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:

  1. Lay out the game board.
  2. Shuffle each deck separately and place them face-down on their designated spots on the board.
  3. Each player selects a token.
  4. Get the die ready.

image show the board of this card game

Gameplay - Taking Turns: Each turn has two parts:

  1. 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.
  2. 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.

image space type Draw, Discard, Wheel and Start - Finish

  • 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.

image space type Boost, Restore and Punish

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.

image some cards of type Gift and Bell

  • 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.

image some cards of type Tree and Snow

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.