100

πŸ“– 100 – Full Rulebook

πŸƒ Object & Components

Objective

Be the first player to reach 100 points. Each won trick is worth 10 points. A round ends as soon as any player reaches 50 points; record scores, reshuffle, and start a new round. The game ends immediately when a player reaches 100 points. No ties.

Components (65‑card deck)

  • 36 Number Cards β†’ 1–9 in four colours: Red, Yellow, Blue, Green.
  • 20 Picture Cards β†’ 5 per colour: Realm (Sun/Moon), Dragon, Sorcerer, Guard, Troll.
  • 5 Specials β†’ Phoenix, Giant, Cyclone, Tree, Warlock.
  • 4 Wild Numbers β†’ Purple 1–4.
  • Ruling Colour Markers β†’ to track the current ruling colour.

🌟 Special Cards (Wild Tier)

Specials sit outside normal rank order. Unless stated otherwise, they can win a trick by rank alone.

  • πŸ”₯ Phoenix β†’ Supreme. No card defeats it.
  • β›° Giant β†’ Second to Phoenix. When played, instantly flips the ruling colour within its realm: Red ↔ Yellow, Blue ↔ Green.
  • ☿ Warlock β†’ Third. After play, search the discard pile, reveal one card, and add it to your hand.
  • ✹ Cyclone β†’ Cannot win a trick. When played, change the ruling colour to any colour of your choice; you lead the next trick even though you did not win this one.
  • 🌳 Tree β†’ Cannot win a trick. Search the draw pile for any card, reveal it, add it to your hand, then reshuffle the draw pile.

🎴 Realms & Picture Cards

Colours pair into Realms. Realm cards are the highest picture rank within their realm.

Realms

Sun Realm: Red & Yellow

Moon Realm: Blue & Green

Realm Dominance (Shadow Rule)

When a Realm colour is nominated (i.e., is ruling), its Realm card beats the Realm card of its shadow partner.

  • Blue ruling β†’ Blue Moon > Green Moon
  • Green ruling β†’ Green Moon > Blue Moon
  • Red ruling β†’ Red Sun > Yellow Sun
  • Yellow ruling β†’ Yellow Sun > Red Sun

Normal Rank Order (within a colour)

  • Realm (Sun / Moon)
  • Dragon πŸ‰
  • Sorcerer ✧
  • Guard πŸ›‘οΈ
  • Troll πŸ‘Ή
  • Numbers (1–9)

Troll (ability)

When played, discard one card from your hand, then choose a player at random and take one random card from their hand (without looking).

🟣 Wild Numbers (Purple 1–4)

  • May follow any colour.
  • Leading Purple: the leader nominates a colour for this trick; the Purple counts as that colour’s number.
  • Purple numbers sit in normal numeric rank for the nominated colour.
  • Wins only if (a) it is the highest number of the ruling colour at resolution, or (b) it is the last valid colour match in the trick.
  • Realm links are ignored for Purple nominations: Red β‰  Yellow, Blue β‰  Green.

β–Ά Setup

  • Shuffle the 65‑card deck.
  • Deal 7 cards to each player.
  • The dealer chooses the starting ruling colour before looking at their hand; place the marker on that colour.
  • Place the remainder face‑down as the draw pile; make a face‑up discard pile during play.
  • Appoint a scorekeeper.

β–Ά Playing a Trick I β€” Draw, Lead & Follow

Draw Phase

At the start of each trick, any player with fewer than 7 cards draws back up to 7 (if possible).

Lead

The winner of the previous trick leads and may play any card. That card’s colour sets the ruling colour for this trick (unless later overridden). Update the marker immediately.

Follow

Players must follow the ruling colour if able. If not, they may play any other card, including Specials or Purple Wilds.

Hint: Use Purple Wilds to avoid bleeding out high‑rank cards under the follow rule.

β–Ά Playing a Trick II β€” Colour Match

Colour Match Override

If a later player plays a card that matches the number or picture type of any earlier card in the trick, the ruling colour instantly shifts to the new card’s colour. Update the marker. That card becomes the current winner, even if it would normally be weaker by rank.

Timing Rule

Colour matches win in time order: a later valid match outranks earlier plays (even Dragons). The last valid colour match at resolution wins, unless beaten by a higher Special (Phoenix > Giant > Warlock).

Match Rank Nuance

  • A matched Number (e.g., 3–3) ranks just below a Troll of the ruling colour.
  • A matched Dragon sits below a Dragon of the ruling colour but above a Sorcerer.

Examples

  • Red 5 β†’ Blue 5 β†’ shift to Blue β†’ Blue 5 currently winning.
  • Yellow Dragon β†’ Green Dragon β†’ shift to Green β†’ Green Dragon winning.
  • Yellow Dragon β†’ Red Dragon β†’ Red 5 β†’ Blue 5 β†’ shifts: Yellow β†’ Red β†’ Red β†’ Blue β†’ Blue 5 wins (unless a higher Special intervenes).

β–Ά Playing a Trick III β€” Resolution

Resolution Checklist

  • Resolve instant effects: Giant, Cyclone, Warlock, Tree, Troll.
  • Apply Colour Match shifts and timing.
  • Apply Wild dominance (Phoenix > Giant > Warlock). Cyclone/Tree cannot win.
  • Otherwise, evaluate by Realm hierarchy within the ruling colour.

Winner & Next Lead

The trick is won by either (1) the last valid colour match, or (2) the highest eligible Special. The winner leads the next trick. (Exception: Cyclone’s player leads next even if they didn’t win.)

Deck Recycling

If the draw pile empties, shuffle the discard pile to form a new draw pile. If both are empty and a draw is required, skip the draw and continue.

πŸ† Scoring & Game End

  • Each trick won β†’ 10 points.
  • First to 50 points triggers halftime: record scores, reshuffle, redeal, resume.
  • First to 100 points wins the game immediately. No shared wins.

🏷️ Marker Cards

Use the marker to track the current ruling colour. Update it immediately when:

  • The lead sets a colour.
  • A Colour Match shifts the ruling colour.
  • Giant flips within its realm.
  • Cyclone changes it to any colour.
  • A Purple lead nominates a colour for the trick.

The marker is informational only, but must always reflect the true state for clarity and speed of play.

πŸͺ„ Edge Cases & Reminders

  • Instant resolution: Giant/Cyclone/Warlock/Tree/Troll resolve as soon as they are played.
  • Purple Wilds ignore Realm links and only win if highest number or last valid colour match.
  • Hand size can fluctuate (Troll/Tree/Warlock). At each Draw Phase, restore to 7 if possible. If missed, draw now to correct (multiple cards may be drawn if forgotten).
  • Cannot follow? You may play anything, but remember Cyclone and Tree cannot win.
  • Realm Shadow only compares Realm vs. Realm (Sun/Moon), not other ranks.