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JOKERS:

Each player has four Joker card tiles in their colour. 

Jokers are ‘wild’, meaning that they can be used to represent 

any card, in any sequence, at any time.

ACES:

Note that aces count as high or low. So Ace, 2, 3, 4 etc is 

permitted, as is Jack, Queen, King, Ace.
You can also use the Ace to join two ends of a sequence, so 

King, Ace, 2, 3 would be permitted.

STRATEGIES:

Players should not just concentrate on positioning their cards 

to create their own sequences - try and work out what your 

opponent is doing as well and disrupt their plans. It’s not 

always a good idea to try and create your card sequences 

straight away. For one thing, your opponent may find it easier 

to work out what you are trying to do, so be strategic.
It is always advisable to try and create your five and six card 

sequences early on, whilst there is still space on the grid. If 

possible, make use of the cards placed by your opponent, 

because you may be able to complete a sequence and 

remove their tiles, before your opponent is able to create a 

sequence of their own.
Once card tiles have been removed, be aware it could change 

the whole direction of the game!

REMOVING CARD TILES FROM THE GRID:

You can choose to remove your cards forming a valid 

sequence at any point during your turn, (providing you 

have not already removed another sequence with the same 

number of cards). This includes removing it at the start of 

your turn, after placing the first card or the second card.
Once a player removes a correct sequence, they declare it 

to their opponent and if the sequence is agreed as correct, 

they place it in the allotted space on the platform of the grid. 

This will leave blank spaces in the grid. If a player incorrectly 

declares a sequence, the tiles are returned to the grid and the 

player will miss their next turn.
If all 49 spaces on the grid have been filled without a 

declared winner, both players add their scores at that point. 

The player with the highest score is deemed the winner. In 

the event that both players have the same score, the result 

is a draw!

AN EASIER VERSION OF THE RULES:

When playing with younger players, you can choose to play 

to complete just the three, four and five card sequences - you 

could even use the space for a six card sequence to add two 

further three card sequences!

Good luck!

Summary of Contents for 2-Way Cards

Page 1: ...e grid base Then add together the scores of your completed sequences The player with the highest score is the winner S E TT I N GU P Begin by assembling the three parts of the battle grid as shown bel...

Page 2: ...ure card but with some additional rules A row of three cards or four cards of the same number picture must all have different suits Eg A row of five cards or six cards of the same number picture must...

Page 3: ...es have been removed be aware it could change the whole direction of the game REMOVING CARD TILES FROM THE GRID You can choose to remove your cards forming a valid sequence at any point during your tu...

Page 4: ...ses correspondantes de votre base Additionnez ensuite les scores de vos s quences compl t es Le joueur ayant le score le plus lev est le gagnant M I S EE NP L A C E Commencez par assembler les trois p...

Page 5: ...seigne doit comprendre au moins une plaque de chaque couleur et ne peut pas comprendre deux plaques identiques c te c te Exemple En r alisant les s quences suivantes et en les pla ant dans les cases c...

Page 6: ...vant qu il ne puisse lui m me cr er sa propre s quence Le fait de retirer des plaques peut compl tement modifier l issue du jeu RETRAIT DES PLAQUES DE LA GRILLE Vous pouvez choisir de retirer vos plaq...

Page 7: ...er eine Kartenkombination aus drei vier f nf und sechs Karten im Spielst nder unterzubringen und diese auf der eigenen Spielfeldseite nach den Spielregeln anzuordnen Die Punkte f r jede komplette Kart...

Page 8: ...teigend angeordnet sind z B Gleiche Zahlen Figuren Folge aus Karten mit gleicher Zahl Figur allerdings mit Zusatzregeln Folge aus drei oder vier Karten mit gleicher Zahl Figur die sich allesamt in der...

Page 9: ...tigstellen kann Sobald Sie Kartenspielsteine entfernen k nnte dies den gesamten Spielverlauf ver ndern KARTENSPIELSTEINE AUS DEM ST NDER NEHMEN Solange Sie am Zug sind k nnen Sie Karten in einer g lti...

Page 10: ...la rejilla Se suma la puntuaci n de todas las secuencias conseguidas Gana el jugador que consiga la puntuaci n m s alta M O N T A J E Para empezar hay que montar las tres partes de la rejilla como en...

Page 11: ...tro cartas del mismo n mero icono tienen que ser de distintos palos Ej Una serie de cinco o seis cartas con el mismo n mero icono tiene que incluir por lo menos una carta de cada palo y no puede haber...

Page 12: ...ue una vez que retiras fichas el rumbo de la partida puede cambiar por completo RETIRADA DE FICHAS DE LA REJILLA Puedes retirar las fichas que forman una secuencia v lida en cualquier momento durante...

Page 13: ...ue sequenze complete Vince il giocatore che ottiene il punteggio pi alto P R E P A R A Z I O N E Assembla le tre parti del tabellone di gioco come mostrato in basso Metti tutte le carte nel sacchetto...

Page 14: ...verso Ad esempio Una fila di cinque o sei carte dello stesso numero figura con almeno una carta per ogni seme e due carte identiche non adiacenti Ad esempio Disponi correttamente le sequenze riportate...

Page 15: ...ti del gioco COME RIMUOVERE LE CARTE DAL TABELLONE DI GIOCO Puoi scegliere di rimuovere le tue carte che formano una sequenza valida in qualsiasi momento durante il tuo turno tranne nei casi in cui tu...

Page 16: ...ttention cause de ses petites pi ces ce jeu n est pas adapt aux enfants de moins de trois ans Achtung Aufgrund von Kleinteilen nicht f r Kinder unter drei Jahren geeignet Attenzione Il gioco contiene...

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