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Chimera Rulebook

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Rules to play the game Chimera

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  • COMPONENTSThe game is played with a 54-card deck:

    4 cards each of ranks 1 through 12 (although suits are included they have no effect on game play)

    8 of these cards are Treasure cards and provide points to the player who takes them in a trick.

    4 Rank 2 Fortune Toads worth +10 points each

    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.

    1 Chimera card, which outranks all single cards.

    OBJECT OF THE GAMEChimera 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.

    PREPARATION AND THE DEALAny 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.

    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).

    THE BIDThe player who receives the face up card starts the Bid.

    In clockwise order, players may pass or bid.

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

    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.

    Players may re-enter the bidding after passing.

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

    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.

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

    H

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    HP

    P

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  • PREPARATION OF THE HANDThe 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.

    Based on the winning bid, the Chimera Hunters secretly and simultaneously exchange 0, 1 or 2 cards following this:

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

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

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

    PLAY OF THE HANDPlayers are attempting to play out all of their cards in their hand first.

    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.

    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.

    LEGAL CARD COMBINATIONSSee the complete description of each combination at the end of the rules and on the player aid cards.

    Single Card

    Pair

    Sequence of at least three pairs

    Triplet

    Sequence of at least two sets of triplets

    Triplet with an attached card

    Triplet with an attached pair

    Sequence of triplets with attached card each

    Sequence of triplets with attached pair each

    Straight (Five or more cards in sequence)

    Four of a Kind with two single attached cards

    Four of a Kind with two attached pairs

    Trap (Four of a Kind)

    Chimera Flight

    the rules and on the player aid cards.11

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    Sequence of at least two sets of triplets1

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  • SCORING THE HANDThe 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.

    IF THE CHIMERA PLAYED OUT ALL HIS CARDS FIRST:

    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.

    A Bonus is applied for each Trap played.

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

    A Bonus is applied if a Chimera Flight is played.

    A Bonus is applied if either or both of the Chimera Hunters did not play any cards.

    IF EITHER OF THE CHIMERA HUNTERS PLAYED ALL OF THEIR CARDS FIRST:

    The Chimera loses points equal to the amount of his bid (-20, -30 or -40). It is possible to get below 0.

    The Chimera does not score any Bonus.

    Each Chimera Hunter scores 20 points.

    ALL PLAYERS SCORE:

    TREASURES: All players score for any Treasures they took in their Tricks.

    There are eight Treasure Cards.

    4 Rank 2 Cards, Fortune Toads, are worth 10 points each.

    4 Rank 11 Cards, Prosperity Cats, are worth 5 points each.

    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.

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

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

    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.

    Play continues until two consecutive players pass.

    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.

    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.

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    EXAMPLES OF SCORINGExample 1: The Bid is 20, the Chimera goes out first,

    1 Trap was played,

    Chimera Hunters played no cards.

    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.

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

  • WINNING THE GAMEPlay 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!)

    If desired, players may change the Score Limit for a longer or shorter game. Recommended Score Limits are 300, 500 or 750 points.

    LEGAL COMBINATIONSGENERAL NOTESSuits do not matter. They are included to provide variety and to assist in remembering cards played.

    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.

    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.

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

    Example 2: The Bid is 40, one of the Chimera Hunters goes out first and the Chimera Flight was played.

    The Chimera loses 40 points (for his missed Bid) and no Bonus is scored for the Chimera Flight.

    The Chimera Hunters each score 20 points (for defeating the Chimera).

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

    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

    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.

    SEQUENCE OF PAIRS Three or more pairs of consecutive ranks from 1 to 12. Chimera Hunters, Pi Ya and Chimera cannot be used.

    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.

    SEQUENCE OF TRIPLETS Two or more triplets of consecutive ranks from 1 up to 12. Chimera Hunters, Pi Ya and Chimera cannot be used.

    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.

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

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

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

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  • 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.

    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).

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

    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.

    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.

    CHIMERA FLIGHT The Chimera and the Pi Ya played together. A Chimera Flight can be played on any combination and beats everything.

    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.

    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.

    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.

    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).

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    ranked one. The four Chimera Hunters are the highest Trap.ranked one. The four Chimera Hunters are the highest Trap.ranked one. The four Chimera Hunters are the highest Trap.P

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  • 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 GurinDevelopment: Team Z-Man Games

    2014 Z-Man Games Inc. 31 rue de la Cooprative

    Rigaud QC J0P 1P0 Canada

    [email protected] www.zmangames.com