TOONERVILLE ROOK
Hey there! Let me tell you about the awesome and unique deck of cards called Toonerville Rook. It’s a special 57-card deck that was first introduced back in 1906 by a company called Parker Bros. You may also know it as the Rook deck.
Now, what’s so cool about this deck is that it was actually created as an alternative to the regular French suited playing cards that some people thought were a bit boring. You see, certain conservative groups weren’t really into those traditional cards because they had face cards and were often associated with gambling or Tarot readings. But with the Rook deck, it’s a whole different story!
First off, the Rook deck doesn’t have any face cards. Nope, none at all! And it definitely has zero ties to gambling or Tarot. That’s why it really caught the attention of folks like the Puritans and Mennonites, who found it much more appealing and in line with their values. And guess what? Over a century later, people still love playing with the Rook deck. It’s still as popular as ever!
But wait, there’s more! Let me introduce you to the exciting game of Toonerville Rook. It’s a type of Contract Rummy game that’s often played in tournaments. Each player at the table will need their own full deck of Rook cards. So make sure you have enough decks for everyone!
Here’s how it works. In each round of Toonerville Rook, players compete to be the first one to complete the contract. Now, what’s a contract, you ask? Well, it’s a specific set of cards that you need to collect in order to win the round. And here’s the twist: the players who still have cards in their hands at the end of the round will actually earn points. Yep, you heard me right. It’s not just about getting rid of all your cards, but also about strategic play to minimize your score.
At the end of the game, the player with the lowest score is crowned the ultimate winner. So, if you’re up for a fun and challenging card game, Toonerville Rook is definitely worth a try!
When we play Toonerville Rook, each player needs their own deck of Rook cards. We mix all the cards together and shuffle them. Every round, we have a different type of game and might receive a different number of cards. Once the first hand is dealt, the remaining cards form the draw pile. We start the discard pile by flipping over the top card.
Let me explain the different contracts and deals we can have in each round:
ROUND | DEAL | CONTRACT |
1 | 12 cards | Two sets |
2 | 12 cards | One run, one set |
3 | 12 cards | Two runs |
4 | 12 cards | Three sets |
5 | 12 cards | One run, two sets |
6 | 12 cards | Two runs, one set |
7 | 12 cards | Four sets |
8 | 12 cards | Three runs |
9 | 15 cards | Five sets |
10 | 16 cards | Four runs |
11 | 14 cards (no discard allowed) | Two runs, two sets |
The Rules
Let’s talk about the rules of the game. It can be a bit overwhelming at first, but don’t worry, I’ll break it down for you.
In each round, I’m going to deal out a certain number of cards to each player. The number of cards will depend on the round we are playing. For example, in round 1, I will deal 12 cards to each player. The goal is to form different combinations with these cards, such as sets and runs. A set is when you have three or more cards of the same value but different suits. A run is when you have three or more cards of consecutive values but the same suits.
Let’s take an example. In round 2, I will also deal 12 cards to each player, but this time, you need to form one run and one set to fulfill the contract. Remember, a run consists of three or more cards of consecutive values with the same suits, while a set consists of three or more cards of the same value but different suits. So, you need to strategize and plan your moves carefully to meet the contract requirements for each round.
As the rounds progress, the contracts become more challenging. In round 5, for example, you need to form one run and two sets with the 12 cards dealt to you. And in round 9, you will be dealt 15 cards, and the contract requires you to form five sets.
But wait, there’s more! In round 11, there’s a special rule. You will only receive 14 cards, and you’re not allowed to discard any of them. In this round, you need to form two runs and two sets.
As you can see, the game becomes progressively more demanding as you advance through the rounds. It’s all about strategy and making the most of the cards you have. So, are you ready to take on the challenge? Let’s play!
When we play the game, our goal is to build groups of cards and get rid of all our cards. If I manage to get rid of all my cards first, I win and don’t get any points. But if I still have cards left, I will get points based on the cards I have in my hand.
There are two kinds of groups we can make: runs and sets. I can make groups of cards on my turn.
WHAT ARE RUNS?
A run is when we have four or more cards of the same color in order. But there’s a rule: the run can’t go around the corner, so it has to stop at the 14th card.
WHAT ARE SETS?
A set is when we have three or more cards with the same number. The color doesn’t matter.
WHAT HAPPENS ON MY TURN?
When it’s my turn to play, I have two options: I can either take the top card from the draw pile or from the discard pile. If I don’t want the card from the discard pile, anyone else at the table can buy it. But they have to buy it before I finish drawing from the draw pile.
Let’s talk about buying. If someone wants to buy the top card from the discard pile, they need to speak up. They can say something like “I want to buy that” or “I’ll buy it.” If more than one player wants to buy the card, the player closest to the left of the person taking their turn gets it. That player also gets to draw an extra card from the draw pile. Once this is done, the player who wanted to take their turn can finally draw from the draw pile.
Now let’s move on to finishing the turn.
When I finish my turn, I discard a card.
Ending the Round
Once I meet the contract for the round and either discard or play my final card, the round comes to an end. I need to remember that I can’t end the final round with a discard. My whole hand must be part of a meld.
Rook Card
The Rook is an exciting wild card in this game. If someone has already played the Rook in a sequence of cards on the table, I have the option to replace it with the card it’s substituting. But if I choose to do this, I must immediately play a meld that includes the Rook.
I can’t replace a Rook that has been used in a group of cards.
Scoring
I earn points based on the cards that are left in my hand at the end. Cards numbered 1 to 9 are worth 5 points each. Cards numbered 10 to 14 are worth 10 points each. And the Rook card is worth a whopping 25 points!
Triumphing
In the end, victory belongs to the player with the smallest score.
Yes, you read that right – the player who ends up with the lowest score is the winner.