Indian Chief
Indian Chief is a unique rummy game for two to eight players. It bears a slight similarity to the Contract Rummy subfamily of games, due to its requirement to form a particular series of melds. Unlike the Contract Rummy games, however, the order that the melds are formed doesn’t matter, so long as the cards melded can be counted as something. In this way, the game is more akin to the dice game Yacht than many card games!
Indian Chief was created by Stven Carlberg of Decatur, Georgia. He posted its rules to the BoardGameGeek forum in January 2009. The game was very well received there; several players created additional scoresheets and reference materials for it. It continues to be actively recommended by the site’s userbase to this day.
Object of Indian Chief
The object of Indian Chief is to form the highest-scoring instances of the game’s seven melds.
Setup
Indian Chief uses one standard 52-card deck of playing cards, when playing with two or three players, and two standard decks if you’re playing with more than that. If you’ve got some Denexa 100% Plastic Playing Cards handy, why not use those?
You also need a Indian Chief score sheet and something to write with. If you want, you can print off ours (shown to the right; click on it to bring it up full-size). Otherwise, just copy it down onto whatever sort of paper is handy. Most people will use something like a piece of notebook paper, but if you want to scribble it down on the back of a junk mail envelope, well, you do you.
Shuffle and deal eight cards, face down, to each player. Set the deck stub aside.
Game play
Players look at their hands and decide on which meld they wish to form. They take the cards forming that meld from their hand and, at a signal, all players reveal their melds simultaneously. The value of each player’s meld is calculated and recorded in the appropriate box on the score sheet under their name.
Players do not have the option to simply not meld—a player must make a meld on every turn. Because each meld includes a different number of cards, it is obvious which meld a player is attempting to make by the number of cards they reveal. If the revealed cards don’t qualify for the meld attempted, the player simply enters a score of zero in that box. Players may not attempt to re-make a meld that they already have a score written down for (e.g. if you already have a number in the “Doctor” box, you cannot make another six-card Doctor meld).
Once the melds have been scored, the dealer replenishes everyone’s hands back up to eight cards from the deck stub. The melds from the previous round are then collected and restored to the deck. The deck is then shuffled in preparation for the next turn.
The melds
Below are the seven possible melds (each named after a line in a Mother Goose rhyme) in Indian Chief. When a card’s “face value” is referred to, aces are worth one point, face cards are worth ten points, and all other cards their pip value. The number next to each meld is the number of cards it contains.
- Rich Man (5): Any five cards. The face values of these five cards are added together and placed on the score sheet as a negative value.
- Poor Man (3): Any three cards. The face values of any spades melded are added together to determine the score for the meld.
- Beggar Man (2): Any two cards. Score two points for each of the cards in the opponent’s melds that match the Beggar Man cards in rank.
- Thief (1): Any one card. Score its face value. After the melds have been scored, a player melding the Thief may steal a card from an opponent’s meld instead of being dealt an unknown card from the deck. If multiple Thieves have been played on one turn, they steal in order from the lowest card played to the highest. If there’s a tie, they must agree to steal different cards, or neither of them may steal.
- Doctor (6): Six cards of all different ranks, one of which must be a heart, and one of which must be an ace. If all conditions are met, the player names a suit and scores ten point for each of the cards in the meld of that suit. Otherwise, score zero.
- Lawyer (4): Four cards whose face values add up to exactly 25. If they do, score 25 points; otherwise, score zero.
- Indian Chief (7): A five-card poker hand (see rank of poker hands) and a two-card Baccarat hand. Score the Baccarat hand first, by adding the values of the two cards, then dropping the tens digit. Add the value of the poker hand, as listed below, to get the total score for the meld:
- Five of a kind: 50 points.
- Straight flush (including royal flushes): 45 points.
- Four of a kind: 40 points.
- Full house: 35 points.
- Flush: 30 points.
- Straight: 25 points.
- Three of a kind: 20 points.
- Two pair: 15 points.
- Pair: 10 points.
- High card: 5 points.
Ending the game
The game ends after seven turns, after which each player will have filled up their score sheet. The players’ scores for each meld are simply totaled, and the player with the highest score wins.
External link
- Original post at BoardGameGeek (includes an explanation of how the melds relate to their names)
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