Nags
Fun "Stops" game loosely based on horse racing. For two to five players.Object
To score more points than all other players.
Runners
From a full deck of fifty-two cards, four cards are dealt face-up onto
the playing area. These are the runners (also known as the horses). If any
of the cards have the same face value, place the duplicates back in the deck
and deal out new ones until all four runners are of different face values.
Riders
Shuffle the remaining cards again and deal nine cards to each player,
one at a time. These are the riders. Place the remaining cards at the edge
of the playing area along with the runners. This is the draw pile.
Beginning the Game
The game normally begins with the player who has the lowest two. The
suits are ordered



.
So 2
is
technically the lowest two. The player with the lowest two may play as many
twos as he/she has/wants onto the discard pile.
If no players have any twos, then the game will begin with the lowest threes
etc.
Player turns
Each player takes it in turns to play card(s) onto the discard pile.
A player can play, from his/her hand, any card(s) of face value equal to
or face value one higher than those on the top of the discard pile.
As in most switch type games, the Ace is considered both higher than the King
and lower than the two.
For example - If there are twos on the pile, the next player can play either twos
or threes (but not a mixture thereof).
If a player is unable to play he/she must turn the top card of the draw
pile onto the dicard pile. He/she then forfeits the rest of their turn.
Winning Horses
If, as part of his/her turn, a player plays (or turns from the draw pile)
a card of equal face value and colour to one of the runners, that
horse "comes in" (either 1st, 2nd, 3rd or 4th depending on how many other
runners have already come in during this game). That player collects the
horse from the runners "enclosure" to indicate that it has "come in", and
remembers what position the horse came.
Falling Horses
If, as part of his/her turn, a player plays (or turns from the draw pile)
a card of equal face value and opposite colour to one of the runners,
that horse falls. the card in the runners "enclosure" is turned face down
to indicate that the horse has fallen. Once a horse has fallen, it cannot
"come in".
If a player plays multiple cards of the same face value as one of the
runners, provided one is of the same colour as the runner, the horse "comes
in" in preferance to falling.
Turning the Pile
If no player has won by the time the draw pile is fully depleted, the entire
discard pile, with the exception of the top card, should be turned face down
and used to replace the draw pile. The remaining card stays in the discard
pile to indicate what cards can be played next.
Winning the Game
The game ends when one player plays out the last card(s) from his/her hand.
Keeping Score
The player who played out all his/her cards scores 5 points, +1 point
for each card that the other players have remaining in their hands.
Players who have horses that "came in" also score points as follows :
- 1st - face value (where J=11, Q=12, K=13 and Ace=14)
- 2nd - half face value
- 3rd - one third of face value (rounded to nearest 1/2 point)
- 4th - one quarter of face value (rounded up to nearest 1/2 point)
The player with the most points is the winner.
Variations
The following ideas were developed to spice-up the game a little.
- Alternating - When a player turns a card from the draw pile onto
the discard pile because he/she cannot go, the direction of play is reversed.
For example - If the play was equal or one higher it becomes equal or one lower when a card
is turned and vice versa.
This rule was developed to represent the horse race reaching one end of the
course and racing back the other way and so on. (yeah i know its a bit silly but hey!)
- Choice - When a player turns a card he/she chooses the direction
of play, either up (equal or one higher) or down (equal or one lower).
This makes the game more strategic because it allows a player to send the direction of play away from cards he/she thinks their
opponents have. We particularly recommend this variation for more experienced players of the game.
- Special Cards - As yet no provision has been made for special
cards. Feel free to make some up. All we ask is that any suggestions are sent
to us so that we can also try them and include them (giving due accreditation)
in later versions.
- Buying a Horse - If playing over a number of games it can be
allowed for players to buy horses.
To do this, in between games, a player forfeits 10 of the points he/she has
accumulated so far and nominates a card value. For example - King. No more than
one player may own the same value horse. (This means that only 13 horses are
available to buy).
Whenever an owned horse is a runner in a game, its owner gets an extra 2
points for that game. Whenever an owned horse "comes in" the owner also
gets extra points equal to the points scored by that horse in this game.
Buying a Horse - Example 1
If a player owns the Ten and it "comes in" 2nd for one of his/her opponents,
both players will score 5 points from that horse for this game.
Buying a Horse - Example 2
If a horse "comes in" for its owner in a game, he/she scores double points
from that horse, in this game.
Credits
Devised by Alan and Andy B.To new card games page