ATOM DUEL RUMMY

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GAME DESIGNER: UUS MAAILM
PLAYERS: 2-4
TIME TO PLAY: 15 MINUTES
AGES: 5 +

OBJECTIVE: Score the most points by creating tricks

 

RULES

 

Players are dealt 9 cards. They attempt to make tricks of the same color card, string of consecutive numbers, or special combination. Each trick is worth a certain amount of points.

 

3 of Same Color: 1 point

String of consecutive numbers: 2 points

Same color and string of consecutive numbers: 4 points

Gold, Silver, Copper: 3 points

Gold, Silver Copper, Platinum: 4 points

Big Bang( Hydrogen, Helium, Lithium): 3 points

 

Players draw one card from the deck and discard one card. If they get a trick they put the trick down face up in front of them. If a player puts down a trick they still must discard one card. 

 

Hand Replenishment. There are two ways to play in regards to replenishing your hand

Easy Play: 

Players replenish their hand to 9 cards anytime they put down a trick. 

Hard Play: Players must put down or discard all of their cards to receive another hand of 9 cards

 

Once the deck of cards has been finished, players may put down any pairs of cards they have, i.e. two Actinides, for one point each. Any cards left over in the hand will subtract -.5 points from each player’s total.

 

The player with the most points wins the game

 

 

ALPHA

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GAME DESIGNER: UUS MAAILM
PLAYERS: 1-5
TIME TO PLAY: 5-20 MINUTES 
AGES: 6+

OBJECTIVE:  See how many cards you can put together in alphabetical order

 

RULES

Select a time period for the game per person: 1 min, 3 min etc

  1. Shuffle the deck.
  2. Flipping the first card starts the game. Players attempt to put into alphabetical order as many cards as possible from the deck. 
  3. At the end of the time period, the cards are counted. Players get one point for each card correctly in order in the string. If any two cards are not placed in correct alphabetical order, one point is deducted for every card out of order.
  4. Players can compete against each other or for personal bests.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Age oF Discovery

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GAME DESIGNER: UUS MAAILM
PLAYERS: 2-4
TIME TO PLAY: 15 MINUTES
AGES: 8 +

OBJECTIVE: Win the most tricks

 

RULES

 

Each player gets dealt 7 cards. Players win tricks by playing an element card that was discovered earlier than the other element cards. If both cards have the same date of discovery, the card with the lower atomic number wins. 

 

Plus One Year

If a player plays a card one year after the last card played, that player wins, i.e. if someone plays 1860, and then someone plays 1861, the 1861 card wins

 

 Same Year Play

(a)If a player plays a card with the same year as the previous card played, i.e. 1994 is played after 1884, then the 1994 card will win the trick unless a subsequent player plays another card that ends in a 4, and then they win the trick

(b) Playing the same date card does not apply; if a player plays 1884, and then the next player plays 1884, the card with the lower atomic number wins. 

(c) Same Year Play can only be activated on the second play of the hand. 

 

The Stating Rule

When you play your card, you must say the name of the element and the year. If you do not say the name of the element or the year, your card is disqualified, except for use by other players in Same Year Play

 

After the hand is complete, players are dealt another 7 cards and the game continues. At the end of the deck whoever has the most cards wins. 

 

 

SCIENTISTS AND LABORATORIES

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GAME DESIGNER: UUS MAAILM
PLAYERS: 2-3
TIME TO PLAY: 10 MINUTES
AGES: 7 +

OBJECTIVE: Win the most tricks

 

RULES

 

  1. Separate all 24  Scientist and Lab Cards (cards 95-118)
  2. Shuffle and deal out to all players- leave any extra cards face down
  3. The first  player plays a card face up. The second player must match the other player’s card by                        a)Playing an element card with an age of discovery older than the opponent’s element card.                            b)Playing an element card where the scientist or lab is from the same region as the opponent’s card i.e. Moscovium and Dubnium are both from Russia.

 

4. Whoever has more matches at the end wins

 

REGIONS

Germany

Roentgenium

Darmstadtium

Hassium

Meinterium

Einsteinium

 

USA

Berkelium

Californium

Americium

Lawrencium

Seaborgium

Tennessine

Livermorium

 

RUSSIA

Moscovium

Mendeleevium

Dubnium

Flerovium

Oganesson

 

Poland

Copernicium

Curium

 

Scandinavia

Bohrium

Nobelium