It takes a few minutes for you to get a seat at a table, but on the plus side, it gives you a few minutes to scope out the game.
..There are sixty cards in a deck, arranged into six suits of ten cards each. Each one has a picture of an adventurer or a monster on it, along with its value, all printed in ink the colour of its suit.
There's a suit for each main element.. Red for Fire, White for Cold, Blue for Water, Gray for Wind, Yellow for Lightning, and Brown for Earth. Fire, Water, and Lightning have adventurers on them, and the other three suits have monsters.
You draw five cards at a time, and glance at them, and bet or not bet. Then you are given two chances to discard cards for new cards, followed by betting or not betting one time each. At the end, the goal is to have the best party at showdown.. that is the best team of five cards.
The basic rule is you add the values of each card into one total, but there's some special bonuses that make it more complicated.
Having one card and another of the suit it beats, ie, one fire and one cold, means the beating card (cold) counts for two extra points.
This is arranged into chains.. if you have a fire, a cold, and a water, the water gets +4 from a chain of two. The cold also gets +2 for a chain of one.
If you have, say, one fire, two colds, and a water, the water gets +4 for one chain of two, and +2 for one chain of one. Each water card has a chain of one, for +2 each. 10 points are scored for the chains.
If you have more than one of a suit, you get +1 points for two cards, +3 points for 3 cards, +6 points for 4 cards, and +10 points for five cards of that suit.
In addition, having two or more cards of the same value gives you extra points. A pair is worth two points. Three of a kind is worth nine points. Four of a kind is worth 20 points, and five of a kind is a whopping 35 points.
There is a caveat to this rule.. it doesn't apply to tens. Tens don't work together, you are warned, and will lose points for groups instead of gaining them.
Huh.
To be continued.