ways to play
The rules are very simple. The discussions won’t be.
standard play
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The Play of the Hand
The first dealer is chosen at random. Deal 5 cards to each player. The player to the dealers left starts the round. Each player, in turn, clockwise, throws out a card that reflects a better rapper. As a group, players must come to a consensus on whose card wins the round. The player with the winning card wins the book. Play through all cards in hand then deal again. The player with the most books wins the game. Wild Card Got a wild card? Well lucky you. This card holds great power. Use this card in a clutch. When this card is thrown, the player can choose ANY rapper they want. Good Luck! Stalemate/Undecided? Sounds like a personal problem. Take a vote. Use a lifeline. Call a friend. We’re sure you’ll figure it out. Defend your stance to the fullest and may the odds be forever in your favor. If played right, Trading Rapppers is an extremely fun and entertaining game about rap culture. We get it. People are passionate and in their feelings about their favorite rapper...so you just have to remember... it's just a game and to have fun with this s**t. |
Bracket or ranking Style
Pull out the 2 Wild cards. Order the 52 cards from highest to lowest ranking in rapper. All players must participate.
Spades style for Four Players
Players and Cards
The four players are in fixed partnerships, with partners sitting opposite each other.
The Deal
The first dealer is chosen at random, and the turn to deal rotates clockwise. The cards are shuffled and then dealt singly, in clockwise order beginning with the player on dealer's left, until 52 cards have been dealt and everyone has 13. Place 2 last cards in the box.
The Bidding
In Spades, all four players bid a number of books. Each team adds together the bids of the two partners, and the total is the number of books that team must try to win in order to get a positive score. The bidding begins with the player to dealer's left and continues clockwise around the table. Everyone must bid a number, and in theory any number from 0 to 13 is allowed. There is no requirement for each bid to be higher than the last one, and players are not allowed to pass. There is no second round of bidding - bids once made cannot be altered.
The Play of the Hand
The player to the dealer’s left leads. Each player, in turn, clockwise, throws out a card that reflects a better rapper. As a group, players must come to a consensus on whose card wins the round. The player with the winning card wins the book.
Wild Card
Got a wild card? Well lucky you. This card holds great power. Use this card in a clutch. When this card is thrown, the player can choose ANY rapper they want. Good Luck!
Scoring
A side that takes at least as many books as its bid calls for receives a score equal to 10 times its bid. Additional books (overbooks) are worth an extra one point each.
The four players are in fixed partnerships, with partners sitting opposite each other.
The Deal
The first dealer is chosen at random, and the turn to deal rotates clockwise. The cards are shuffled and then dealt singly, in clockwise order beginning with the player on dealer's left, until 52 cards have been dealt and everyone has 13. Place 2 last cards in the box.
The Bidding
In Spades, all four players bid a number of books. Each team adds together the bids of the two partners, and the total is the number of books that team must try to win in order to get a positive score. The bidding begins with the player to dealer's left and continues clockwise around the table. Everyone must bid a number, and in theory any number from 0 to 13 is allowed. There is no requirement for each bid to be higher than the last one, and players are not allowed to pass. There is no second round of bidding - bids once made cannot be altered.
The Play of the Hand
The player to the dealer’s left leads. Each player, in turn, clockwise, throws out a card that reflects a better rapper. As a group, players must come to a consensus on whose card wins the round. The player with the winning card wins the book.
Wild Card
Got a wild card? Well lucky you. This card holds great power. Use this card in a clutch. When this card is thrown, the player can choose ANY rapper they want. Good Luck!
Scoring
A side that takes at least as many books as its bid calls for receives a score equal to 10 times its bid. Additional books (overbooks) are worth an extra one point each.
Play through all
The Deal
The first dealer is chosen at random, and the turn to deal rotates clockwise. The cards are shuffled and then dealt singly, in clockwise order beginning with the player on dealer's left, until all cards have been dealt and everyone has an equal amount. Place remaining cards in the box. Each player, in turn, clockwise, plays a card from their hand that reflects a better rapper. As a group, players must come to a consensus on which card is the best rapper. Whoever played the winning card wins the book. The player with the most books wins the game.
Wild Card
Got a wild card? Well lucky you. This card holds great power. Use this card in a clutch. When this card is thrown, the player can choose ANY rapper they want. Good Luck!
The first dealer is chosen at random, and the turn to deal rotates clockwise. The cards are shuffled and then dealt singly, in clockwise order beginning with the player on dealer's left, until all cards have been dealt and everyone has an equal amount. Place remaining cards in the box. Each player, in turn, clockwise, plays a card from their hand that reflects a better rapper. As a group, players must come to a consensus on which card is the best rapper. Whoever played the winning card wins the book. The player with the most books wins the game.
Wild Card
Got a wild card? Well lucky you. This card holds great power. Use this card in a clutch. When this card is thrown, the player can choose ANY rapper they want. Good Luck!