Carbondale
There are two ways to find happiness in this small town: money (♢) or love (♡). You will need to build a good network at the local clubs to win hearts, and you will have to have the highest-quality spades to mine for diamonds. Arrange your affairs carefully, or your competitor may step in and co-opt your network.
Carbondale is a game for two to four players played with standard decks of cards. It is not a "casual" card game like many standard-deck games, though by word count the rules are about as long as those for Canasta.
Play time for players familiar with the rules is twenty to thirty minutes for two players, plus about fifteen minutes per additional player.
Keywords: tile laying, resource building, friendly thievery, hand management
Objective
Each player will be building their own personal Carbondale, a grid of cards. The objective is to build a network with at least 7 ♡s and at least 3 ♢ cards, or at least 7 ♢s and at least 3 ♡s. The game ends as soon as a player reaches one of these goals.
Setup
You will need two standard decks of cards for two players, three decks for three players, or four decks for four players. Tip (click me)
The decks preferably have the same backs, though this is not required unless you have a card-counting pro in your group. We used a ball-point pen to draw an unobtrusive line between the rank and suit of every card in one deck, above the rank and suit in another, and below the rank and suit in another. The marks are ignored for play, but make it easy to separate the decks after the game, and to play other multi-deck games. How about trying five-suit bridge?
Please note: Throughout the game, Ace=1.
Each player gets two starting cards to lay on the table, one next to the other. At random, give each player either an A♠ and 2♣, or an A♣ and 2♠. This is the beginning of your network. Put a Lincoln penny (or any other token) on these two cards to mark them as starting cards.
- Set aside the face cards. They will not be used.
- Divide the remaining cards into three segments:
- Remaining cards of value Ace=1 through 4.
- Cards numbered 5–7.
- Cards numbered 8–10.
- Shuffle only the A–4 deck to form the draw pile, and set aside the other piles.
- Deal players a hand of four cards each. Don't reveal your hand to your opponents.
The table
After setup:
- There will be one draw deck on the table and two set aside.
- All players will have four cards in hand.
- Players will have an Ace and two next to each other—the beginning of their own personal Carbondales. The figure shows a town after a few rounds of play. It follows Carbondale's zoning regulations, described below.
Briefly, each card will be built from another card, forming a grid where each black card takes up one space, but red cards may overlap.
As the game progresses, two piles will develop:
- When players spend cards to add to their personal Carbondale, they will also contribute to the common weal: a face-up stock in the center of the table. Keep the face-up stock fanned out, so players will be able to select cards from it.
- When players challenge each other to claim cards from their opponent's Carbondale, those cards may be discarded face-down into a shared discard pile.
Play
Players take turns, going clockwise around the table. In your turn, you may try to claim a card from an opponent, then you may add a card to your network. Or, you can discard any number of cards. At the end of your turn you will draw to replenish your hand.
Taking a card from an opponent's network
You may attempt to take a vulnerable card from an opponent's network and put that card in your hand. The general idea is that a card is vulnerable until it is integrated into the network by being built upon. To define this precisely, a card is vulnerable to being claimed unless:
- It is the initial Ace or 2 from the start of the game (marked by the tokens).
- It is a black card adjacent to two other black cards (including the one it was built from), or a red card is built from it.
- It is a red card in the same space on the grid as another overlapping (or overlapped) red card.
Click here to see the example tableau again.
In the example tableau, the 3♢ is built from the 3♠ (we know because they overlap), but its space is not shared with another red card, so it is vulnerable. Similarly for the 4♡ and the 6♢. The 3♢ was not built off of the 5♠, and if the 5♠ has nothing built off of it, then it is vulnerable.
Here is the process of attempting to claim a card in an opponent's network:
- Show a card (the challenge card) from your hand whose value is at least two steps higher than the card you wish to take, that has the same color. For example, to claim a 3♣, you need a black card whose value is 5 or above. Players typically play the card somewhat enthusiastically, while exclaiming "I challenge you!"
- Now your opponent may show a defending card. It must be of the same color, and equal or higher value to your challenge card.
- If your opponent played a defending card:
- The card you hoped to claim stays in their network.
- The challenge card and the defending card are discarded. Players may discard face down.
- Your opponent draws exactly one card to replace the one discarded, using the usual card drawing rules (below).
- If your opponent does not play a defending card:
- Discard the challenge card, face-up or face-down.
- Put the card from your opponent's network into your hand.
If your first challenge failed, you may try a second challenge.
Tip (click me)
Do you have the deck of 5-7 cards waiting to be played?
The face-down discards will be shuffled into that deck, so if table space is limited, you can discard face-down cards onto that deck.
Similarly with the 8-10 cards when they are the next to be played.
Adding a card to your network
In this phase, select any card from your hand, possibly including one you just claimed from your opponent, and place it in your network following Carbondale's zoning regulations, then contribute to the common weal.
As a buisnessperson in a small town, you will join clubs of increasingly high rank and use those to win hearts, and buy a chain of spades for the purpose of mining for diamonds. Hearts and diamonds themselves do not produce anything, but are how you will find pockets of happiness in Carbondale and win the game.
Zoning regulations
Each player's personal Carbondale must follow the zoning regulations:
- ZR1: Carbondale is built on an imaginary 5x5 grid. Players may build in any direction from the initial A and 2, so long as the result is at most five cards wide and five cards tall.
- ZR2: You may build one new card from an existing card in each direction (N, S, E, W).
- ZR3: Black cards shall each take up one spot in the 5x5 grid, without overlap.
- ZR4: Red cards may overlap, taking up the same spot in the grid.
Tip (click me)
Slightly overlapping a red card with source card will help to record which card was built from where. When building East or West, lay the newly-built red card sideways.
Click here to see the example tableau again.
In the example tableau, the player's town started with the 2♠ and A♣. The town is already five black cards wide, but three tall, leaving some room to expand North or South.
The player could, for example, build a 4♠ South of the 2♠. The player built a 2♡ North from the 2♠, and a 2♢ West from the 3♣, which we can tell because the 2♢ builds out sideways from the 3♣.
The 2♡ and the 2♢ occupy the same single spot in the grid; similarly for the 5♡ and 3♡.
How to build your network
Here are your build options:
- On a black card you can build a card of the same suit up to two ranks higher than the rank of the card you are building from.
- On a black card you can switch suits, going ♣ → ♠ or ♠ → ♣, but only up to one rank higher.
- On a club card you can build a heart, and on a spade you can build a diamond, of lower or equal rank.
- In each of these cases, building to a lower rank is OK.
- Only these builds are possible. For example, no card can be built on a red card.
When building, give back to the community: contribute one card from your hand to the communal face-up stock.
Climbing one club to one higher, or buying a spade one bigger than the one you already have is normal course of business.
If you build ♣ → ♣ or ♠ → ♠ only up to one rank higher, draw one extra card when you draw at the end of your turn.
Click here to see the example tableau again.
A few things you can do using the example tableau:
- Build a 5♢ from the 5♠.
- Build a 3♠ to the North of the 5♣.
- Build a 6♠ from the 5♠.
- Some things you can't do: build from any of the red cards, build a 7♣ from the 5♠.
Here is a summary of the possible builds, where the card built from has rank N:
suits | rank
|
♣ → ♣ ♠ → ♠
|
N+2
|
♣ → ♠ ♠ → ♣
|
≤N+1
|
♣ → ♡ ♠ → ♢
|
≤N
|
Or Discard
If you did not build a new card in your network, you may discard any number of cards from your hand. You may discard them face-down.
Drawing new cards
Draw until you have four cards in hand, with these modifiers:
- +1: If you discarded without building, draw one more card.
- +1: If you built at most one step higher on ♣ → ♣ or ♠ → ♠, draw one extra card.
- -1 or -2: Draw one fewer card for every failed challenge this turn.
You may draw cards from the draw deck or the common weal in any order. You may not draw cards discarded face-down or a card you put down this turn.
At the moment a player wants to draw from the draw pile but the pile is empty (and no sooner), form a new draw pile. At setup, you formed two piles of extra cards, each an opportunity to build your network further.
Form the next draw pile by shuffling together the next of these spare piles (if any), the common weal, and face-down discards.
Reference: turn summary and build costs
- Claim an opponent's vulnerable card (optional):
- Reveal a card of the same color but at least two steps higher rank than the card you wish to claim.
- Your opponent may defend by revealing a card of equal or higher rank to your challenge card, but the same color.
- Discard any revealed cards. If your opponent plays a defending card, they draw a new replacement card. Discards may be face-down.
- If your opponent did not defend, take the card into your hand.
- If you had one challenge that failed, you may try a second challenge.
- Add a card to your network (optional):
- Make one of the allowable builds from the build table, repeated below.
- After adding the card, contribute the build cost (if any) to the face-up stock pile.
- Only if you did not build, you may discard from your hand, face up or down.
- Draw to replenish your hand, from the draw deck or the face-up communal stock.
- Draw to four cards if you built, five if you did not.
- Modifiers: plus one if you played ♣ → ♣ or ♠ → ♠, minus one for each failed claim.
- When you want to draw from an empty draw pile, build a new one by shuffling the stock, discards, and the next segment of the deck (if any).
suits | rank
|
♣ → ♣ ♠ → ♠
|
N+2
|
♣ → ♠ ♠ → ♣
|
≤N+1
|
♣ → ♡ ♠ → ♢
|
≤N
|