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Any player may deal each hand. The dealer shuffles the cards and
presents them to another player to cut near the middle of the
deck. After the cut, the dealer takes the top card from the bottom
half of the cut and places it face up on the top half of the cut.
The dealer then completes the cut by placing the bottom half of
the deck on top of face up card and deals the hand.
COMPONENTS
THE BID
The player who receives the face up card starts the Bid.
Deal the first three cards face down in the middle of the table,
this is called the Chimeras Den. Then, deal out the remaining
cards to the players (17 cards to each player).
11
2
11
11
11
If all players pass without any bid, then the hand is thrown
in: shuffle and deal again. On the re-deal, if all 3 players pass
again, the player with the most points automatically bids 20.
Other players are free to bid as in normal bidding.
7H 7H 7
6661010 777
2 26 2 1
1 61
777 1010666
1 345
543 1
77 7 7
72 710
7 77
77
77
7 10
2 10
5 4 3 52 41 3 2
10 77 7 7
7H 7H 9 H9 H 9
99
10
7 27
7 7 77
7
9 H 9H 9 H
77 7 7
H
7
7 7 77
7 7 77
99
77 7 7
10 2
The Chimera begins the round of play for the hand by playing
one or more cards to the table corresponding to one of the 14
possible card combinations described previously. This is called
leading the trick.
In clockwise order, players may either play to the trick or pass.
...
7 H7 H
7
2 3 14 25 3 4 5
99
12
12
111 6
1 2 62 2 212 2 2
2 2 122
9999
9 9 99
Players are attempting to play out all of their cards in their hand
first.
12
6
1 1
9
P
Chimera Flight
9999
1 1
22
99 9 9
999
6 6 6 6
10 610 6 710 7 107
61 1 1
1
1
12
999
111
9
1 1
99
12
111
22
12
1 1
21
21
111
1 1
22
10 10
111
9
9
10 10
88 99 1010
8
22
8 9
8
9
8
9 8
9
Triplet
10
9 10
9
88
10 10
88
1010 99 88
11
11
Pair
11
11
Single Card
Players may pass even if they have a legal play and players who
pass may re-enter play unless the trick is won before their next
opportunity.
The player who played the last cards to the trick wins all the
played cards and places them into a face down pile in front
of him. This pile is called his Tricks. The player then leads the
next trick for the hand. Any Treasure cards (Fortune Toads &
Prosperity Cats) taken will be scored at the end of the hand.
TREASURES:
All players score for any Treasures they took in their Tricks.
The Chimera scores double the amount of the Bid (40, 60 or 80)
The Chimera scores an additional 25 points for each Bonus
BONUSES:
Each of the following instances counts as a Bonus of 25 points.
11
11
Note: Since the hand is over once one player has played all his cards,
any Treasure cards remaining in other players hands will not count
for this hand.
11
11
The score is calculated based on the Bid and who played all of
their cards first, the Chimera or one of the Chimera Hunters.
Then all players score their Tricks. Each player has a separate score.
The hand is over as soon as one player has played all his cards.
This player takes all the cards played to the last trick and the hand
is scored. Any cards remaining in other players hands are not
counted and placed aside.
EXAMPLES OF SCORING
Example 1:
The Bid is 20, the Chimera goes out first,
1 Trap was played,
Chimera Hunters played no cards.
88 99 1010
8
22
1 1
111
22
21
21
111
22
12
12
22
1 1
111
111
1 1
10 10
The Pi Ya and Chimera together are the Chimera Flight that can
be played to win any trick. They can only be played together for
this purpose.
9
9
10 10
10
9 10
9
The Chimera Hunters (H) are regarded as higher than any of the
ranked cards 1 12. However, since they have no actual rank, they
cannot be used in any type of sequence.
8 9
8
9
10 10
GENERAL NOTES
Suits do not matter. They are included to provide variety and to
assist in remembering cards played.
1010 99 88
LEGAL COMBINATIONS
88
Play continues until at least one player has scored 400 or more
points. The player with the highest score is the winner. If there is a
tie for highest score, play continues until there is a single highest
score. (This means the untied third player could still win!)
In addition, each player scores points for any Treasure cards they
won in their Tricks.
88
The Chimera loses 40 points (for his missed Bid) and no Bonus
is scored for the Chimera Flight.
11
11
11
Example 2:
The Bid is 40, one of the Chimera Hunters goes out first and
the Chimera Flight was played.
777
7H
777
H
7
1 1
1010 666
10 10
10 610 6
1 345
77
2 3 14 25 3 4 5
...
543 1
66
99 9 9
9999
5 4 3 52 41 3 2
NOTE: Quads with Attached Cards or Pairs are not Traps and can be
beaten by a Trap or Chimera Flight.
99
7 7 77
7H 7H 9 H9 H 9
77
77 7 7
9 9 99
22
666 1010
10 10
6 106 10
12
66
12
111
12
12
9999
12
22
7 7 77
H
7
7 7 77 10
2 10
7
9 H 9H 9 H
88
72 710
12
1 1
111
77 7 7
888
77 7 7
99
888
7 7 77
10
7 27
88
10 2
10 77 7 7