Unwrapping the Rules: How to Play Keep Your Gifts Board Game Card Game
Looking for a new game to liven up your next gathering? "Keep Your Gifts" is a delightful board and card game perfect for players aged teen and up. Combining strategy, luck, and a bit of friendly sabotage, this game promises a fun and engaging experience. Here's a complete rundown of the rules to get you started:
Game Overview:
- Players: 2-4 players
- Goal: Collect the most points from cards and earn bonus points at the finish line.
- Components: Game board, four decks of cards (Gift, Bell, Snow, and Tree).
Setting Up:
- Lay out the game board.
- Shuffle each deck separately and place them face-down on their designated spots on the board.
- Each player selects a token.
- Get the die ready.
Gameplay - Taking Turns: Each turn has two parts:
- Activate (Optional): You can choose to activate any number of cards from your hand. To activate a card, place it face-up, follow its instructions, and then discard it.
- Roll to Move: Roll the die and move your token that many spaces around the board. Note: You cannot activate cards after rolling.
Types of Spaces:
- Draw: Draw the specified number of cards from a particular deck (Gift, Bell, Snow, or Tree).
- Wheel: Draw the specified number of cards from any deck.
- Discard: Discard the specified number of cards from your hand.
- Start: When you land on or pass the Start space, draw one Gift card. (This can change due to card effects.)
- Finish: When two decks are depleted, the Start space becomes the Finish space. Reach the Finish to receive bonus points and complete the game.
- Boost: Peek at the top two cards of each deck. Choose two to keep and return the rest in the same order.
- Restore: Take any two cards from the discard pile into your hand.
- Punish: Discard four cards from your hand.
Ending the Game:
- The game ends when two decks are empty. The Start space becomes the Finish space.
- Players who reach the Finish receive bonus points: 1st place (+60), 2nd place (+40), 3rd place (+20), 4th place (+10).
- The player with the most points (cards + bonus points) wins.
Special Rules - "Try Your Best":
If you cannot complete an action entirely, do as much as you can. If you can't do any part of it, you can skip it. Examples:
- If a space says "Draw 2 Tree cards" but there are no Tree cards left, you simply do nothing.
- If you need to give three cards to another player but only have one, you give that one card.
- If you need to take a certain type of card (like a Bell card) but it's not available, you don't take any card. You can't substitute it with a different type of card.
- If you play a card but then realize you can't fulfill its instructions, you still lose the card to the discard pile.
Movement Rules:
- Normal Movement: Move forward at the end of your turn after rolling. Follow the instructions of the space you land on. You can pass through Start/Finish on normal movement.
- Special Movement: Card effects can trigger special movements (backward, swap positions). These don't follow space instructions, and you cannot pass through Start/Finish during special movement. Note that normal movement still occurs after a special movement.
Card Decks:
- Gift Deck: These cards are worth points, ranging from +6 to +20 points each. They have no special abilities.
- Bell Deck: These cards have unique abilities (Recover, Discard, Skip Turn, Extra Turn, Draw, View) and are worth +4 points each.
- Tree Deck: These cards focus on viewing, taking, or protecting cards, or moving players backward. They are worth +1 point each.
- Snow Deck: These cards have abilities that involve going back, dares, requests, swaps, or jumps. They are worth +2 points each.
Customization:
Feel free to customize the rules! Change the number of empty decks needed to trigger the end game, add a time limit, include more players, form teams, or use multiple dice for a personalized experience.