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Equipment Lists: Creights

By THE HIDE-AWAY CANOE CLUB

The Official card game of the HACC

We first played this game in 1985 on our 60-day Journey Across the Barrenlands trip after we grew tired of Euchre and Hearts. Sean found it in an issue of Games Magazine, and is apparently played by tournament Bridge players in between games.

Creights plays like Crazy Eights. When it is your turn, you may either follow rank, follow suit, or play a wild card. If you cannot play, you draw one card and the turn passes. One must play if one can. Play continues until someone is out of cards.

PLAYERS: Three to seven, but four or five is best

EQUIPMENT: When three or four players, use one standard 52 card deck; with five or six, use two decks shuffled together, removing one 5 from each deck; with seven players, use two complete decks.

OBJECT: The winner is the player with the lowest score after 15 rounds. In each round, players attempt to get rid of all their cards, generally playing a card that matches the suit or rank of the card face up in the centre of the tent.

THE DEAL: The number of cards dealt to the players varies from round to round. In round 1, each player is dealt eight cards; in round 2, seven cards; in round 3 six cards, and so on until round 8, when each player is dealt a single card. In round 9, each player is dealt two cards and so on until round 15 when each player is dealt eight cards. After each round the deal passes to the player to the left of the previous dealer.

THE PLAY: After the deal, the remainder of the deck is placed face down in the centre of the tent. The top card is turned face up and placed next to the deck. The initial face-up card is treated as if it had been played by the dealer -- that is, its rank affects play according to the table. [See the table] On a 6, the dealer plays "again"; if it's a 10, play rotates to the right [that's counterclockwise] until another 10 is played. If it is an 8, dealer calls any suit. If it is a nine, dealer calls a suit of the same color of the nine. This is the only case in which the suit of a wild card matters.

Generally, each player tries to play from his hand up on top of the face up card within one second -- any longer and the player must draw a card. (NOTE: It is considered cheating if any player intentionally draws cards solely for his advantage, Rev. Scott, and the offender will struck repeatedly with an over-ripe sea cabbage for the duration of the trip.)

A card can be played only if it matches the rank or suit of the top face-up card, or if it either an 8 or 9, which are wild cards. If the top face-up card is the jack of hearts, a player can lay a jack off, any heart, or any 8 or 9. If no play is possible, the player must draw the top card from the face down pile and add it to his hand. In either case. play then passes clockwise to the next player.

Here's where the chaos begins -- the rules change according to the rank of the last card played. [See the table]

THE COUNT: When a deuce is played, The Count begins. Each succeeding player must play an ace or deuce of any suit (Sorry, no aites or nynes allowed, or any card of the same suit) -- this is the exception to the normal rules of play. When a player cannot play a card -- all the deuces and aces played are added up (a running count should be kept as each card is played: deuces are worth 1 point, aces are worth 2). The player who was unable to continue THE COUNT must draw as many cards from the face down pile as the total COUNT, and add them to his hand. For example, if play proceeded 2-A-A-2-2, the player unable to lay off another card must pick up eight cards, ending his turn. The next player plays normally: He may play a card of the rank or suit of the last ace or deuce played or a wild card. If he plays a deuce, THE COUNT begins again.

SHUFFLE PRESSURE: Sometimes the face down pile is exhausted and a player who must draw a card cannot do so, he must then shuffle the face-up pile (leave the top card face up), replace the deck face down and finish his draw. The player is charged with a shuffle pressure, which adversely affects his score as explained below. The number of shuffle pressures in a hand is limited to the number of players.

GOING OUT: The first player to get rid of his cards "goes out," ending his turn (except as noted below). However, on his previous turn, he must announce that he has only one card left. If he doesn't, then instead of going out on his next turn, he must draw two cards from the face down pile and may not lay off a card until his next turn.

The card a player lays off as he goes out still has its effect. If it is a 5 or a 7, the appropriate player(s) must draw cards; a 6 and he draws another card. If it's a deuce, THE COUNT begins and the round doesn't end until THE COUNT does. So a player who has played his last card and thinks he has gone out may be in for a big surprise -- if the count reaches him again, he'll have to draw more cards (since he doesn't have any more, git it?)

SCORING: When a round ends, each player adds up the values of the cards remaining in his hand, according to the values given in the table. Threes are treated specially: For each three in a players hand he must change the scoring value of any other card in his hand (except an eight) to 3. If a player has only threes remaining, his score is reduced by 50 points for each of them.

Players penalized for shuffle pressure: 5 points added to his score for the first shuffle pressure of the game, 10 points for his second one, 20 for his third &c, doubling each time. These penalties multiply throughout the game, regardless of whether the shuffles occur in the same or different rounds.

At the end of 15 rounds, the player with the lowest score wins.

SUGGESTED READING:

Treatment and cure of laughter-induced hypoxia, Dr. Mia Ayes, (1969)
How to steal incriminating Creights score sheets, Mike Peake, Morse River Books (1985)
Noxious Methane Emissions in a restricted airspace: Their control and prevention, Peter Scott, Can. Nat. Gas Prod. (Summer 1983)

RANK
EFFECT
SCORING
Ace
None, except to continue The Count (see text)
1
2
Starts The Count
20
3
None
3*/-50
4
Play skips one player
20
5
All other players draw one card from face-down pile
25
6
Player goes again; must play a 6 or a wild card or follow suit
30
7
Player two seats away in the direction of play draws one card from face-down pile. but otherwise play continues in normal order
25
8
Wild Player chooses suit that the next player must match
50* (can not be reduced by a 3)
9
Wild, same effect as an eight, except suit chosen must be same colour as the face-up card (or suit chosen by previous player, if he played a wild card)
40
10
Play reverses direction, continues counterclockwise until another 10 is played
30
J, Q or K
None
10


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