A downloadable game

Rum Runner

This is a solo card game using a standard 52 deck of cards about trying to smuggle as much liquor as possible into prohibition 1920s America before alcohol becomes legal again.

Setup:

1. Shuffle all face and ace cards and lay them

out face up in a snake like formation.

These are the “ports”. Like this:


2. Separate and shuffle cards numbered 2

through 5 into their own deck. This is the

movement deck.

3. Separate and shuffle a pile of 6’s, 8’s, 10’s,

and one pile for both 7’s and 9’s. These are

the “rum” piles. Flip the top card for each.

4. Draw 3 cards from the movement deck.

This is your hand.

5. Place a joker card on the left or right most

port. This is your rum runner boat.


How to play:

On your turn you can do one of two things:

1. Draw 3 cards from the movement deck.

You can only do this if there are cards

available. There is no hand limit.

2. Play movement cards from your hand.


Ending your turn:

Flip over any face up port that your boat is

not sitting on.


Playing movement cards:

Playing movement cards from your hand

allows you to move your boat that many

spaces along on the ports. Movement must

always be in the same direction until

reaching the last port in that direction.

Movement would continue in the reverse

direction. Note: any excess moves from the

last played card would carryover.


Movement continued:

After landing on a port you collect one rum

card from the corresponding rum decks:

J= 6s, Q= 8s, K= 10s A= 7s and 9s.

When landing on a port that has been flipped

over replenish the movement deck by the

amount of moves taken to get there. Do this

by shuffling the movement card discard pile

and placing replenished cards on the bottom

of the movement card deck.

In some cases you might land on a port with

a rum deck that has been exhausted. In this

case take the top three movement cards from

the movement deck if available and add

them to your rum collection.


After playing a movement card:

You may play as many movement cards as

you like prior to ending your turn as long as

you are playing a card of the same number.

Once you are done playing movement

card(s), collecting rum, and/or replenishing

the movement card deck remember to end

your turn by flipping over one of the face up

ports that you are not sitting on.


Ending the game:

Once the last port has been flipped over this

represents the end of the prohibition era.

You have made your money as a rum runner

while the opportunity lasted. It is now time

to count your hopefully new found riches.


Scoring:

2s through 5s score their face value.

6s, 8s, and 10s, score half of their face value

unless they are in a pair of the same value

For example a single 8 would score 4 points.

While a pair of 8s would score 16 points.

7s, and 9s score nothing by themselves. In a

pair they score double their face values.

For example a single 7 would score 0 points.

While a pair of 7s would score 28 points.

Lastly, each set of all four suits (a club,

diamond, heart, and spade) scores 30 points.

ScoreResults of your smuggling:
>200Completely broke.
200-250Poor with a few pennies left.
250-300A modest profit.
300-325You are well off.
325-350You’re rich beyond dreams.
350+You have become a god.


Download

Download
Rum Runner.pdf 94 kB

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