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JAQ Rancher Rules

Official rules and clarifications for JAQ Rancher

Players: 3-5 players are recommended. Can you play with 2? Yes, but some of the mechanics aren't as fun. Can you play with 6? Yes, but you may have players who don't get a turn, and that can also be a little boring. At least for them.

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Objective: You are creating your very own Ranch full of fantasy creatures. You want to get the most Glory (points) each round.

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Game play:

  • Determine the total Glory target for this game session (see 

  • Deal 5 cards to each player. For the first round, the youngest player goes first.

  • You form your ranch from left to right. Select one of your cards and play it in front of you, adding a creature to your ranch. Complete all actions on the card if possible. Then the play passes to the next player. The play rotates clockwise until a player reverses the play. 

  • On your next turn, when you add a card to your ranch, play it to the right of the last card in your ranch. Always play a card to the right of the creatures in your ranch (unless the card directs you to do otherwise). 

  • A round ends if: 1) a player’s hand is empty, 2) a player played a 7th card in their Ranch, or 3) if there are no cards left in the deck or discard pile (shuffle the discard pile into the deck when someone needs to draw a card but can’t). 

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Scoring: When a round ends, each player will ...

  1. Add up all the Glory at the top left corner of each card played in their Ranch.

  2. Subtract off the negative numbers on the bottom right of each card that are left in their hand from their total. That will give them the number of Glory they earned that round.

  3. If you have reached the target total Glory, determine the victor, or if not, play another round.

Scoring notes

  • Keep score on a piece of paper or convenient mobile device.

  • Players CAN earn negative points and lose total points in a round but their overall point total can never go below zero. They just stop at 0. 

  • Some cards below their text box have an Hour Glass symbol. This Hour Glass symbol means it has a bonus way of scoring Glory that occurs at the end of the round (at the time of scoring).

  • Recommended Glory totals: 3-4 players, 50 points. 5 players, 30 points. But this is just a recommendation -- decide as a group and have fun!

  • If you tie, either play another round or share the victory!

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Questions and clarifications:

Note: We strongly believe in playing games the way you want to play them. As long as everyone is aware of and agrees on the rules in advance, do what you want! That said, here are our "official" stances:

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Q: Is it considered "going out" if I play my last card, but as a result of that card, I have cards at the end of the round?

A: No, that is not considered going out. Your hand must be empty at the end of the round to be considered out.

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Q: What if I don't have enough cards to complete a part of the instructions on the cards?

A: Unless the card explicitly says otherwise, you do NOT have to do something if you cannot. This is most commonly an issue when the card you play says something like trade or pass a card to another player. Every player affected by the card must follow the instructions to the best of their ability to do so, but there is no penalty or prevention of playing if they cannot.

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Q: How do I play Rock-Paper-Scissors?

A: If your particular group has a way you usually play, follow that method. In general, two players in unison will form a fist, with the first turned where the thumb is at the top, and in unison say, "Rock, paper, scissors: Shoot!" For each of the words, they will make a downward motion, often hitting their hand as they say the word. On "Shoot" they will choose, at exactly the same time, one of three choices: (1) Rock: a clenched fist; (2) Paper: an open and flat hand; or (3) Scissors: The middle and index fingers out, the rest still in a fist. Who won? Rock > scissors. Scissors > paper. Paper > rock. If you tie, repeat until you do not.​​​

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​Q: What are guilds, and where can I find a card’s guild?

A: The guilds in JAQ Rancher come from the larger JAQ universe and refer to the guilds found on equipment cards in Journey Adventure Quest. A card’s guild is shown by the colored banner and symbol in the upper-right corner.

The guilds are Water, Fire, Shadow, Nature, Light, Neutral, and Monster. In JAQ Rancher, the Shadow Guild is called the Dark Guild. The gray guild symbol, such as the one shown on Amalgam, represents the Neutral Guild. A card that says it counts as all guilds can be treated as any guild when resolving another card’s effect.​

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JAQRancherGuilds.png
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