By THL Colyne Stewart (MKA Todd Fischer)
(*Garwolf is a medieval term for a werewolf.)
To play Garwolf you must first insert the optional Court cards, the Garwolf. You should use three Garwolves for three-handed play, four for four-handed play. The two of Wilds should be removed for three-handed play.
The object of the game is for the Wolves of Ealdormere to hunt down the royalty (other Court/Face cards). The cards are all dealt out, then each player hands two cards to the player on his left. On the second deal, they pass to the right. On the third, each player must keep what he has. (In four-handed play, the third deal would pass across, and the fourth would be keep what’s dealt.)
The player with the three of Wilds plays first. Each player must then play a card, following suit if possible. The person who played the highest card following suit wins the trick and now has the lead.
The Garwolf is the highest card, and the Ace is low. The only instance where an Ace is high, is when it is played on a Garwolf. (This represents a hunter killing the wolf.)
You can lead with a Garwolf, but since they have no suit/are all suits any Ace could be played on them to win the trick. This said, they can be played on any trick, no matter what suit was dealt, and be the highest card. (If you want to use them as a suit, use the one in the top left corner.)
All Court cards are worth 1 point, while the Garwolf is worth 3. The first player to reach 100 points wins.
Alternate Rules
Instead of passing cards as normal, in the first hand pass no cards. In the second, the person(s) who won the most points in the preceding hand is the King, and the person(s) with the lowest points won is the Knave. The King gives two cards of choice to the Knave, while the Knave gives the King his two highest cards (in this instance, Ace is low). This repeats at the beginning of each hand, with the Knave(s) and King(s) changing depending on who gets the least and most points each hand.
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