Rising Wilds
Eleven rounds, five suits, and the wild card climbs every round. 2–6 players.
How to play Rising Wilds
- 1Rising Wilds uses two decks of five suits (stars, hearts, clubs, spades and diamonds) running 3 to King, plus six jokers.
- 2There are eleven rounds. Round one deals 3 cards each, round two 4, and so on up to 13 cards in the last round.
- 3The rank that matches the hand size is wild that round: 3s in the first round, 4s in the second, up to Kings in the last. Jokers are always wild.
- 4On your turn, draw from the stock or take the top discard, then discard one card. You can't throw back the card you just took from the discard pile.
- 5Melds are sets of three or more cards of the same rank (any suits) or runs of three or more in a row in one suit. Wild cards can stand in for anything, and three or more wilds make a set on their own.
- 6If, after drawing, all your cards but one fit into melds, you can go out: discard that last card and your melds are laid down. Everyone else gets one final turn, then lays down whatever melds they can.
- 7When the stock runs out, the discards (all but the top card) are shuffled into a new stock. If that has happened three times already, the round ends and everyone lays down what they can.
- 8Cards you can't meld count against you: their number (Jack 11, Queen 12, King 13), 20 for a wild of the round, 50 for a joker. After eleven rounds the lowest total wins; tied players share the win.
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