Target Tinkers
- The 6 or less card is really 4 or less.
- The 21 or more card is 22 or more.
- We don't allow the 4-card straight flush
in the initial five targets. Simply
pick another in its place.
- If you run out of target cards, too bad.
Keep playing for the ones that are left.
If there are none left and someone still
has a turn, you've done well. We've never
quite managed that.
- Do not turn over a card to start the
discards. This balances the first player's
advantage somewhat.
Our record losing score is 37 (ouch). We've
scored four cards in a play, but never five.
These are tinkers for the 0th edition. I've not
yet seen the 1st edition. It should be available
from Enginuity
already, but I've not seen it in a store.
The first two do not apply to the version with wild
cards. The third probably shouldn't, either.
Jeff Goldsmith,
jeff@tintin.jpl.nasa.gov,
Nov. 11, 1998