Each round, you’ll get a hand of cards, and your goal is to get rid of them as fast as you can. Some cards will be rocks, some will be paper, some will be scissors, and some might be… fire alarms?
Rock, Paper, Scissors, Fire is a card game of 4 parts strategy, 1 part chaos for 2–6 players.
The player with the fewest points after 3 rounds wins.
You’ll get a new hand of cards each round. Most cards have a type (either rock, paper, or scissors) and a value (from 0–7).
Your goal each round is to get rid of all your cards as fast as you can. Do this by using them to beat what’s on top of the pile — essentially, a discard pile in the middle of the table.
On your turn, play a card from your hand onto the pile that beats (not ties) the card on top.
Have more than 1 copy of the same card? Play’em all at once!
Can’t beat the top of the pile? Draw cards until you can!
You can beat the pile in one of three ways.
Here, the card’s value doesn’t matter.
It’s gotta be higher, ties don’t count.
Fire alarms beat everything.
Fire alarms are flashes of chaos followed by moments of strategy.
When someone plays a fire alarm, everyone takes a card at random from the player on their left, right, or both (as shown on the card).
The player who played the fire alarm then draws 2 cards from the deck to their hand, and then gives any 2 cards from their hand away. They can either give 2 cards to the same opponent, or 1 card each to 2 different opponents.
A well-timed fire alarm can change the course of a round.
The round ends once someone plays the last card from their hand. They score a perfect 0 for the round.
Everyone else adds up the values of the cards left in their hand to get their score for the round.
Get stuck with a fire alarm? Double your score for the round.
Get stuck with only fire alarms? Score 10 points per fire alarm.
The player with the fewest points after 3 rounds wins!
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|Publish Date||August 29, 2022|
|More Info||Rock, Paper, Scissors, Fire web site|