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OBJECT OF THE GAME

PREPARATION AND THE DEAL

Chimera is a 3-player card game of two against one. It is similar


to climbing and shedding based card games like Tichu, The Great
Dalmuti, Big Two and Beat the Landlord. Each hand one player
is designated Chimera and the other two players team up as the
Chimera Hunters to defeat the Chimera. Players compete for
points in several hands of play and the winner is the player who
scores the most points once the designated Score Limit is reached
by one or more players. Chimera is normally played to 400 points
although longer or shorter games may be played.

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 game is played with a 54-card deck:

The player who receives the face up card starts the Bid.

4 cards each of ranks 1 through 12 (although suits are included


they have no effect on game play)

In clockwise order, players may pass or 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).

8 of these cards are Treasure cards and provide points


to the player who takes them in a trick.

11

4 Rank 2 Fortune Toads worth +10 points each

2
11

4 Rank 11 Prosperity Cats worth +5 points each.

4 Hunters, which rank higher than the cards ranked 1


through 12, but have no numerical value and so cannot be
used in playing ranked sequences (except as added cards).

1 Pi Ya card, which outranks all other single cards except


the Chimera and can optionally be used to substitute for
any ranked card 1-12 to assist in making a straight. For
example, 8-9-10-Pi Ya-12.

The bidding can start at any of these bid options.


For example, a player may want to preemptively bid 40, the
maximum, to shut others players out and automatically win
the Bid.
Each Bid must be higher than the last Bid.

11

Players may re-enter the bidding after passing.


Bidding continues until a player bids 40; or, there are two
consecutive passes after a Bid.

11

1 Chimera card, which outranks all


single cards.

Legal Bids are: Pass, 20, 30 or 40.

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.

LEGAL CARD COMBINATIONS

PREPARATION OF THE HAND

See the complete description of each combination at the end of


the rules and on the player aid cards.

The winner of the bid becomes Chimera. The Chimera picks


up the Chimeras Den of 3 cards and adds them to his hand
bringing his total card count to 20. The Chimera does not discard
or pass any cards!
The other two players will now play as a team, the Chimera
Hunters, against the Chimera.

7H 7H 7

6661010 777
2 26 2 1

1 61

777 1010666

1 345

7107 107 6 106 10


6 6 6 6

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

Trap (Four of a Kind)

99 9 9

PLAY OF THE HAND

999

Four of a Kind with two single attached cards

6 6 6 6
10 610 6 710 7 107

Straight (Five or more cards in sequence)

If the Bid is 40, the Chimera Hunters must exchange 2 cards.


6

61 1 1

1
1

Sequence of triplets with attached pair each

Four of a Kind with two attached pairs

Sequence of triplets with attached card each

If the Bid is 30, the Chimera Hunters must exchange 1 card.

12

999

111
9

1 1

99

12

111

22

12

1 1

21

21

111

1 1

22

If the Bid is 20, the Chimera Hunters do not exchange cards.

Sequence of at least two sets of triplets

Triplet with an attached pair

Based on the winning bid, the Chimera Hunters secretly and


simultaneously exchange 0, 1 or 2 cards following this:

Triplet with an attached card

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

Sequence of at least three pairs

10 10

88

1010 99 88

11

11

Pair

11

11

Single Card

Subsequent plays to the trick must match the combination led


and must be higher in rank.
For example if a 3 is led, the only legal play is a single card
higher than 3. If pairs are led, the only legal play is higher
ranked pairs, and so on.
Players may also choose to play a TRAP or a Chimera Flight
instead of the led combination.
If a Trap is played, now only a Trap of a higher rank or a
Chimera Flight can be played.

A Chimera Flight is the highest possible play in a trick.


Note: Traps and Chimera Flights cannot be played out of turn!

IF EITHER OF THE CHIMERA HUNTERS PLAYED


ALL OF THEIR CARDS FIRST:

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 Chimera loses points equal to the amount of his bid


(-20, -30 or -40). It is possible to get below 0.

Play continues until two consecutive players pass.

Each Chimera Hunter scores 20 points.

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.

4 Rank 11 Cards, Prosperity Cats, are worth


5 points each.

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

IF THE CHIMERA PLAYED OUT ALL HIS CARDS FIRST:

4 Rank 2 Cards, Fortune Toads, are worth


10 points each.

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.

There are eight Treasure Cards.

SCORING THE HAND

ALL PLAYERS 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.

The Chimera does not score any Bonus.

EXAMPLES OF SCORING
Example 1:
The Bid is 20, the Chimera goes out first,
1 Trap was played,
Chimera Hunters played no cards.

A Bonus is applied if a Chimera Flight is played.

The Chimera scores 40 (for 2 x his bid of 20)


+ 25 (for 1 Trap Bonus)
+ 25 (for the no cards played Bonus)
For a total of 90 points.

A Bonus is applied if either or both of the Chimera Hunters


did not play any cards.

In addition, each player scores points for any Treasure Cards


they won in their Tricks.

A Bonus is applied for each Trap played.


Note: Four of a Kind with attached single cards or pairs are NOT Traps!

88 99 1010
8

22

TRIPLET Three cards of the same rank from 1 (low) to 12 (high)


topped by Chimera Hunters. For example, 11-11-11 is higher than
2-2-2. H-H-H is the highest Triplet.
2

1 1

111

22

21

21

111

22

SEQUENCE OF TRIPLETS Two or more triplets of consecutive


ranks from 1 up to 12. Chimera Hunters, Pi Ya and Chimera
cannot be used.
1 1

12

12

22

1 1

111

111

TRIPLET WITH AN ATTACHED CARD A triplet with any single


card added, for example 1-1-1-6. The rank is determined by the
rank of the triplet. For example, 7-7-7-5 in higher than 5-5-5-12.
6

1 1

Traps and the Chimera Flight cannot be played out of turn.

10 10

SEQUENCE OF PAIRS Three or more pairs of consecutive ranks


from 1 to 12. Chimera Hunters, Pi Ya and Chimera cannot be
used.
8
9 8
9

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

If desired, players may change the Score Limit for a longer or


shorter game. Recommended Score Limits are 300, 500 or 750
points.

PAIR Two cards of the same rank from 1 (low) to 12 (high)


topped by Chimera Hunters. For example, 8-8 is higher than 4-4.
H-H is the highest pair.
8

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!)

WINNING THE GAME

In addition, each player scores points for any Treasure cards they
won in their Tricks.

88

The Chimera Hunters each score 20 points (for defeating the


Chimera).

SINGLE CARD Cards ranked from low to high: 1, 2, 3, 4, 5, 6, 7,


8, 9, 10, 11, 12, Chimera Hunter, Pi Ya, Chimera
11

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

STRAIGHT OF 5 OR MORE At least five cards of consecutive


rank from 1 up to 12, for example 8-9-10-11-12. You may play
Straights of 5 to 12 cards. Chimera Hunters and Chimera cannot
be used in a sequence. Pi Ya may be used in a Straight (see Pi
Ya in Components).

SPECIAL POWER: The Pi Ya can be used as a Wild card


to fill in one rank for a legal Straight (1 through 12), for
example, 8-9-10-Pi Ya-12.
9

99 9 9

9999

TRAP Four of a Kind. Traps can be played on any combination


except the Chimera Flight and a higher ranked Trap bests a lower
ranked one. The four Chimera Hunters are the highest Trap.
P

5 4 3 52 41 3 2

CHIMERA FLIGHT The Chimera and the Pi Ya played together.


A Chimera Flight can be played on any combination and beats
everything.
P

NOTE: Quads with Attached Cards or Pairs are not Traps and can be
beaten by a Trap or Chimera Flight.

SEQUENCE OF TRIPLETS WITH AN ATTACHED PAIR EACH


An extra pair is attached to each triplet, for example, 6-6-6-10-10
7-7-7-H-H. Only the triplets have to be in sequence. The pairs
must be different in rank from each other. Chimera Hunters can
be attached as a pair, but cannot be used as triplets. Pi Ya and
Chimera may not be used.

99

7 7 77

7H 7H 9 H9 H 9

QUAD WITH ATTACHED PAIRS Four of a Kind with two pairs of


different ranks attached, for example 7-7-7-7-H-H-9-9. The four
of a kind determines the rank. Chimera Hunters can be used (all
four as a Quad or two as one of the attached pairs).

77

77 7 7

9 9 99

22

666 1010

10 10

6 106 10

12

66

12

111

SEQUENCE OF TRIPLETS WITH AN ATTACHED CARD EACH


An extra card is added to each triplet, for example 1-1-1-6
2-2-2-12. The attached cards must be different from the triplets
and from each other. Although trips of Chimera Hunters cannot
be included, a Chimera Hunter, the Pi Ya or Chimera can be
attached, but not both the Pi Ya and Chimera together.

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

QUAD WITH ATTACHED CARDS Four of a Kind with two single


cards of different ranks attached, for example 7-7-7-7-2-10.
The four of a kind determines the rank. Chimera Hunters may be
used as the four of a kind. A Chimera Hunter, Pi Ya and Chimera
can be attached, but you cannot use both the Pi Ya and Chimera
in one Quad as attached cards.

12

1 1

111

77 7 7

888

TRIPLET WITH AN ATTACHED PAIR A triplet with a pair added,


for example 8-8-8-H-H. The rank is determined by the rank of the
triplet. 9-9-9-11-11 beats 5-5-5-12-12. Pi Ya and Chimera cannot
be used as an attached pair.

77 7 7

99

888

7 7 77

10
7 27

88

10 2

10 77 7 7

Special Thanks to my game group of over


15 years including Mark Delano, Steve Rugh, Mike
Fitzgerald, John Perkins, Alan Stern, Donna McFee,
and Andrew Emerick; my many friends at Alan
Moons The Gathering of Friends, and to
Zev Shlasinger and the great team at Z-Man Games.
Game Design: Ralph H. Anderson
Flightless Goat Workshop
Illustrations: Chris Quilliams & Philippe Gurin
Development: Team Z-Man Games
2014 Z-Man Games Inc.
31 rue de la Cooprative
Rigaud QC J0P 1P0
Canada
info@zmangames.com
www.zmangames.com

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