Sid Sackson’s

HAGGLE
This is the basic game of Haggle, as it appeared in Sid
Sackson’s A Gamut of Games (1969).
The following rules and explanations assume that you, the
reader, will be the game-master. You will not be able to
participate in the actual game, as you will have critical
information that individual players will not (necessarily) be
privy to.
Since any rule-set for Haggle is a one-time event for any
given player, no elaborate scoring explanation is given here. It
is expected that you will devise your own unique, possibly
themed, rules for a given game session (a few, such as “Witch’s
Brew”, “Robot”, “Iron Chef”, and “Mob Boss Pizza”, can be
found on BoardGameGeek.com).
Preparation:
Print enough rule-cards so that two (random, no duplicate)
rule-cards can be given to each player. Print enough color-cards
so that ten can be given to each player (print equal numbers of
each color-card, shuffle them all, give ten to each player,
multiples are ok). Place a set of two rule-cards and ten colorcards into an envelope for each player.
Object:
Collect the most “valuable” hand of cards. Players will not
know all of the rules, and during the course of the game, they
will give and receive information and/or cards to/from other

players. Players are free to negotiate trades of any sort:
“haggling”! Trade color-cards for color-cards, rules for rules,
colors for rules, a peek of a rule for a color-card, etc. Even
just a verbal description of a rule may be traded for an actual
card!
Playing:
Distribute the envelopes to the players, and give them an
end time. Players interact amongst themselves, making
deals, haggling, and trying to collect a “valuable” set of
cards. At the appointed end time, the game master collects
the envelopes, and scores the card sets.
Scoring:
Each set of cards is scored, using all of the rules:
ignorance of a rule is no excuse! Scoring is a pain-in-thetuckus: computer assistance will come in very handy. If you
have the skills to set up a spread-sheet form or custom
program, do so and test it thoroughly before you run the
game!
Note:
The “color” cards are included here just for
completeness. A better solution is to just chop up colored
card stock or construction paper to make the color-cards.

document version 1.1 ~ compiled by kswingruber: notify me via BGG of any errors or omissions

. If two or more players tie for most yellow. Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle 6 7 8 9 10 If a player has five or more blue cards. The player with the most red cards double their value. Each set of five different colors gives a bonus of 10 points. Each set of two yellow cards doubles the value of one white card. two cards of a third. Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle 11 12 13 14 15 If a "pyramid" is handed in with no other cards. three cards of a second color. and one card of a fourth color. the excess will be removed at random. Each set of three blue cards No more than thirteen quadruples the value of one cards in a hand can be orange card. no player collects the extra value. A set of three red cards The player with the most protects you from one set of yellow cards gets a bonus of five blue cards. all of his/ many orange cards as her white cards lose their he/she has blue cards. he/she is eliminated from the game. If a player hands in seven or more cards of the same color. the number of those cards squared. If more are handed in. If a player has more than A player can score only as three white cards. equal to a red card and a blue card. the bonus is calculated instead for the player with the next highest number of yellows. A pyramid consists of four cards of one color. 10 points are deducted from every other player's score. In case of a tie.Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle Sid Sackson’s Original Haggle 1 2 3 4 5 Orange cards have a basic White cards have the value of 4 and are equal to a highest basic value and are red card and a yellow card. the value of the hand is doubled. Blue cards have a basic value twice that of yellow and half that of orange. value. scored.

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