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\begin{document}

 \begin{center}
	\begin{Huge}
	{\bf \emph{Clay's rules for ZAR}}
	\end{Huge}
 \end{center}

\begin{multicols}{2}
\section{The Object of ZAR}

ZAR is won by the player with the lowest score at the
end of the game.  During each hand you want to be the
first player to get rid of all of your cards and you
want to make the other players draw cards and not be
able to play the ones they have.


\section{The ZAR Deck} % cap'd "Deck"

The ZAR deck contains 62 cards, and for each card in the deck
there is one identical matching card.
The 31 distinct cards are as follows:

\textbf{18 Basic Symbol cards}: 6 Basic Symbols: \emph{Clouds}, \emph{Galaxies}, 
\emph{Lightning Bolts}, \emph{Moons}, \emph{Stars}, \emph{Suns}, in 3 colors
each: Blue, Red, Yellow.

\textbf{9 Command cards}: 3 Commands: \emph{Crabs}, \emph{Frogs}, \emph{Wasps}, in 
3 colors each: Blue, Red, Yellow.

\textbf{4 Power cards}: 2 Powers: \emph{Dragons} (Winged and Unwinged), 
\emph{Peacocks} (Front-view and Side-view).


There are also 2 extra blank cards that come in the box.


\section{Starting the Game}

ZAR can be played with 2 to 9 players.
Sit around a relatively small table --- it is very important that all of
the players be able to \emph{easily} reach the card piles in the center.
Shuffle the deck well
(\textbf{7} (or \textbf{8}) times,
cutting it after each \textbf{2} shuffles)!
Deal one card at a time to each player until they each have
received 10 minus the number of players cards (minimum 3 cards).
Place the remaining deck face down on the table to start the Drawpile.
Wait a few moments for everyone to sort their hands.
The dealer then turns over the top card to start the Playpile.
This card must be turned over such that everyone, including the
dealer, sees it at the same time.
The first card cannot be a Power card; if this happens, bury it in
the Drawpile and turn over the new top card.
The initial direction of play is always clockwise, unless the first
card is a Crab.
The first card is considered as having been played from the
dealer's hand (and can be matched).  This counts as the dealer's turn
and play now proceeds with the next player.

\section{The Turn}

Continuing on in the current direction of play, the current player
must take a turn.  Each of the following steps must be performed in
sequence:

\begin{enumerate}
  \item If you were just matched or ``\emph{GOTCHA}''ed, but have not drawn yet,
    do so now.
  \item If you are facing Wasps and can not (or choose not to)
    play a Wasp from your hand, then draw for the Wasp(s).
  \item Perform \emph{one} of the following:
    \begin{itemize} 
      \item[(A)]
	Play a card from your hand onto the Playpile.  Your card must
	have the same color \emph{and / or} symbol as the top card on
	the Playpile, or be a Power card.
      \item[(B)]
	Draw a card and perform option (A).
      \item[(C)]
	Draw a card and pass.  Declare ``\emph{PASS}'' when you do this.
        You may always choose this option even if you have a playable
        card.
    \end{itemize} 
  
\end{enumerate} 

\section{Doubling and Matching}

Recall that every card in the deck has exactly one identical
matching card.  This fact enables one of the most fun aspects
of playing ZAR --- \emph{doubles} and \emph{matches}.

\subsection{Doubling}

If you have two identical cards in your hand,
you may play them both as one play when it is your turn.
Declare ``\emph{DOUBLE}'' when you do this.

\subsection{Matching}

If you have a card that exactly matches the last
card played, you may play it \emph{even if it isn't your turn}.
Declare ``\emph{MATCH}'' when you do this.
The player whose card you matched must immediately draw a card.
\emph{Playing a match is considered your turn, so play continues with
the person \textbf{after you}.}
Playing a match must happen before the next player plays, i.e.
before they play a card or touch the Drawpile to draw a card.

\subsection{Matching Yourself}

Occasionally, you will want to play a match
on a card \emph{you just played}.
Declare ``\emph{DOUBLE}'' when you do this.
You do not draw a card.
This must happen before the next player plays.
If the card you are matching is a Power card, you may
declare a different color / symbol than you did for the first one.

You may not declare ``\emph{MATCH}'' on yourself.

\section{Going Out}

Whenever the number of cards in your hand changes
to exactly one, declare ``\emph{ZAR}''.
This happens when you play and then have one
card left or when you play your last card and are matched.
If you fail to declare ``\emph{ZAR}'',
then anytime until you draw or someone wins the hand,
any player may call ``\emph{GOTCHA}'' on you and
you must immediately draw one card.
You may be ``\emph{GOTCHA}''ed the instant you
are no longer touching your second-to-last card(s) or you touch the
Drawpile to draw back up to one card.
(Avoid this by declaring ``\emph{ZAR}'' as soon as your hand is in
motion.)

You may not go out by playing a multiple
card play (e.g. a double) or by matching yourself.

When you play your last card, declare ``\emph{OUT}''.
Your last card can be matched; if this happens you must draw
a card and you're back in the hand.

If you played your last card and no one matched it, then you
have won the hand.
Each card has a point value in the upper right hand corner.
Add the total value of each of the other players' unplayed cards
to their respective scores.  
If someone wins the hand by playing a Wasp or by matching, the
affected player(s) must draw, and those cards are scored against
them.

Before each game starts, decide whether you'll play until someone has a
particular score, the food runs out, it's bedtime, etc.  When that
condition is reached at the end of a hand, whomever has the lowest
score has won the game.  A good default condition is playing until
any player reaches 50 points.

\section{Multiple Declarations}


Often, there are multiple declarations to make for a single play.
You should state them in the following order:
  ``\emph{ZAR}'',
  ``MATCH'',
  ``\emph{DOUBLE}'',
  Color / Symbol,
  ``\emph{OUT}''.

When you play your second-to-last card as a match, declare
``\emph{ZAR-MATCH}'' (or its short form ``\emph{ZAR'CH}'').
When you play a double and only have one card left in your hand, declare
``\emph{ZAR-DOUBLE}'' (or its short form ``\emph{ZAR'BLE}'').
Other examples are:
  ``\emph{ZAR-YELLOW}'',
  ``\emph{ZAR'CH-MOONS}'',
  ``\emph{ZAR'BLE-RED}'',
  ``\emph{DOUBLE-SUNS}'',
  ``\emph{MATCH-BLUE}'',
  ``\emph{MATCH-OUT}'',
  etc.

If instead you declare something like
``\emph{MATCH-LIGHT\-NING BOLTS-ZAR}'' and
another player finishes saying ``\emph{GOTCHA}''
to you before you start to say ``\emph{ZAR}'',
you will have to draw a card.

\section{Illegal Plays}

If someone plays a card illegally, stop the game and
undo that play and any subsequent plays.  The player who made
that play must immediately draw a card (this counts as a ``\emph{GOTCHA}'').
Any players who played after that play do not draw a card.
Resume the game with the player's turn directly following the
last legal play.  You do not draw a card if you have simply
lost a Close Call and the play
was otherwise legal.

\section{Card Effects}

Remember that the effect of playing a Match
always happens in addition to any extra effects listed below.
For example, when you match a Wasp it causes the matched player to
draw a card and \emph{the new accumulated draw count now faces the player
\textbf{after you}}.

\subsection{Basic Symbol Cards} % cap'd "Cards"

No special abilities; they just keep the game moving.

\subsection{Command Cards} % cap'd "Cards"

\subsubsection{Crabs: Reverse Direction}

Playing a Crab card reverses the current direction of play.
Double / matched Crabs cancel each other out and
the direction remains the same.

\subsubsection{Frogs: Skip Next Player}

Playing a Frog skips the next player.
Double / matched Frogs skip the next 2 players.

In games with a small number of players, it is possible to
give yourself multiple turns in a row by playing one or more
Frogs or by matching a Frog.
However, you cannot ``skip out'', that is skip to yourself and then
play your last card.
You may skip to yourself and then have one card left,
but you must then draw a card, i.e. take Turn option (B) or (C).


\subsubsection{Wasps: Draw 2 Cards}

When you play a Wasp the next player must either draw 2
cards or play \emph{any} Wasp card.  If he plays another Wasp,
the player after him must draw 4 cards or play a Wasp.
Each Wasp that is played adds 2 to the accumulated draw count.
This continues until some player does not play a Wasp and
must draw the accumulated number of cards.  Drawing for the Wasp(s)
resets the accumulated draw count to zero.
When playing a Wasp, it is often helpful to remind the next
player about the new accumulated count, e.g.
``\emph{DRAW 6}''.
Double Wasps count as Draw 4.  A matched Wasp adds 2
to the accumulated draw count.

\subsection{Power Cards} % cap'd "Cards"

\subsubsection{Dragons: Change Symbol}

A Dragon changes the symbol to be played next to your choice of any
one of the 6 Basic Symbols.
Declare one of these when you play this:
  ``\emph{CLOUDS}'',
  ``\emph{GALAXIES}'',
  ``\emph{LIGHTNING BOLTS}'',
  ``\emph{MOONS}'',
  ``\emph{STARS}'',
  ``\emph{SUNS}''.
When this is played, there is no color;
only that symbol or another Dragon may be played next.  A Dragon may be
played on any card other than a Peacock.  There are two different
pairs of Dragons --- any Dragon can be played on any other Dragon,
but only the identical pairs match.

\subsubsection{Peacocks: Change Color}

A Peacock changes the color to be played next to your choice of any
one of the three colors.
Declare one of these when you play this:
  ``\emph{BLUE}'',
  ``\emph{RED}'',
  ``\emph{YELLOW}''.
When this is played, there is no symbol; only
that color or another Peacock may be played next.  A Peacock may be
played on any card other than a Dragon.  There are two different
pairs of Peacocks --- any Peacock can be played on any other Peacock,
but only the identical pairs match.

\section{Close Calls}

Use these rules to resolve close calls when neither event
clearly happened first.  If cards were knocked off of the Playpile and it
can be determined who did it, then the other player gets
precedence, otherwise refer to Table~\ref{tab:closecall}.

\begin{table*}
\begin{center}
\begin{tabular}{l l l}
\hline
\hline
Event A &
Event B &
Takes precedence \\
\hline
\hline

Declaring ``\emph{ZAR}'' &
Calling ``\emph{GOTCHA}'' &
Declaring ``\emph{ZAR}'' \\
\hline

Playing a card on your turn &
Playing a match &
Card physically underneath on the Playpile,
\\

&
&
or if indeterminate: Playing on your turn \\
\hline


Drawing a card &
Playing a match &
Drawing a card \\
\hline

Drawing a card &
Calling ``\emph{GOTCHA}'' &
Drawing a card \\
\hline

Calling ``\emph{GOTCHA}'' &
Playing last card &
Calling ``\emph{GOTCHA}'' \\
\hline

Playing a match &
Playing a match &
Card physically underneath on the Playpile or if
\\

&
(Extended Rules only)
&
indeterminate: whichever player would have been 
\\
&
&
next in the current direction of play
\\
\hline
\hline
\end{tabular}
\end{center}
\caption{\label{tab:closecall} Close call resolutions.}
\end{table*}

\section{Miscellaneous Rules}

\begin{itemize} 
  \item Each call of ``\emph{GOTCHA}'' must be directed to a specific
    player with some type of clear gesture, e.g. pointing a finger.
    Of players liable to be ``\emph{GOTCHA}''ed, only those specifically
    ``\emph{GOTCHA}''ed must draw.  Drawing for a ``\emph{GOTCHA}''
    happens immediately when the call is made.

  \item
    Drawing a card due to a ``\emph{GOTCHA}'' or a match does \emph{not}
    prevent matching.

  \item If you skip to yourself and immediately play a matching
Frog, this always counts as matching yourself, unless you have
drawn a card other than for a ``\emph{GOTCHA}'' between playing
the Frogs. % Fixed cap of "Frogs"

  \item If someone needs to draw a card and the Drawpile is empty, the dealer
    must immediately reshuffle all but the top card of the Playpile into
    the Drawpile.  Shuffle the deck well!

  \item If the Drawpile is empty, touching the spot that the Drawpile
    normally occupies counts the same as touching the Drawpile.

  \item Between hands, players may join or quit a game in progress.
    If new players join a game, they start with a score equal to the
    average score of the \emph{current} players (rounded up to the
    nearest whole number).
    However, if someone quits and later decides to rejoin the same
    game, they start with a score equal to the highest score reached
    for that game (possibly their own previous score).  Of course,
    only current players are eligible to win the game.

  \item Players should try at all times to hold their cards such that the
    other players can tell at a glance how many cards are in their hand.

  \item Players occasionally mistakenly declare ``\emph{ZAR}'' or
``\emph{GOTCHA}''.  This is normal and carries no penalty. However,
if a player does so and it's obviously \emph{intentional and
inappropriate}, he must draw a card.  This counts as a
``\emph{GOTCHA}''.

  \item During a single turn, the maximum combined
    number of cards that you can draw for
    Illegal Plays and the previous miscellaneous
    rule is 3.
\end{itemize} 

\section{Frequently Asked Questions}

\begin{itemize}

\item[\textbf{Q1}:] If I am the current player and I have drawn any cards for Turn
step 1 or 2, can I simply declare ``\emph{PASS}'' and end my turn?

    
    
      \item[\textbf{A1}:] No.  You must still perform step 3, which may require
drawing another card.

      \item[\textbf{Q2}:] If someone goes out by playing a Wasp on me, can I avoid
drawing if I already have a Wasp in my hand?
    
    
      \item[\textbf{A2}:] Once someone goes out (and is not matched), no additional
cards can be played, but all outstanding draws must still happen.

% Changed "Playstack" to "Playpile"
      \item[\textbf{Q3}:] If I am the current player and I play a card which matches
the one on top of the Playpile, is this necessarily a match?
    
    
      \item[\textbf{A3}:] If another player has taken a turn since the card was
played or you have drawn any cards this turn other than for a
``\emph{GOTCHA}'', then your play is not a match. In this case, it is
often helpful to declare ``\emph{NOT A MATCH}''.  Otherwise, it is a
match, and must be declared, with ``\emph{MATCH}'' or
``\emph{DOUBLE}'' (matching yourself), and played as such.

      \item[\textbf{Q4}:] When I declare ``\emph{MATCH}'' or ``\emph{DOUBLE}'' (matching
yourself), does the current player have to wait until I play my card?
    
    
      \item[\textbf{A4}:] Absolutely not.  The essential part of playing a match is
to put your card on the Playpile \emph{before} the current player
plays.  The required declaration is just to alert the other players
that a match has happened.

      \item[\textbf{Q5}:] How is playing a double different than matching yourself?
    
    
      \item[\textbf{A5}:] A double consists of playing two identical cards as one
play \emph{during your turn}.  Matching yourself happens \emph{during
the player's turn immediately following yours}, but before that
player plays, and like all matching is a race between the current
player and playing the match.

      \item[\textbf{Q6}:] What are some examples of when I would match myself?
    
    
      \item[\textbf{A6}:] \begin{itemize} \item You are the dealer and the first card
that is flipped over matches one in your hand.  \item You play and
now have one card left in your hand, but forgot to declare
``\emph{ZAR}''.  You are immediately ``\emph{GOTCHA}''ed and draw a
card.  One of the cards in your hand matches the last card you
played.  \item You play one card of a matched pair in your hand and
then change your mind (``Hmmm, hanging onto that 2nd Dragon is just
too dangerous now...'').  \item You play a Command or Power card of a
matched pair in your hand and then by observing the next player guess
her action.  You decide that it would be better if it were a
different player's turn, or that you should have really changed to a
different symbol, etc.  \end{itemize} 
    
\end{itemize}

\end{multicols}

\hrule

\begin{center}
  \begin{Huge}
  {\bf \emph{Clay's extended rules for ZAR}}
  \end{Huge}
\end{center}

\begin{multicols}{2}

\section{Multideck ZAR}

\begin{table*}
\begin{center}
\begin{tabular}{l l l}
\hline
\hline
Action &
Declaration  &
  Declaration (matching yourself) \\
\hline
\hline
Playing a match on a match &
``\emph{MATCH}''   &
 ``\emph{DOUBLE}'' \\
\hline
Playing a match on a double &
   ``\emph{MATCH}'' &
   ``\emph{TRIPLE}'' \\
\hline
Playing a match on a triple    &
``\emph{MATCH}''    &
``\emph{QUAD}'' \\
\hline
Playing a double as a match    &
``\emph{MATCH-DOUBLE}'' &
``\emph{TRIPLE}'' \\
\hline
Playing a triple as a match    &
``\emph{MATCH-TRIPLE}'' &
``\emph{QUAD}'' \\
\hline
\hline
\end{tabular}
\end{center}
\caption{\label{tab:multicalls} Calls for multideck ZAR. }
\end{table*}

You can play ZAR with more than one ZAR deck, or more precisely with
more than 2 half decks. The following describes the 3 and 4 half deck
variations (Deck and a Half ZAR, and Double Deck ZAR, respectively).
The Deck and a Half variation is recommended, but the rules will
scale to any number of half decks. Note that in an N half deck
variation, that every card in the deck has exactly N$-$1 identical
matching cards. 

\subsection{Starting a Multideck Game}

Multideck ZAR can be played with 2 to 14 players. Beware that seating
a large number of players around a table such that they are all
easily able to reach the card piles in the center is not easy.
Moreover, shuffling the larger number of cards will take more effort.
Shuffle the deck well (\textbf{8} (or \textbf{9}) times for Deck and a Half ZAR and \textbf{9}
(or \textbf{10}) times for Double Deck ZAR, cutting it after each \textbf{2} shuffles)!
Deal one card at a time to each player until they each have received
15 minus the number of players cards (minimum 3, maximum 10 cards).
Proceed using the regular starting the game rules.

\subsection{Multiple Card Plays}


In addition to doubles, triples and quads become possible. So does making a multiple card play and matching someone.

Triples and quads work analogously to doubles. Substitute ``\emph{DOUBLE}'' in rules and declarations as appropriate with ``\emph{TRIPLE}'' or ``\emph{QUAD}''. Example declarations are: ``\emph{MATCH-DOUBLE}'', ``\emph{TRIPLE}'', ``\emph{QUAD}'', ``\emph{ZAR'PLE}'', ``\emph{ZAR'QUAD}'', ``\emph{ZAR'CH-TRIPLE-BLUE}'', ``\emph{ZAR'QUAD-MOONS}'', etc. 

\subsection{Command Cards} % cap'd "Cards"

\begin{itemize}
    \item An odd number of Crabs reverses direction.
    \item Triple Frogs skip the next 3 players; Quad Frogs skip the next 4 players, etc.
    \item Triple Wasps count as Draw 6; Quad Wasps count as Draw 8, etc.
\end{itemize}

\subsection{Matching}

\begin{itemize}
    \item A match may itself be matched.
    \item A player may match himself multiple times in a row.
\end{itemize}
See Table~\ref{tab:multicalls} for what to call in these cases.
Playing ``\emph{MATCH}'', ``\emph{MATCH-DOUBLE}'', ``\emph{MATCH-TRIPLE}'', etc., each cause exactly one card to be drawn.

\subsection{Example}

% Merged paragraphs
Player 1 plays a Frog; player 4 matches it with a double (``\emph{MATCH-DOUBLE}''); and player 2 matches player 4 (``\emph{MATCH}'').  Player 1 must draw a card; then player 4 must draw a card; and then a quad skip happens from player 2.

Note that drawing for a match does not prevent further matching. As always, play ultimately proceeds from the last player to play a match.

\section{The Chameleon Card} % cap'd "Card"

Each ZAR deck comes with 2 blanks cards. Consider using them as Chameleon cards.

% Merged paragraphs
The Chameleon card is a Power card worth 6 points. It has no color or symbol of its own. It can only be played in turn, except to match another Chameleon card. It can be played with other cards (including Chameleons) to make doubles, triples, etc. Other cards can match it once it has assumed a specific identity.
There are two ways to play a Chameleon:

\begin{itemize}
    \item It can be played on any card. When played it becomes an exact match of the card it was played on (or in the case of it being played on a Chameleon card, whatever the last non-Chameleon card which was played). Follow the normal rules for matching whenever this is played.
    \item It can be used as an exact match for any card in your hand. When played this way, the multiple card play you are making must be a legal play on whatever card is on top of the Playpile.
\end{itemize}
When played as a Peacock or Dragon, you must declare a color or symbol, respectively.

If a player goes out, a Chameleon card can not be played to resume the hand, except if it is played as a match on another Chameleon on the top of the Playpile.

\subsection{Examples}

Assume play is proceeding clockwise in a 4 player game.

\begin{itemize}

    \item Player 1 plays a Blue Sun; Player 2 plays a Chameleon
(``\emph{MATCH}''); and Player 1 plays a Chameleon
(``\emph{MATCH}''). Players 1 and 2 both draw for their matches and
Player 2 faces a virtual Blue Sun, unless someone matches first by
playing the other Blue Sun.

    \item Player 2 plays a Blue Wasp (``\emph{DRAW 2}''); and Player
3 plays 2 Red Wasps and 2 Chameleons (``\emph{QUAD-DRAW 10}'').
Player 4 now has to draw 10, unless he can play a Wasp or a
Chameleon. If this is a multideck game, someone could still match
first by playing a Red Wasp or, if Player 3 placed a Chameleon on top
of the Playpile, another Chameleon.

\end{itemize}

\subsection{Frequently Asked Question} % unpluralized

\begin{itemize}

\item[\textbf{Q1}:]     If I am the dealer and I have just started a new
hand, can I play a Chameleon card before the next player plays
(``\emph{DOUBLE}'')?

\item[\textbf{A1}:]     No. Once you have flipped over the first card, it is
no longer your turn. You can not match yourself because the Chameleon
can only be played in turn, except to match another Chameleon. That
is not possible because a Chameleon is a Power card, so it could not
have started the hand. However, if you have both a Chameleon and the
card matching the Playpile, you could play it as part of a
``\emph{TRIPLE}''.

\end{itemize}

~

\hrule

~

% Colophon

\begin{footnotesize}\noindent \emph{Base rules version 2006111000 \textcopyright 2004--2006, 2014, Clayton H. Harris.  Some portions
excerpted from the original ZAR rules \textcopyright 1981, 1984, 2002,
\textsc{DALTOONS} Productions.  Extended rules version 2014121400 \textcopyright 2005, 2008, 2014, Clayton
H. Harris.  This Latex version adapted from the HTML version at http://claycon.org/ZAR/ by Dr. Straitlove.}
\end{footnotesize}

\end{multicols}

\end{document}
