the deck and deal 7 cards to each player.
  2. Place the remaining cards face down in the draw pile.
  3. Place the fortune teller in the center of the table. This represents fate guiding the players.

How to Play

Step 1: Consult the Fortune Teller

  1. The player whose turn it is selects a suit Coin, Sword, Cup, or Wand โ€” and spells it out, opening and closing the fortune teller with each letter.
  2. When finished, the player chooses a number revealed inside (1โ€“6).
  3. Open that flap to reveal an action prompt โ€” this can determine:
    • How many cards to draw (e.g., โ€œDraw 2 cardsโ€),
    • Which card to play (e.g., โ€œPlay your 5th cardโ€),
    • Or a fun fate-based rule (e.g., โ€œTrade hands with another playerโ€).
      (You can write these actions under each flap of the fortune teller.)

Step 2: Make a Wish

After following the fortune tellerโ€™s action:

  1. The player selects another player and asks if they have a specific number, person, or suit (just like in Go Fish).
    • Example: โ€œDo you have any Cups?โ€ or โ€œDo you have any 7s?โ€
  2. If the other player has the requested cards, they must hand them over, and the asker gets another turn.
  3. If the other player does not have them, the asker must draw from the top of the draw pile.

Step 3: Fateโ€™s Consequences

Depending on how the turn goes:

  • If successful:
    • Keep your cards and continue your turn.
    • When you complete a set of four matching cards (by number/person/suit), place them face-up โ€” thatโ€™s one fulfilled Wish.
  • If unsuccessful:
    • Discard all but the card you used to make your โ€œWish.โ€
    • Draw back up to 6 cards.
    • The other player also draws 1 new card from the deck to replenish their hand.

Step 4: Refresh the Deck

If the draw pile runs out, shuffle the discard pile to create a new deck.


Winning the Game

The first player to fulfill three Wishes (collect three complete sets of four cards) wins the game. Their fate is the strongest!

Aleah and Christine Game Idea Brain dump

Braindump:

Materials:

  • Fortune teller
  • Deck of cards (52 cards)ย 
    • Using tarot cards to build a deck

Sort of go fish 

  • Fortune teller tells us how many cards to pick up
  • Or fortune teller tells us depending of order of cards which one to pick up if u roll a five pick up the fifth card in your deck
  • Keep incorrect card and discard other 4 then pick up 4 new cards

Rules:

Take fortune teller select from coin, sword, cup, and wand

Spell one opening and closing each section with each letter spelled

Chose number from the spot left open

Open that section

Read aloud your action

Keep that card in your hand

Select a player 

Ask them if they have the same number/person and or suit

Collect all that player has

Discard all cards 

Pick up new set or 7

If the ask is unsuccessful 

Discard all cards except the one you used in that turn

Then pick up 6

Other player that was asked to replenish hand 

Continue with this process until out of cards then shuffle the discard pile

Prototype 3 – Roll and Repair

Concept: Compete to fulfill โ€œrepair ordersโ€ with limited dice rolls

Gameplay:

  • Each player runs a workshop.
  • Orders (cards) show what dice combos you need (roll a 3 = fix engine).
  • You roll up to 3 times per turn (Yahtzee-style) to complete jobs.
  • Use โ€œToolโ€ cards to modify rolls (โ€œReroll one die,โ€ โ€œSwap with another player,โ€ โ€œDelay order for bonusโ€).
  • Earn money for jobs, lose it for broken tools or failed orders.

Each turn players all choose a new Repair Card each round rolls the device. Collect the money if you ruled the specified number on the card. Choose a Tool card and roll again. Follow instructions on Tool Card if applicable. If there is opportunity, role one last time. Collect all money for complete Repairs.

There are 10 rounds.

Winning:

Richest repair shop after 10 rounds wins

The Jammers! rules

The Jammers!

Madison Hurst

Objective

Make the most valuable jam recipes by combining various fruits and spices before the deck runs out!

Materials Needed

  1. Strawberry cards
  2. Blueberry cards
  3. Peach cards
  4. Vanilla spice cards
  5. Mint cards
  6. Basil cards
  7. Ginger cards
  8. Special action cardsย 
  9. Paper and pencil (to keep track of points)

Setup

  1. Shuffle all the deck of cardsย 
  2. Deal 5 cards to each player
  3. Place the remaining deck in the center of the table (this will be the draw pile)ย 
  4. Right next to the draw pile will be the discard pile
  5. The person who was last to eat a piece of fruit recently will go first! (if you can remember the tallest will go)
  6. The turns will go clockwiseย 

Play overview

  1. A players turn will consist of three phases (draw phase, action phase, and cleanup phase

Turn Order

Draw Phase:

  • Draw 1 card from the draw pile

 Action Phase:

  • Choose one of the following actions:
  1. Combine 1โ€“3 Fruit Cards plus 1 Spice Card to create a Jam Recipe
  • Place the recipe face-up in front of you
  • Score it immediately (you can make only two recipes per turn)
  1. Trade ingredients
  • Trade up to 2 cards with another player
  • Both players must agree to the trade (cannot trade a full ingredient)
  1. Action card
  • Play an action card then discard itย 
  1. Complete recipe
  • If you have a Recipe Card and the required combo in hand (e.g., โ€œBlueberry blissโ€ needs blueberryย  + vanilla), you may play it for bonus points.
  • Recipe Cards stay in front of you for final scoring.

Cleanup phase:

  • Discard down to 7 cards if over.
  • End your turn.
  • Play passes clockwise.

Outside your turn:

  • Counter Trade: Offer a trade before another player finalizes theirs (only once per round)
  • Jam Bonus: When someone makes a jam with your favorite fruit, you may reveal the same fruit card from your hand to gain +1 point

End of game or round:

  • A Round ends when all players have taken one turn.
  • The Game ends immediately when the Draw Deck runs out and every player has had the same number of turns.

Then, each player adds up their points from completed recipes and any bonuses.

Recipe Key:

  • Strawberry jam (strawberry + cinnamon) 3 points
  • Blueberry bliss (blueberry +vanilla) 3 points
  • Peach sunrise (peach + ginger) 4 points
  • Mixed berry (strawberry + blueberry + mint) 6 points
  • Perry jam (strawberry + peach + basil) 6 points
  • Tri preserve (strawberry + peach + blueberry + any spice) 10 pointsย 
  • Berry sweet (two fruits + cinnamon) 5 pointsย 
  • Earthy herb (any fruit + basil) 4 pointsย 

Action Cards:

  • Bunny attack: choose a player and they have to discard one fruit
  • Farmers market: draw two cards next turn instead of 1ย 
  • Fruit poacher: steal 1 random card from another players hand
  • Another man’s trash, is another man’s treasure: swap one fruit from your hand with one from the discard pile
  • Jam Packed: make two recipes this turn if you have the cards for it

Win/Lose

The player with the most total points wins and becomes the Master Preserver.

Tiebreakers:

  1. Most completed recipes
  2. Most spices used overall
  3. If still tied, both share the victory as co JAMMERS!!

How to get bonus points

  • Add one point to your recipe if it includes blueberry in it!
  • Strawberry counts as +2 more pointsย  if you add cinnamon with it

*AI was used to help organize the instructions

“Quads” – Version 2 Rules

Introduction

Quads is a fast-paced card game that blends the style of Poker with the mechanics of Spoons. Players pass cards between themselves, aiming to collect a winning hand to bet on. After a timed card-passing phase, players bet on their hands for the chance to win the pot.

What you will need:

  • 3-6 players 
  • 1 deck of cards that includes Jokers
  • A 30 second timer
  • Betting chips with least two different colors

Game Setup

  1. Shuffle the deck of cards. Remember to include the jokers. 
  2. Pass 1 card to each player. The player with the highest card becomes the โ€œPasserโ€, who will cards from the deck during the Passing Phase. If two players tie, repeat this process between the players who tied until a tiebreaker is reached. If a joker is drawn, discard it and draw another card. 
  3. The winner chooses the direction for passing cards: clockwise or counterclockwise. All players must pass cards in that chosen direction. (If youโ€™d like, you can alter the direction of play after every round)
  4. Deal a number of chips depending on the difficulty you choose to play the game:
    • Easy: Deal 5 green chips and 6 red chips to each player (21 points to start)
    • Normal: Deal 4 green chips and 3 red chips to each player (15 points to start) 
    • Hard: Deal 2 green chips and 6 red chips to each player (12 points to start)

Green chips will be counted as 3 points, and red chips will be counted as 1. Extra chips should be made accessible if players run out of certain chips, and wish to exchange for chips of an equivalent value. If new to the game, play the game with a Normal level of chips. 

Hand Rankings

This game borrows the hand ranking system from Poker, but removes some of the winning hands. Familiarize yourself with the ranking of hands below. Players with the highest ranking hand will claim the pot, or all chips in play. In the event of a tie, players must split the pot evenly, regardless of any extra cards (unless you are playing the Advanced Edition). When ready, start the passing phase. 

Here are some examples of the hands you should be looking for. 

  1. Four-of-a-Kind (Quads) – 4 cards of the same number (all suits): (4♠,4♥,4♦,4♣)
  2. Straight Flush – 4 sequential cards of the same suit: (2♠,3♠,4♠,5♠)
  3. Three-of-a-Kind – 3 cards of the same number (regardless of suit): (3♣,3♥,3♠,1♥)
  4. Two Pair – 2 pairs of cards with the same number (regardless of suit: (6♥,6♦,8♣,8♠)
  5. Pair – A pair of cards that share the same number (regardless of suit): (7♦,7♠,2♦,6♦)

Passing phase

  1. Shuffle the deck and deal 4 cards to each player. Place the remaining cards in an accessible place, this will become the draw pile. If a player receives a joker, reshuffle the joker back into the draw pile.
  2. When ready, the Passer will begin by drawing a card and discarding a card in their chosen direction. The player who received the card from the passer must collect the card and discard a card in the direction of the passer.
  3. When the last player in the cycle receives a card, they must discard a card in a pile adjacent to the draw pile. You should maintain a hand of 4 cards at all times.
  4. At any point during this process, players can โ€œlock-inโ€ their hand by placing their cards face-down and announcing it to the table. Locked-in players can no longer receive or discard cards. Players must pass around the locked-in player, and can draw if the previous passer locks-in.
  5. Continue this process until the first player locks in, or a Joker is drawn. If a Joker is drawn, the passing phase ends immediately.
  6. The first player to lock-in starts a 30-second timer, in which all other players must lock-in their hands. When all but one player lock-in their hand, the passing phase ends immediately.
  7. Players who are holding more than 4 cards by the end of the Passing Phase are disqualified from the betting phase. 

Betting Phase

Once the Passing Phase ends, all players (that are not disqualified) enter the betting phase. Given their current hand, players can choose to:

  • Bet High – Place one green chip worth 3 points.
  • Bet Low – Place one red chip worth 1 point
  • Fold – Place your hand face down and disqualify yourself, making no bet.

The player who is locked-in first must start the betting phase, and the order of betting will follow the order of passing. After all decisions have been made, players enter the Reveal Phase

Reveal Phase

Once the Betting Phase ends, all betting players must reveal their hand to the table. The player with the highest ranking hand will take the entire pot, or chips in play. If two players tie, and no other hand outranks them, they must split the pot as evenly as possible. Exchange chips if needed. If all players but one fold, the winner can take the pot uncontested and do not need to reveal their cards (It would make the game funnier if they did though). Players who run out of chips are eliminated from the game.

Collect the cards, shuffle the deck, then restart the Passing Phase. Continue until a Win Condition is reached. 

Win conditions

Players can decide a winner using points, number of rounds, disqualification, or some mixture of the 3. Hereโ€™s some standard examples to provide a framework, but feel free to create your own:

  1. After 5/10/15 rounds, count the value of the chips. The player with the highest number of points wins. 
  2. Given the number of points each player starts with, set a winning number of points players must reach to win. 
  3. The last player to be disqualified wins the game. 

Advanced Edition (Optional Rules): Read if youโ€™ve played Quads enough

If youโ€™ve played enough Quads to understand the game, and want more of a challenge, feel  free to add some bonus rules: 

  • No betting limit: Players can bet as many or little points as desired (be sure to adjust the points/starting chips to account for this) 
  • Add more winning hands to the game
    • Straight – Any hand of cards that progress in numerical order, regardless of suit
    • High Card – If two players tie with the same hand rank, the player with the highest unmatched card wins the pot.
  • Add 1-2 more decks to the original to increase variety
  • Expand the hand limit from 4 to 5
  • Play with more players (alter time and decks for extra players)