Gift Economy
Object of the game
To get EXACTLY 12 resource points of EACH resource.
Components
4 Resource types, numbered 1-10. 12 Special Event cards.
Setup
Each player is dealt 6 cards. Play begins with the player whose birthday is farthest away.
Turn order
- Draw two cards.
- Trade
- Use a Special Effect card. (optional)
Draw two cards
A player draws two cards and puts them in his/her hand. If there are no cards left, the game ends immediately.
Trading
The player whose turn it is proposes a deal involving any two or more points of ONE resource. The other players make an offer that is greater than the amount (in points) offered. However, the counter-offer must not be more than half again the amount originally offered (rounded down). This kind of trade is potlatching, and is not allowed.
Special Effect cards
If a player draws a special effect card, he may use it at the end of his turn. He may only use ONE card per turn.
End of the game
The game ends after the deck is exhausted OR someone has EXACTLY 12 points of resources in each of the four resource types. If there is a tie, the person with the most cards wins.
The cards
Suits
- Food (clubs)
- Tools (spades)
- Medicine (hearts)
- Luxuries (diamonds)
Special Events Cards
- Geocacheing - Each player passes a number of cards to his left or right.
- (Jc) - Every player passes three cards to their left.
- (Jd) - Every player passes three cards to their right.
- (Jh) - Every player passes two cards to their right.
- (Js) - Every player passes two cards to their left.
- Natural Disasters - Discard effects
- (Qc,Qd,Qh) All players besides the person who played the card discards one card of their choice.
- (Qs) A player of your choice discards a card at random.
- Transnational Investors - Draw effects
- (Kc,Kd,Kh,Ks) Draw an extra card.