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	<id>https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dirtdevil</id>
	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-09-30T13:14:01Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
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	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpindianchief&amp;diff=5481</id>
		<title>Gamehelpindianchief</title>
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		<updated>2020-09-06T22:31:21Z</updated>

		<summary type="html">&lt;p&gt;Dirtdevil: Initial draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How to Play: ==&lt;br /&gt;
&lt;br /&gt;
The game lasts just 7 rounds. Over the course of the game each player will make 7 different melds. Each meld requires a different number of cards and has different rules for scoring points.&lt;br /&gt;
&lt;br /&gt;
The 7 melds take their names from a Mother Goose rhyme:&lt;br /&gt;
&lt;br /&gt;
5 cards - Rich Man&lt;br /&gt;
3 cards - Poor Man&lt;br /&gt;
2 cards - Beggar Man&lt;br /&gt;
1 card - Thief&lt;br /&gt;
6 cards - Doctor&lt;br /&gt;
4 cards - Lawyer&lt;br /&gt;
7 cards - Indian Chief&lt;br /&gt;
&lt;br /&gt;
During the 7 rounds, a player makes each meld once and once only, but they can be made in any order. After each round the hands refill to 8 cards. The game is over at the end of the seventh round, i.e., once everyone has made all 7 melds.&lt;br /&gt;
&lt;br /&gt;
== The 7 Melds ==&lt;br /&gt;
&lt;br /&gt;
Here are the 7 different melds in order of number of cards required:&lt;br /&gt;
&lt;br /&gt;
1. Thief. Meld any single card and score the face value for that card. (For all &amp;quot;face values&amp;quot; in the game, aces count 1 and face cards count 10.)&lt;br /&gt;
&lt;br /&gt;
The Thief&#039;s special power is that, after everyone&#039;s scores for the hand have been recorded, the player who played the Thief may elect, instead of being dealt a new card from the deck, to &amp;quot;steal&amp;quot; a card someone else has melded on that hand.&lt;br /&gt;
&lt;br /&gt;
Once a Thief decides to steal a card, the player takes it into hand and replaces it in the other player&#039;s meld with the card melded as Thief. Thus it is available to be stolen by another Thief, if any.&lt;br /&gt;
&lt;br /&gt;
If more than one Thief is in play, the honor of the first steal goes to the lower or lowest number. If there is a tie and they cannot agree to take different cards, neither Thief gets to steal.&lt;br /&gt;
&lt;br /&gt;
2. Beggar Man. Meld 2 cards and hope for sympathy. This symbolizes two outstretched supplicating hands.&lt;br /&gt;
&lt;br /&gt;
For each card someone else melds on the same round that matches the rank of one of your two cards, score 2 points.&lt;br /&gt;
&lt;br /&gt;
3. Poor Man. Melding 3 cards, here is your chance to profit by the sweat of your brow. The spade is the symbol of your toil. Meld any 3 cards, but score the face values only of the spades you play.&lt;br /&gt;
&lt;br /&gt;
4. Lawyer. The Law is exact. Meld 4 cards, and if their face values add up to exactly 25, score 25 points. Otherwise score nothing.&lt;br /&gt;
&lt;br /&gt;
5. Rich Man. Even a Rich Man has to pay taxes! Meld any 5 cards, add their face values together and score the total as a negative number.&lt;br /&gt;
&lt;br /&gt;
6. Doctor. The 6 cards melded as the Doctor must meet very stringent requirements, or they will score nothing. All 3 of these conditions must be met:&lt;br /&gt;
&lt;br /&gt;
(a) No two cards can be of the same rank. (Because a Doctor needs wide and varied knowledge.)&lt;br /&gt;
&lt;br /&gt;
(b) At least one of the 6 cards must be a heart. (Because a Doctor needs to have a heart!)&lt;br /&gt;
&lt;br /&gt;
(c) One of the 6 cards must be an ace. (Because a Doctor should be an ace!)&lt;br /&gt;
&lt;br /&gt;
If these three conditions are met, then the player picks one suit and scores 10 points for each card in that suit among his 6 cards. (Because a Doctor needs to be good at his specialty.)&lt;br /&gt;
&lt;br /&gt;
7. Indian Chief. The Indian Chief is a compound meld, being comprised of two discrete parts: A five-card poker hand and a two-card chemin-de-fer hand.&lt;br /&gt;
&lt;br /&gt;
(a) To score the chemin-de-fer hand, add the face value of the two cards together and count just the last digit of the total. (For example, a 7 and an 8 added together make 15, so are worth 5.)&lt;br /&gt;
&lt;br /&gt;
(b) To score the remaining 5 cards in the meld, find the best poker hand that can be made and score as follows:&lt;br /&gt;
&lt;br /&gt;
50 for five of a kind (if two decks are in play)&lt;br /&gt;
45 for a straight flush&lt;br /&gt;
40 for four of a kind&lt;br /&gt;
35 for a full house&lt;br /&gt;
30 for a flush&lt;br /&gt;
25 for a straight&lt;br /&gt;
20 for three of a kind&lt;br /&gt;
15 for two pairs&lt;br /&gt;
10 for one pair&lt;br /&gt;
5 for no pair&lt;br /&gt;
&lt;br /&gt;
Remember: The 7 melds can be played in any order. After the 7 rounds are played and scored, the winner is the player with the most points.&lt;br /&gt;
&lt;br /&gt;
== Refilling to 8 cards: ==&lt;br /&gt;
&lt;br /&gt;
The players leave their melds face-up until the cards for the new round have been dealt from the remainder of the deck. Then the remainder of the deck is shuffled together with the face-up cards to form the supply for the next hand.&lt;/div&gt;</summary>
		<author><name>Dirtdevil</name></author>
	</entry>
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