Game Rules

Game Rules

Chemistry Battle Ages 6 and up

Requires Basic Deck of 54 Elements.  For 1 to 6 players.

Deal all cards in the deck. 2 players, deal 27 cards; 3 players, deal 27 cards; 4 players deal 13 cards, place 2 remaining cards in the kitty; 5 players, deal 10 cards, place 4 remaining cards in the kitty; 6 players, deal 9 cards.                                                                   

The first play captures the kitty. The first player to the right of the dealer plays a card face up. Play continues to the right with player placing a card face up. When all players have played a card, the card with the highest number in the top right corner (the atomic number) wins the round.  The player who played the highest atomic number card collects the pile and the kitty. The cards are placed face down in front of the player.

Play continues with each player presenting a card face up. When all players have played a card in the round the highest card wins. The player collects the pile and places them face down in front of them. When all cards in a player’s hand have been played, they may pick up the pile and begin to play from the collected cards. The player should not look at the cards or shuffle them but must play the cards in the order they were collected.

Play continues until a player runs out of cards. The cards are counted and the player with the most cards wins. 

 

 

Compound Capture  Ages 7 and up

Requires Deck of 54 either Covalent Compound Deck and/or Ionic Compound Deck                

1 – 3  players use one deck;1 – 6  players use two decks

Separate the compound cards from the rest of the playing cards. The compound cards have a red or purple solid border and identify a compound.

The remaining cards are element cards and wild cards. The wild cards have a green border and state a chemical law.

Place the compound cards in the center of the game space and turn over six cards so they can be seen by all players.

Deal each player 7 cards from the deck of element cards and wild cards. Place remaining cards face down in center of game space. This is the draw deck. Turn one card from the draw deck face up. This is the discard pile.

The player to the left of the dealer starts the play. The first player picks up two cards. They may select two cards from the top of the draw deck or they may pick up one card from the top of the draw deck and the top card from the discard pile. They may not select two cards from the discard pile.

After drawing the cards, the player should try to capture one of the six compound cards. To capture the card the player must state the compound they want to capture and play the required elements onto the discard pile. For instance, to capture Carbon Dioxide the player must select the card and play 1 Carbon element card and 2 Oxygen element cards onto the discard pile. Wild cards may be substituted for element cards. The player should call out the elements they are playing.  The player takes the captured compound card and places it in front of them on the game board. This card is captured. Only one card can be captured per turn. If the player cannot capture a card, they must discard a card from their hand onto the discard pile. If a compound is captured a new compound card should be turned up so the next player has a full six cards to choose from.

Note:  A compound cannot be captured entirely with wild cards. The player must have at least one element card in the play to capture the compound.

Play continues with the next player until all compound cards are captured OR until the play has gone around one time with no cards captured. 

Scoring: Each compound card is worth 25 points. Cards remaining  in the player’s hand must be counted against the total. Each element card reduces the count by 1 point. Each wild card held in the hand reduces the count by 5 points.

The player with the most points wins the round.  Multiple rounds can be played until one player reaches 250 points.

 

 

  

Chemistry Canasta ages 8 and up

Played with Basic Deck of 54 elements and one or two compound expansion decks

.                                                         1 – 6 players                                                                 Capture compounds and create runs of elements.   Separate the compound cards from the rest of the playing cards. The compound cards have a red or purple solid border and identify a compound.    The remaining cards are element cards and wild cards. The wild cards have a green border and state a chemical law. Place the compound cards in the center of the game space and turn over six cards so they can be seen by all players.

Deal each player 7 cards from the deck of element cards and wild cards. Place remaining cards face down in center of game space. This is the draw deck. Turn one card from the draw deck face up. This is the discard pile. The player to the left of the dealer starts the play. The first player picks up two cards. They may select two cards from the top of the draw deck or they may pick up one card from the top of the draw deck and the top card from the discard pile. They may not select two cards from the discard pile. After drawing the cards, the player should try to capture one of the six compound cards. To capture the card the player must state the compound they want to capture and play the required elements onto the discard pile. For instance, to capture Carbon Dioxide the player must select the card and play 1 Carbon element card and 2 Oxygen element cards onto the discard pile. Wild cards may be substituted for element cards. The player should call out the elements they are playing.  The player takes the captured compound card and places it in front of them on the game board. This card is captured. Only one card can be captured per turn. If the player cannot capture a card, they may try to create a run. A run is 3 cards in a series such as 12, 13, and 14.  Wild cards may be used to create the series.  If the player cannot capture a compound. i.e if they can only make a run or have no play they must discard a card to the discard pile. If a compound is captured a new compound card should be turned up so the next player has a full six cards to choose from.

Note:  A compound cannot be captured entirely with wild cards. The player must have at least one element card in the play to capture the compound.

A player may claim a wild card from another player’s board or from their own board if they have the card the wild card represents. For instance if player ‘a’ has a run of 43, wildcard, 45 and player b draws  card 44 player b may place card 44 on player a’s board and take the wild card.

Play continues with the next player until all compound cards are captured OR until one player plays all cards in their hand and goes out. If a player is going out they may or may not play discard.

Scoring: Each compound card is worth 25 points. Each card in a run, including wild cards is worth 10.  Cards remaining  in the player’s hand must be counted against the total. Each element card reduces the count by 1 point. Each wild card held in the hand reduces the count by 5 points. The player with the most points wins the round.  Multiple rounds can be played until one player reaches 250 points.

 

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