Rules for Manipulation Card Game (New Smyrna Beach Version)
· For three to six players use two decks of regular playing cards (no jokers); for more than six players a third deck should be included.
· A full game consists of nine hands.
o The number of cards dealt to each player begins with two for the first hand and increases by two cards for each hand to 10 cards for the fifth hand. In hands six through nine, each deal decreases by two cards. For the ninth and final hand each player is dealt two cards.
o After each deal the un-dealt cards are placed face-down on the table and become the draw stack.
· The object of each hand is to be the first player to go out. This can be accomplished in the following ways:
o For the first circuit around the table after the deal, each player must meld by laying face-up on the table, a meld of three cards consisting of a sequential run-in-suit or three-of-a-kind. More than three cards may not be played during this first circuit round the table.
§ If the player is not able to meld with the cards dealt, the player must draw from the draw stack until he or she can meld.
§ If, when the player melds, there are no remaining cards in the player's hand, the player is the winner of this hand.
o After the first meld round is completed, each player, in turn, must lay off cards on the cards already on the table. This can be done in the following ways:
§ Cards can be placed to extend melds on the table. For example:
· Additional "queens" may be added to a run of "queens" on the table.
· Cards extending a run-in-suit on the table may be added. A "two-of-spades" or a "six-of-spades" may be added to the run "3-4-5-of-spades" already on the table.
§ Sets of cards on the table may be rearranged or "manipulated" to allow the player to lay down at least one card from his or her hand. For example:
· The player may use a "five-of-hearts" from his or her hand by breaking apart the run "3-4-5-6-7-of-hearts" into two runs (3-4-5-of-hearts and 5-6-7-of-hearts).
· Any manipulation of cards must leave a minimum of three cards in each "run" or "of-a-kind" group. (Note: Aces can be played high or low but cannot be used to "turn the corner" or join a "king" and a "duce.")
o After the meld round, if a player is not able to play at least one card from his or her hand, the player must draw from the draw stack until able to play at least one card.
o The winner of each hand is the first player to "go out," or successfully play all the cards in his or her hand.
o Scoring:
§ The winner of the hand receives zero points for the hand.
§ Players with cards remaining are accessed points as follows:
· Face cards = 10 points
· Aces = 1 point
· Other cards = face value (ex: Five-of hearts = 5 points)
§ The winner of the game is the player with the lowest score after all nine hands are completed (or concluded at an earlier, mutually agreed upon point because it's getting way too late).
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