In 3Chapters you become part of a mysterious storybook. Choose your fairytale companions in Chapter I. Put them to the test in the trick-taking game in Chapter II and collect valuable points in Chapter III to complete your story.
You can download the complete rules here.
50 cards with values from 1-50
87 point markers
Cards have a value between 1 and 50, some also have attributes and abilities.
Select 1 of 8 cards (drag downwards). The remaining cards are passed on in a clockwise direction.
Keep doing this until you have chosen all seven cards.
In a three-player game, after everyone has chosen 4 cards each, the unchosen cards are discarded and new ones are drawn. After that, players continue to choose until everyone has 8 cards each.
You always score card abilities once in Chapter II and once in Chapter III.
One exception to this is card abilities that are marked with the I or II seals. You will only value such an ability in the corresponding chapter.
Play any one card from your hand in clockwise order by drawing it to the top.
These cards together form the trick.
Whoever has placed the highest value in the trick wins - and receives a star from the stock.
You then receive the rewards for the abilities of your cards.
If there is a condition next to the ability, it must be fulfilled.
Whoever wins the trick starts the next one and plays a card from their hand.
Play until you have no more cards in your hand.
Your played cards are collected for the scoring in Chapter III.
Evaluate the abilities of your cards and receive the respective rewards. If the ability has a condition, it must be fulfilled.
Whoever has the most crystals afterwards receives 4 additional crystals. If there are several of you, all tied players will each receive 4 additional crystals.
In the board game world, scoring takes place automatically after the end of Chapter II.
You will receive points based on your collected rewards:
Whoever has the most points wins - in the event of a tie, whoever has the highest card value in the display wins.
If you play in pairs, note the following changes:
In addition to the two of you, there are ghosts in Chapter II who "play along" with you.
In Chapter I, you both prepare a pile of ghosts when you select the cards.
Look at your eight cards in hand. Choose two cards and place one of them in front of you as usual.
Slide the other card to the top (arrow). There you form one of the two ghost stacks. This creates two ghost piles between the two of you.
Now swap the six remaining cards with each other. From these cards, choose one for you and one for the ghost.
Do this until you have no more cards. When choosing the cards, you can look at your own deck as usual, but not the ghost's.
You will now receive another eight cards and repeat the process. After you have dealt all of these cards, the face-down ghost piles are shuffled.
You play one card each in clockwise order as usual. When it is a ghost's turn, the top card of the respective ghost pile is placed face up in the trick.
Then use the abilities of your played card as usual. Pay attention to the cards of the two ghosts to fulfill any conditions.
The ghosts' card abilities and attributes are scored, but they do not receive any point markers.
The player with the highest value in the trick starts the next trick. If this is one of the ghosts, it begins.