Absolute 9 is a variation of the classic rummy game, but instead of shedding cards by making pairs and straights, you shed your cards by making groups of cards equal to + or – 9!
PLAYERS |
AGES |
2-5 |
10+ |
STYLE |
TIME |
Collection, Matching |
10 Minutes |
MECHANICS |
ACCESSORIES |
Interpretive |
Scoresheet or Markers |
DIFFICULTY |
SKILL LEVEL |
Easy |
Low |
SHORT DESCRIPTION |
Fun Fact: The pips on the number cards were designed because of this game. |
OBJECTIVE |
Make as many books of +9 or -9. |
CARD VALUES |
Numbers are face value. Voids = 0. X = 10. X’s can only be played with at least one opposite force card. Dragon and Keys do not have specific values but can be paired together to equal a book when of the same force. |
HOW TO DEAL |
Deal each player 7 cards. Place the remaining cards in the center for the stockpile. Turn over the top card. |
HOW TO PLAY |
Each player is dealt 7 cards. The player clockwise of the dealer goes first. They may either pick up the exposed top card or draw from the pile. During their turn, they may lay down any cards that equal to +9 or -9. The player must discard one card to end their turn. Discards are stacked to the side of the previous top card, not on top. This allows for the following players to pick up either the new top card, both the previous top card and new top card, or from the stockpile. If a player picks up more than one card from the working stack, they must use the card of pick up point in a book. Continuing playing until someone is able to end their round with a discard and no cards left. |
HOW TO SCORE |
For each successful book of Absolute 9, a player is awarded one point. Additionally, each dragon is worth 5 bonus points. For all players left with cards after someone has successfully won the game, they lose 1 point for each card remaining in their hands and 5 for Dragons. |