Chicken Lines Card Games

About the Cards

The Chicken Lines deck is made up 113 cards, including:

  • 9 Suits, each suit has a specific symbol, color and chicken breed name. Each suit is made up of the following cards:
    • 10 Standard cards (values 0-9)
    • 2 Super Chicken Cards

  • 1 Yoker Card
  • 3 Egg Joker Cards
  • 1 Plumedini Card

             



Chicken Lines Rummy

Number of players

The number of players is from 2 to 5.

Object of game

The game is played in rounds. The number of rounds to be played is decided before the game begins.

The object of each round is to score less points than your opponent(s) and be the first to finish the cards in your hand, ending the round.

Points are cumulative over rounds. Points are recorded at the end of each round on a piece of paper. When all rounds are played, the player with the least number of total points is the overall winner.

Preparation

One player is selected as the dealer for the first round. The dealer for the next round is the player to the left of the previous dealer.

The deck is shuffled and cut. Each player is dealt 10 cards. The remaining cards are placed in the centre of the table as the Draw Deck. The top card is placed face up next to the draw deck as the first card in the Discard Deck.

Play begins with the first player to the right of the dealer.

Note: A piece of paper is used as a score sheet. The Plumedini card is removed from the deck and not used for game play.

Basic Game Play

The game is played in turns. A player begins the turn by drawing a card. The card can either be drawn from the Draw Deck or taken from the Discard Deck.

Players try to improve the cards in their hand creating Chicken Lines. Chicken Lines are formed by grouping chickens together of a certain value, suit (color), or sequence.

Players first build chicken lines to “open”. To open requires playing 5 or more cards. This can be done by playing 1 Chicken Line with 5 or more cards or 2 Chicken Lines with 3 or more cards each.  After opening, Chicken Lines of 3 or more cards can be played at any time.

The types of lines that can be formed are as follows:

  • Same Number (any suit), e.g. 4,4,4,
  • Numbers in Sequence (same suit), e.g. 1,2,3.

The following special Chicken Lines can also be formed for opening (requires 5 or more cards):

  • Numbers not in Sequence (same suit), e.g. 2,5,6,8,9 or 0,2,4,5,9
  • Numbers in Sequence (different suit), e.g. 0,1,2,3,4 or 8,9,0,1,2

Special “Rainbow” Chicken Lines can also be played. Rainbow Chicken Lines automatically close the round and player receives -100 points.

  • 0 to 8  of all different colors (suit)
  • 1 to 9 of all different colors (suit)

Super Chicken and Egg cards can be used as substitutes. Super Chickens can be used depending on their suit and/or number value. Egg cards can be used as jokers (any suit, any number), and Yoker is a special Super Chicken that can be used as a substitute for two cards (either of the same suit or of the same number value).

Opening Chicken Line and Subsequent Lines

To place chicken lines on the table, the player must first open. To open the player must be able to play at least 5 cards using one or more Chicken Lines. Opening with a single Chicken Line, the line must have at least 5 cards. Opening with more than one Chicken Line, each line must have a minimum of 3 cards.

After opening, the player can:

  • Play new Chicken Lines containing 3 or more cards.
  • The player can place one or more cards on the player’s Chicken Lines if the card continues the Chicken Line sequence.
  • The player can place cards on Chicken Lines of other players if the card continues the Chicken Line sequence.
  • The player can claim Super Chicken and Egg cards from Chicken Lines of other players if the player has the respective replacement card.

Ending the Player’s Turn

The player must discard one card to end the turn.  

Closing the Round

The round is closed when a player plays all cards in the hand as Chicken Lines or as additions to Chicken Lines and the player is able to discard a final card.

Points for the round are then totalled and added to the each player’s overall score.

Super Chickens

Super Chickens have two functions:

  1. Super Chickens can be “played” as substitute cards in Chicken Lines. For example, Rocket’s number value is 6 and suit color is Yellow, so Rocket can be played in a Chicken Line of 6 cards or as a 6 Yellow card in a sequence. 

  2. Super Chickens can be “discarded”, which enforces some game action following the instructions provided on the card. Discarded Super Chickens cannot be claimed by the next player.

Super Chicken Powers

  • La Nina – Draw! All players must draw 1 card.
  • Poultrygeist – Discard Bud! Next player must discard a Bud card (or else skip discard).
  • EZ’Lectricity - ElectroShock! Discarding player randomly chooses 1 card from hand of next player and discards 1 card to that player’s hand
  • Master Cluck – Detention! Next player must draw 2 cards and lose the turn.
  • Zombryo – Discard Chug! Next player must discard a Chug card (or else skip discard).
  • Rocket – Skip! Next player is skipped and cannot draw, play or discard.
  • Penny Coop Keeper – Lock Out! All players lose a turn. You can play again.
  • Whacky Wand – Card Trick! You can draw another card or discard an additional card
  • Rhode Island Red – Reverse! Change direction of game play.

Yoker and Egg Cards

Yoker lets you play the card as a double joker in a Chicken Line. It can substitute 2 cards of either the same color or of the same number value. If discarded, Yoker has no special power and cannot be claimed by next player.

Egg cards can be used as a single joker, substituting any color or number value in a Chicken Line.

Substitutions

If a Super Chicken card or an Egg card is used as a substitute in a Chicken Line, other players can “claim” the card during the turn if they have the respective replacement card, e.g. claim an Egg card being used as a 6 card by replacing it with a 6 card.

Game Points

Closing Player

The player that wins (closes) the round earns negative points. These points are subtracted from the player’s total score. Closing a round can

  • Standard: -20 points. Player closes by playing cards remaining in hand and discards one card.
  • Close with opening hand: -40 points. Player closes by playing all cards in hand as the player’s “opening” Chicken Line and discards one card.

Remaining Players

For all players that did not open, the player receives 100 points.

For all the players that opened but did not close the round, points are determined as follows:

  • Each standard card is valued at the number displayed on the card (0-9 points).
  • Super Chicken cards are valued twice (x2) the number shown on the card (2-18 points).
  • Yoker is valued at 20 points.
  • Egg cards are valued at 10 points.

Add up all values for all cards to get final score for the player for the round. Round scores are then recorded for each player on a piece of paper. The round scores are totalled for each player to determine the overall winner. The player with the least points at the end of the specified number of rounds is the winner.




Plumedini's Circus Trump

Number of players

The number of players is from 3 to 5.

Preparation

  1. The Plumedini card is taken from the deck and placed face up in the centre of the table.
  2. The cards are then shuffled, cut and each player is dealt 10 cards.
  3. The remaining cards are placed face down next to the Plumedini card to be used as the draw deck.
  4. The first player draws a card and can begin game play.


Note: A piece of paper is used as a score sheet and for recording initial values of card that starts each suit.

Object of game

The object of the game is to score the least number of points by the end of the game. Points are assigned to players when they are forced to claim "chicken lines" from suits being built in the centre of the playing area. The suits are placed on the table like the spokes of a wagon wheel, with the Plumedini card and Draw Deck placed in the centre like an axle.



Suits are arranged in the centre like a wagon wheel

Basic Game Play

Players take turns first drawing a card from the draw deck and then playing a card by either starting a suit or adding cards to a suit. A suit is started by playing any standard suit card (0-9). The card that starts a suit determines what the final card of the suit will be, e.g. if you start a suit with 0, the last card will be 9 (0,1,2,3,4,5,6,7,8,9), if you start with 4 the last card will be 3 (4,5,6,7,8,9,0,1,2,3).

Once a suit is started, players can build on the suit adding standard suit cards in ascending order (next up value). The player can play multiple cards on the same suit if the cards are in ascending sequence, e.g. play Hopper card 3,4 and 5 on Hopper card 2.

Players can also play Super Chicken cards (on its respective suit), as well as Eggs and Yoker (on any suit). Playing Eggs and Yoker adds points to chicken lines and reverses direction of play. Note: Super Chickens, Eggs and Yoker do not substitute standard value cards. They are simply added at any point in the sequence of the suit.

Super Chicken cards can be played on its respective suit at any time (after the suit has been started). If a player plays a Super Chicken card on a suit this is called a "trump" and the subsequent player is forced to "claim" all of the cards currently in the suit. These cards are then considered as 1 chicken line awarded to the subsequent player. The points earned for a chicken line are determined by:

  1. The last played standard card (0-9 points)
  2. Super Chicken card (2 points)
  3. Egg cards (3 points per card)
  4. Yoker card (5 points)
When a suit is trumped, the suit can only be restarted by a player playing the next up standard suit card. When a player claims a trumped chicken line, the last played standard card is placed on top of the line in front of the player so other players can use it as reference.

A chicken line is also created when a player plays the last standard card of a suit. This chicken line completes the suit as there are no more standard suit cards (0-9) left to be played. A maximum of three chicken lines can be created per suit: 1 for the final card in the suit and 2 for each super chicken trump card.

At the end of the game (when all suits have been completed and all chicken lines claimed by players), the points of each line are totalled for each player. The player with the most number of chicken lines is given the Plumedini card as a bonus which divides the player's total score by 2. So the player with the most lines may have the most number of points but still has a chance to win because of the Plumedini bonus.

The player with the least number of points wins.

Example Game Play

Example of starting the game:

  1. Player A draws a card from the Draw Deck.
  2. As no suits have been started, Player A starts a suit by playing any standard suit card, e.g. Hopper 3.
  3. On the score sheet, Hopper 3 should be recorded as the starting card for the Hopper suit.
  4. Player B draws a card and can do one of the following:
    • Start a new suit playing any standard suit card, e.g. Betsy 9. The value and suit is recorded on the score sheet.
    • Play Hopper 4 on top of Hopper 3. The player can add more Hopper cards if they are in sequence, e.g. Hopper 4, 5, 6...etc.
    • Play an Egg card on any started suit (in this case only on the Hopper suit). This will add 3 points when the next chicken line is claimed. Direction of game play is reversed.
    • Play the Yoker card on any started suit (in this case only on the Hopper suit). This will add 5 points when the next chicken line is claimed. Direction of game play is reversed.
    • Play Super Chicken Rocket card on Hopper Suit. This trumps the suit and the suit is given to the subsequent player.
  5. Player C draws a card and can do one of the actions listed above.
Example of trumping a suit:

As play progresses, players can trump suits on the table and force the subsequent player to take the cards as a chicken line, adding to the subsequent player's points total.

Player's holding trump cards in their hand do not have to use them and unused trump cards have no affect at the end of the game.

Imagine players have started several suits for Hopper, Betsy, Chug, etc. The Hopper Suit was started at 3. Players have added a Hopper 4, an Egg card, Hopper 5 and Hopper 6 (in this order). It is now player B's turn.
  1. Player B draws a card.
  2. Player B has Rocket Super Chicken in his hand and plays it on the Hopper suit.
  3. This trumps the suit.
  4. All the cards currently in the suit are then given either to Player A or Player C, whichever is the subsequent player depending on the current direction of game play. For this example the subsequent player is Player C.
  5. The cards in the Hopper suit are placed in front of Player C with the last played standard card on top face up (in this case Hopper 6)
  6. On the score sheet register Hopper 6 for player C as the base value of the chicken line. Points for the Egg and Rocket Super Chicken card do not need to be recorded as these cards can all be counted and summed up per player at the end of the game.
  7. Play continues with Player C drawing a card from the draw deck and playing his turn.
Example restarting a suit after a trump:
  1. Continuing the example above, after a trump, the Hopper suit is no longer in the main playing area.
  2. The hopper suit can be restarted by any player that has the next up Hopper card (Hopper 7).
  3. Players can use the face up card on Player's C chicken line (Hopper 6) as reference during game play.
  4. When Hopper 7 is played and the suit is reopened, Player C should turn Hopper 6 face down on his chicken line as it is no longer needed as a play reference.
Example of closing a suit

Suits are closed when a player plays the last available standard card for the suit. This means that the player with the last 0-9 card of a suit will claim at least one chicken line. Below is basic example of closing a suit:
  1. The Hopper suit is started at Hopper 3 (recorded on the score sheet), so the closing card for the suit is Hopper 2.
  2. The Hopper Suit is trumped by Player B at Hopper 6 and all the cards are given to player C as a chicken line (value 6, plus the Super Chicken card and any Egg or Yoker cards).
  3. The Hopper suit is restarted at Hopper 7. Players add Hopper 8 and Hopper 9.
  4. Player C trumps the Hopper suit with Rocket and a chicken line (value 9) is awarded to Player A (the subsequent player).
  5. The Hopper suit is restarted at Hopper 0. The player restarting the suit also adds an Egg card.
  6. Player B has Hopper 1 and 2. As Hopper 2 is the last card in the suit, Player B can close the suit by playing both cards (as they are in sequence).
  7. Player B is given the chicken line (value 2, plus the Egg card).

Final Scores

The final score is determined in the following manner.

First, determine who gets the Plumedini bonus:

  1. Count the total number of chicken lines each player was forced to claim.
  2. The player with the most points is given the Plumedini card.
Second, sum up each player's total points:
  1. For each chicken line sum the values of the last played card (0-9, as written down on the score sheet)
  2. Add 2 points for each Super Chicken card the player has.
  3. Add 3 points for each Egg card the player has.
  4. Add 5 points if the player has the Yoker card.
Third, apply Plumedini Bonus:
  • The score of the player holding the Plumedini card is divided by 2.
The winner is the player with the least number of points.