Updated FAQ (Updated 7/21/19)

2sample5The rule book contains a lot of clarifications, such as a FAQ (frequently asked questions), and I will expand the FAQ as new questions arise that weren’t in it for the rules page on this website. I have also updated a rule book that’s online to have the new questions here.

The first nine questions are in the rule book that comes with the game, but the rest are new. They can all be seen below. Continue reading

New Camelot Rulebook (Updated 8/14/17)

rulebookThe latest version of the rulebook can be found here. It’s possible the final version of the game will use a document instead depending on what I can afford with the manufacturer.

Update: I will use the same rule book for Crazier Eights: Camelot & Avelon — the one seen here. The manufacturer tells me it will save me money, and there’s no major reason to need a different one for each game. It will be geared for Camelot a bit more by using more card images for Avalon. Nonetheless, Avalon will have a unique rules card featuring cards from that set. Continue reading

New Rules Card

After working more with image rich versions of the rules, I decided I will change the rules card. It will be less in depth, but be better to look at. The rules document/rulebook will likely also have some more images.

00 rules1 with border00 rules2e

The earlier rules card can be found here. I also updated the website’s rules page to have more images.

Go Fatherhood’s Review of Crazier Eights: Camelot

tiny-headDave Taylor of Go Fatherhood reviewed the game. Go here to take a look.

He concludes:

All in all, I’d say that Crazier Eights is definitely an interesting variation on Crazy Eights with more complexity and considerably more strategy required. Possibly imbalanced for just two players, you can play with up to four or add a second deck and play with up to eight people at the same time!

  • Go here to see Crazier Eights: Camelot on Kickstarter!

A New Way to Play

james-crazier-eights-001-smallCrazier Eights is a good game for developing house rules, or alternate ways to play. The newest idea I came up with hasn’t been highly tested and I think it will work better for Crazier Eights: Camelot and other newer versions.

Instead of playing up to one card for the effect and discarding up to one card during your turn:

  • Players each play two cards for an effect from his or her hand during his or her turn.

You only discard when a card says you may. All other rules are the same.

I wrote about house rules before here. Team play is now an official way to play.

Check out the Crazier Eights: Camelot Kickstarter campaign here!

House Rules

I encourage people to try various house rules (alternate rules) for Crazier Eights. Here are some ideas:

  1. Use teams. Two or more players can be on a team. If anyone wins or loses on the team, then the whole team wins or loses.
  2. Separate discard piles. In addition to having the main discard pile, each player can have their own discard pile, where they put their used events and destroyed assets.
  3. Keep playing. If someone runs out of cards, that player wins. But if more than two other people were still playing the game, then they can keep playing. Whoever wins next gets second place (or one point), and whoever wins after that would get third place (or two points), etc.
  4. Play one asset and discard one event. Instead of playing one card and discarding one card each turn, players can play one asset and discard another card. If the discarded card is an event, then it has whatever effect is stated on it.
  5. Discard only. Instead of playing a card and discarding a card every turn, players can just discard a card every turn and that card has an effect. That card must be the right color or rank. If no card is discarded, then the player draws a card. (This is actually the rules I used years ago, but I decided the new rules worked better.) It is also recommended that only one card can be played as an asset or event each turn.
  6. Draft. Before the game begins, each player draws seven cards as usual, but then they take one card from them and passes the other cards to the left. Then they take one card from the six cards at were passed to them, and they continue this process until they have picked seven cards. Those are the cards each player starts the game with.
  7. Start the game with eight cards. Eight or more cards will likely make the game longer, but will reduce the luck factor. Fewer cards will likely speed the game up, but decrease the importance of strategy.

Do you have any other ideas? Try them out and let us know how they worked out.

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