Seep King - How to Play!
Welcome to Seep King, a strategic turn-based card game for 2 or 4
players. Your goal is to score more points than your opponent(s) by collecting and combining
cards. Here are the rules to help you get started.
Game Setup
- Deck: The game uses a standard deck of 52 cards.
- Card Values:
- Numbered cards (2-10): Face value.
- Ace (A): 1.
- Jack (J): 11.
- Queen (Q): 12.
- King (K): 13.
- Point Cards:
- All spade cards: Points equal to their face value (e.g., Ace of spades = 1
point, 2 of spades = 2 points, etc.).
- Other aces (hearts, diamonds, clubs): 1 point each.
- 10 of diamonds: 6 points.
- Total points available: 100 points.
Objective
Score more points than your opponent to win the game.
Gameplay Overview
Each turn, you have three options:
- Collect: Collect loose cards or a house from the table using a card
from your hand.
- Combine: Combine cards from your hand and the table to create or add to
a house.
- Throw: Throw a card from your hand onto the table.
Actions in Detail
Collect
Loose Cards: Collect loose cards from the table using a
card from your hand.
- Single Card: Collect a single loose card if it matches the value of a
card in your hand.
- Example: Collect an 8 from the table using an 8 from your hand.
- Sum of Cards: Collect multiple loose cards if the sum of their values
equals the value of a card in your hand.
- Example: Collect 5 and 4 from the table using a 9 from your hand.
- Combination of Cards: Collect a group of loose cards and a matching
value card from the table if their combined values equal the value of a card in your
hand.
- Example: Collect 5, 4, and a 9 from the table using a 9 from your hand because
5+4 equals 9 and there is another 9 on the table.
House: Collect a house using a card from your hand that
matches the house value.
- Example: Collect a house of value 13 using a King (K) from your hand.
Points: When collecting, any point cards collected
contribute to your score.
- Example: Collecting the Ace of Spades, 3 of Spades, and the 10 of Diamonds will add 1,
3, and 6 points to your score respectively.
Combine
Creating a House: Combine cards from your hand with
loose cards on the table to create a house.
- Example: Combine a 3 from your hand with a 7 on the table to create a house of value 10.
Adding to a House: Add cards to an existing house by
combining them with loose cards on the table.
- Example: Add a 7 from your hand to a 4 on the table to extend a house of 11.
Fixed House: A house becomes fixed (or cemented) if it
has multiple layers of the same value.
- Example: A house of 12 exists on the table, and there is a loose card 8 on the table.
Combine a 4 from your hand with the 8 to make 12 and then combine this with the 12 value
house, making it a fixed house.
- Example: If 2, 8, and 10 are on the table, and you have two or more 10 cards in your
hand, you can add a 10 from your hand to 2, 8, and 10 on the table to create a fixed
house of 10 in one move, as it has three layers of value 10 (2+8, 10 itself on the
table, and 10 from your hand).
Important Rule: A player can only make, break, or add
to a house if they have the same value card in their hand.
- Example: To create a house of value 10, you must have a 10 card in your hand. To add to
a house of value 11, you must have an 11 card in your hand.
Fixed House: Once a house has multiple layers of the
same value, it is fixed and cannot be broken.
Maximum House: A maximum of 2 houses can exist on the table at any
time.
- Example: If there are 10 and 12 value houses on the table and you want to create an another house of
value 13, you or someone has to collect any of the existing house first before creating another
house.
4-Player Version: In the 4-player version, you can
contribute to a house initiated by your teammate, even if you don't have that card in your hand. If your
teammate creates, breaks, or adds to a house, it implies they have the necessary card value, enabling
you to contribute to that house even without holding the card yourself.
- Example 1: If your partner creates a house of 9, and you don't have a 9, you can still add
to that house. However, if you also have a 9, you can create a
house of 9 independently.
- Example 2: If the player does not have the card value of the house created by their partner, they
can only contribute to that house. However, if the partner has that card value and the
player does not, then the player cannot themselves start a house.
Throw
Discard a card from your hand onto the table if you cannot or choose not
to collect or combine.
Restriction: You cannot throw a card that can collect a
loose card or house on the table.
- Example: If a 7 is on the table, you cannot throw a 7 from your hand; you must collect
it.
Special Rules
Seep: Clear the table of all cards to score a seep
worth 50 bonus points.
- Maximum of 2 seeps per game. Any additional seeps result in a penalty where all seeps
are canceled, and the player cannot score any further seeps.
- No seep points awarded on the last card play of the game.
- If the bidder scores a seep on the first turn of the
game, the seep points are equal to the bid number instead of 50.
Example: If the bidder bids 10 and collects all cards from the table using a 10
from hand, the seep points are 10.
Game Start and Phases
Bidding
The game starts with one player chosen as the bidder.
- The bidder receives 4 cards and selects a bid card value between 9 and 13.
- Four random cards are placed face down on the table.
- The bidder announces the bid number.
- The four cards on the table are turned face up.
- The bidder can only use the bid value card on the first turn:
- Collect: The bidder can collect cards from the table that match
the bid value.
- Example: If the bid value is 11, the bidder can collect an 11 card from
the table or a combination of cards summing to 11 (e.g., 3 and 8).
- Combine: The bidder can create a house of the bid value using
the cards from their hand and the table.
- Example: Combine a 4 from the hand with a 7 on the table to make a house
of value 11.
- Throw: If the bidder cannot collect or combine, they must throw
the bid value card onto the table.
Card Distribution
2-Player Version: After the bidder's first turn, the
remaining cards are distributed: the opponent receives 12 cards, and the bidder receives 8
cards. Once both players have played their initial 12 cards, the remaining 24 cards are
distributed equally, 12 cards to each player.
4-Player Version: Each player is dealt 12 cards at the
beginning, and there is only one phase of the game, as all cards are dealt at once.
Playing Turns
Players alternate turns using the actions: collect, combine, or throw.
Endgame
The game ends after all cards are played. The player with the highest
score wins.
Strategies
- Memory: Keep track of cards played to make informed decisions.
- House Creation: Use your cards wisely to create and maintain powerful
houses.
- Opponent Strategy: Anticipate your opponent's moves and plan to block
or counteract their strategies.
Enjoy playing Seep King and may the best strategist win! If you have any
questions or need clarifications, please refer to this guide or contact support.