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Ladies & Rats: a Lilith de Sharque Game

Solo Trick-Taking Game against Two A.I. Partner Opponents


Game Design by John Burton
Graphic Design by John Burton
Art is placeholder art from noun project and public domain images.
Play time: approx. 10 minutes per round, 3-5 rounds are typical for a full game

STORY
Lilith de Sharque, infamous pirate and swindler at cards, didn’t always get her own hands dirty
when plundering the pockets of poor fools. To put the ne’er-do-well scallywags on her Crew to
work, she invented a game o’ chance where two Crew take on an unsuspecting victim (that’s you).
Of course, these bumbling brutes tended to be three sheets to the wind on rum and needed help
remembering how to play so she wrote down a set of rules for them to follow to aid their victory,
which you now see resting next to a deck of cards and a mysterious set of glowing gems. You
pick up the deck and look through, seeing images of infamous female pirates from history, and a
strange array of sea creatures and ugly rats. According to the tall tales you’ve heard, the last
poor soul to play with Lilith’s Crew bet 9 priceless sea gems against the Crew’s booty and lost
them all. Now as ghosts, the Crew tempt greedy gamblers into a game by offering those gems
as a reward. If you can win 5 of the 9 gems, you win them all, but if the Crew win 5, then you lose
them all and lose your life. The gems glisten with an eerie glow, and the cards start shuffling
themselves in front of you. Will you take a seat with the ghost Crew of Lilith de Sharque?

SUMMARY
A ghostly pirate-themed solo trick-taking card game where you play against two A.I. opponents
(ghost Crew) vying to score more card points than the combined scores of the Crew. Special
cards include Rat cards that infest your hand and eat your points, and Pirate cards that have two
suits and win almost any trick. To win the game, take at least 5 of the 9 gems before the Crew
take 5. Each round you bet on the number of gems you are attempting to take. The Pirate cards
contain images of famous female Pirates throughout history, including Ching Shih, Awilda,
Sayyida al Hurra, Anne Bonny, and Mary Read.

See the last page of this rule book for a glossary of terms.
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COMPONENTS
The Anchor symbol denotes a
42 Game Cards:
“Low Card” 1,2,3,4, 5 or Rat.
Four Suits: Shark, Crab, Octopus, Turtle
Ranks: 1(low), 2, 3, 4, 5, 6, 7, 8, 9, 10 (high) The Flag symbol denotes a “High
Special Cards: Card” 6,7,8, 9, 10 or Pirate.
4 Rat Cards, 1 per suit These symbols are used to determine
6 Pirate cards each with two suits the card played by the AI opponents.
2 Reference Cards (double-sided)
9 Gem Tokens (PnP available, or use your own tokens)
1 Trick Leader Tracking Token (PnP available, or use your own token if needed)

The game cards are double sided with the rank and suit on the face, and the suit(s) on the back.

front back front back front back front back

GAME SETUP
• Shuffle the cards and deal 12 cards to each player (you and the two Crew) in six piles of
two cards each, in the shape of a Triangle as shown below.
• The Crew’s cards are face down and your cards are face up.
• The bottom cards of each pile should be visible
• Deal the next two cards face up into a pile called the “Booty”. Both cards should be visible.
• Fan out the remaining 12 cards face up on the table, these are the Score Pile.
• Place the topmost card of the Score Pile into the play area as the 1st Score Card.
• Place the large reference card and gem tokens close by.
• Place the “lead tracker token” next to your hand.

score pile booty cards


face up face up
reference
card

gem tokens

1st score card


face up

lead tracker
your hand face up
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GAMEPLAY OVERVIEW
The object of the game is to win 5 of the gems before the Crew wins 5 gems. At the start of each
round, you bet on how many gems you are willing to risk based on the strength of your hand. One
round consists of the betting phase followed by 12 tricks (turns playing cards to win score cards)
then final scoring and determining the winner of the round. If you win the round, you win the
number of gems you bet, but if you lose or tie the Crew wins that number of gems.

GAMEPLAY SPECIFICS

The Initial Bet


After the cards are all dealt, but before playing the first trick, you must bet a number of gems
between 1 and 3. You cannot change your bet at any time once the first trick has been played.
If using the provided double-sided gem tokens, start the game with all of them flipped to the side
with a black background. To track how many gems you bid, flip over the number of gems you bid
to the side with the gem color on the background. At the end of the round, if you win you collect
all the gems you bet, but if you lose or tie then the Crew will take the gems you bet.

Gem Tokens Example (you bet 2, so first two gems are flipped over)

Score Cards
During setup the undealt cards are fanned out in a Score Pile. There are 12 Score Cards in the
pile, one for each trick in the round. Before the start of each trick, the topmost card of the Score
Pile (the one not covered by other cards) is placed in the game play area. This is the Score Card
for the trick. The winner of each trick will collect the Score Card for points at the end of the game.
Numbered cards are worth points equal to their numerical value, Pirate cards are worth 10 points,
and Rats “eat” highest non-Pirates removing them from your scoring pile. The Crew collect Score
Cards too, and their total score is the score you need to beat in order to win the round and collect
the gems you bet. The Score Pile is fanned out in order to let players see the order of the Score
Cards to allow for more information during the betting phase and richer strategic play.

This player collected five number cards


worth their numerical value.
8 + 7 + 6 + 3 + 2 = 26 points
They collected two rats which each eat
the two highest number cards.
26 – 8 – 7 = 11 points
This player collected one Pirate worth
10 points.
11 + 10 = 21 points
This player’s score is 21 points.
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Trick-Taking Gameplay
Ladies & Rats is a trick-taking game, meaning there are multiple turns where players play a card
to the table, a winner is determined based on the strengths of the cards played, and the winner
collects cards. The following rules are used during the trick-taking phase of the game:
• Each player’s “Hand” consists of only their cards that are not covered by other cards.
➢ The maximum number of cards in any player’s Hand at one time is 6.
➢ Only cards in a player’s Hand can be played in a trick.
• One player leads by playing one card to the center of the table face down.
➢ The player who leads can play any card in their Hand
➢ The suit of this lead card is called the “Lead Suit”
➢ You lead the first trick of the round
• Next, the player to their left follows by playing one card to the table face down.
➢ They must “follow suit” by playing a card of the Lead Suit if possible.
➢ If not, they can play any card in their hand.
• Finally, the remaining player follows by playing one card to the table face down.
➢ They must also follow suit by playing a card of the Lead Suit if possible.
➢ If not, they can play any card in their hand.
• After all three cards are played, the cards are turned face up.
• The card of highest value of the lead suit wins the trick
➢ From lowest to highest: Rat, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, Pirate
• Pirate cards have two suits and have special rules concerning their play:
➢ When a Pirate is lead, both suits of the Pirate card are the Lead Suits, so other
players must follow suit with a card of either of those two suits.
➢ The first Pirate played in a trick that has the lead suit beats any other Pirates.
➢ A pirate played that does not contain the lead suit loses.
➢ If a player has no other cards from the Lead Suit except a Pirate that contains the
lead suit, they must follow suit by playing that pirate card.
• The winner of the trick collects the Score Card for that trick and discards the cards played
in the trick, except any time a Rat is played the winner also collects the Rat(s).
• At the start of each trick, draw the topmost uncovered card from the Score Pile and place
it in the play area to be the Score Card of the trick.
• The winner of a trick becomes the Lead of the next trick (plays the first card in the trick).

Player’s Hands:
You and the two Crew each start with six 2-card piles, with the top cards of each pile being the
available cards in a Hand to use in tricks. When a card is played from a pile and there is one card
left in that pile, that card becomes part of the player’s hand. Your cards are always face up and
the Crew cards are always face down. If both cards in a 2-card pile have been played, before the
next trick a card must be moved into the empty space left by the card just played. You can move
any card you want from any of your 2-card piles. You cannot swap the positions of any cards,
you can only move a card from a 2-card pile into the empty space from a card just played. When
the Crew have an empty space after playing a card, move the top card of the 2-card pile that is
furthest away from you on the table (the topmost of the “triangle” formed at setup).
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Crew Playing Cards:


The Crew’s cards are face down, however the card backs display the suit and symbol (Anchor or
Flag) so you are able to determine which cards that the Crew play. Refer to the rules on the
reference card to choose the cards played. There are two charts for possible plays by the Crew
based on whether the Score Card has a Flag symbol (high card or Pirate) or an Anchor symbol
(low card or Rat). Play from the Flag chart when the Score Card shows a Flag or play from the
Anchor chart when the Score Card has an Anchor. Additionally, the Crew play from the Anchor
chart when you lead a Rat or Pirate regardless of the Score Card.

Each chart displays in order the pair of cards that should be played by the Crew based on the
situation. Play the first pair possible on the chart. The order of which Crew member plays a card
from the pair does not matter. For example, if the chart says “Pirate & Anchor”, then the first Crew
could play an Anchor and the second could play a Pirate or vice-versa, as long as they heed the
rules for following suit. Place the cards played face down until all three cards are played.

When selecting which cards for the Crew to play, always pick first from the cards closest to the
top of the triangle created at the setup. Many times, there will be multiple cards that could be
played to fit the rule on the reference card, so always choose the card(s) that are the topmost
cards of the triangle (furthest away from you on the table). Prioritize the first crew cards being
higher up the triangle if there are equivalent combinations possible for both crew players.

When one of the Crew has the lead, there is no need to prioritize playing a combination where
the other Crew can follow suit. When one or both Crew cannot follow suit (cannot play a card of
the Lead Suit), then they should play the topmost Anchor card (or Flag then Pirate if no Anchors).

reference card
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Play Examples

Trick 1:

SCORE YOUR LEAD LEFT CREW’S HAND RIGHT CREW’S HAND

The Score Card has a Flag so use the Flag column on the reference card. Looking at the first
option in the chart “1. Pirate & Anchor”, the right Crew has a Pirate card and the left Crew has an
Anchor Shark which would satisfy that pair, however you lead a Turtle card, so the Crew must
follow suit with Turtles if possible. The only pair possible where both Crew can play a Turtle card
is “4. Flag & Anchor”. The left Crew has two Anchor Turtles so pick the topmost Turtle.

Trick 2:

SCORE YOUR LEAD LEFT CREW’S HAND RIGHT CREW’S HAND

The Score Card has an Anchor, so use the Anchor column on the reference card. You won the
last trick and lead an Octopus. Since both Crew have an Anchor card in the Octopus suit, the
Left Crew leads with an Anchor Octopus, the right Crew follows with an Anchor Octopus.
Remember, the Crew’s cards are not turned face up until all three cards are played.

Trick 3:

SCORE RIGHT CREW’S HAND YOUR CARD LEFT CREW’S HAND

The Score Card has a Flag, so use the Flag column on the reference card. The right Crew (who
won the previous trick) leads with a Shark/Crab Pirate, which will win the trick. The first option on
the Flag column is “1. Pirate & Anchor” which the Crew are able to do with a Shark/Crab Pirate
and an Anchor Shark. You have the option to follow suit with either a Shark or Crab, and you
choose to play a Shark Rat to get it out of your hand. The left Crew plays the Anchor Shark per
the reference card. The Crew collect both the score card (Octopus 8) and the Rat card you played
to the trick.
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Taking the Booty


The Booty is the pile of 2 face-up cards dealt at the start of the game. The winner of the last trick
takes both the Score Card and these two Booty cards for scoring at the end of the game.

Scoring the Round


Once all 12 tricks have been played, the round ends and it is time to calculate scores. Count the
points from Score Cards you won, then the combined total points of the Crew’s Score Cards.
Numbered cards are worth points equal to their numerical value, Pirate cards are worth 10 points,
and for each Rat card in your score pile, remove the highest value non-Pirate card in your score
pile. For example: [Rat, Rat, 1,3,3,5,6,7,7,8] you discard the highest cards 7 & 8 along with the
two Rats before counting the score. If you have a higher total of points than the Crew, you win
the round and take the gems bet at the start of the round. However, if you have the same amount
or fewer points than the Crew, then the Crew win the gems bet at the start.

Completing the Game


Play as many rounds as needed until either you or the Crew earn 5 gems. Whoever wins 5 gems
wins the game. If you win the game, you can take home all 9 of the magical sea gems, but if you
lose then your soul is lost to the Ghostly Crew of Lilith de Sharque for eternity.

OPTIONAL HOUSE RULES

Fewer Gems to Win


For a shorter game, play until the one side wins 4 or 3 gems instead of 5.

No Booty
If you do not want play with a Booty allowing the winner of the last trick to collect 3 Score Cards,
then simply remove the 1 of Crabs and the 1 of Turtles from the deck before shuffling and deal
the cards like normal except do not put 2 cards into a Booty pile.

Bribes
The crew are scoundrels, so they are open to being bribed during the game, as long as the players
all have at least 3 cards in their hands. Give them 1 anchor card from your scoring pile to their
scoring pile, and they will let you take the lead from them after they win a trick. Give them 1 Flag
card, and they will let you take the lowest card in the Booty for scoring. Give them a Pirate card
and they will let you swap two cards in your hand with the two Booty cards. They will not accept
rats as bribes.

Four Rats Rule


If the crew combined or if you collect all four rats, then they attack each other instead of eating
points, so they do not cause negative points towards scoring, they count as zero points.

Hiding the Bottom Cards


For a more difficult game, deal the cards so the bottom cards of all the piles are hidden,
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GLOSSARY

A.I.: “Artificial Intelligence” opponents that are not actually real people playing against you, but
are part of the mechanisms of the game. On an A.I. opponent’s turn, you must follow a prescribed
set of actions to automate the plays of two “Ghost Crew” opponents.
Anchor: Symbol on a card demoting it is a “Low” card (1,2,3,4,5, or Rat)
BET: A number of gems (1,2 or 3) you decide at the start of the round that the round will be worth.
The winner of the round will take the number of gems you bet at the start of the round.
BOOTY: Two cards dealt faceup at the start of the round which are collected by the winner of the
last trick of the round.
CREW: the two A.I. opponents you are playing against.
Flag: Symbol on a card denoting it is a “High” card (6,7,8,9,10, or Pirate)
FOLLOW SUIT: play a card of the same suit as the first card played in a trick
GEM: Tokens collected to determine the winner of the game.
LEAD SUIT: The suit of the first card played in a trick.
PIRATE: Highest value cards in the game, worth 15 points and win most tricks
RAT: Lowest value cards in the game, worth negative 5 points and lose most tricks
ROUND: Consists of the initial bet, the 12 tricks, and the final scoring.
SCORE CARD: Card that is collected by the winner of a trick to be scored at the end of the round
RANK: The number on a suit, which is the relative strength or value of the card
SUIT: The symbol and corresponding color of the card (Crab, Turtle, Octopus, or Shark)
TRIANGLE: The shape of cards created when dealing cards to the 3 players. This is important
because it helps determine which card is played by the two A.I. Opponents (the Crew).
TRICK: one turn where all three players play a card to the table and determine the winner
TOPMOST: The topmost card of the triangle is the one furthest away from you on the table. The
topmost card of the Score Pile is the card that is not covered by any other cards.

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