Rules for Snitch, the Card Game

Fishing card games have evolved in most cultures in many variants. When playing a fishing card game, players try to form suit, color, or, in the case of specialized "Go Fish" playing cards, design matches from cards in their own hands, their opponents' hands, or a draw pile. Snitch is a variation of an Iranian fishing card game called Gharat, which means "loot."

  1. Object

    • This game is played by two or more players and involves two decks of standard playing cards. Jacks and Twos are wild. The object of the game is to be the first player to reach 1000 points by forming sets through drawing the right cards or challenging opponents' sets.

    Setup

    • The dealer shuffles two decks of cards together and deals three cards, face down, to each player. The dealer places the remaining cards in the middle of the playing area, turns the top card face-up and lays it next to the pile. Play begins to the dealer's right and continues in a clockwise direction.

    First Hand

    • If he is able, the first player forms a set of two or three cards (example: K-K, 3-3-J, 4-2). If he is unable to form a set, he draws from the center pile. He stacks the set in front of him (if he has made one) and either discards or replenishes his hand, maintaining a three-card hand. Subsequent sets are placed on top of each other.

    Continued Play

    • As the game continues, each player may make one of three moves. He may create a set from his own hand, create a set by drawing a card from the draw pile, or challenge an opponent's top set. He challenges by placing a matching card near the opponent's set. His opponent may give up the set or, if he is able, defend it by topping it off with a matching card, a jack, or a two. The challenger may continue to challenge the same set with a match or a wild card if he is able. After the challenger has either stolen his opponent's set or failed to do so, he replenishes his hand and the play moves to the next player.

    Finishing the Game

    • The play continues until the draw pile is empty. At that point, players continue the play, but may only rely on their own hands to form sets, challenge, and defend. Play continues until all players have either played all the cards in their hands or discarded them.

    Scoring

    • Each player counts and records his score by using the following values: Threes through Nines are worth five points each; Tens to Kings are worth ten points each; Aces are worth fifteen points; Twos are worth twenty points; Jacks are worth fifty points. The first player to reach 1000 points by combining his score with those of previous rounds is the winner.

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