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Information
Designer
Artist
Publisher
Year Published
2013
# of Players
2 − 6
User Suggested # of Players
Best with 4, 5, 6 players
Recommended with 2, 3, 4, 5, 6 players
(10 voters) [poll]
Mfg Suggested Ages
8 and up
Playing Time
30 minutes
User Suggested Ages
6 and up
(6 voters) [poll]
Language Dependence
No necessary in-game text
(5 voters) [poll]
Honors
Subdomain
(5 voters) [vote]
Category
Mechanic
Family
Primary Name
Clubs
Alternate Names
Crazy Clubs
Website
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Website
 
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ObjectID: 125924
Description Edit | History

Clubs is a card game about taking calculated risks. The goal is very simple: win as many club cards as possible - that's the only suit that scores points. The lower the club card you take, the more points you could win. But there's a catch: The last player to go out for the round does not score ANY points. So players who get too greedy might pick up a pile of clubs, but end up with 0 points for the round!

First there was Hearts, then there was Spades, and now North Star Games is bringing you Clubs. The suit of clubs finally gets some respect!

How to Play
Clubs is a climbing game similar to Tichu, Haggis, Big Two and The Great Dalmuti. It can be played with 2 - 6 players in less 30 minutes. There are two ways to earn points in Clubs:

  • Play all your cards as quickly as possible each round.
  • Win tricks with clubs in them.

To play a round, deal out 10 cards to each player. Players may call Double or Nothing anytime before playing their first card. The player to the left of the dealer leads with a Trick-Type. Legal Trick-Types include any singleton, pair, 3-of-a-kind, 4-of-a-kind, or any run of 2 or more cards. Players can either pass or follow with a similar hand of higher rank. When all of the players have passed consecutively, the pile is taken by the person who played last. That player leads with a Trick-Type of their choice.

Players score bonus points for playing all of their cards each round. A 6-player game has all of the following Bonus Cards:

  • 12 bonus points + points for clubs
  • 10 bonus points + points for clubs
  • 8 bonus points + points for clubs
  • 5 bonus points + points for clubs
  • 2 bonus points + points for clubs
  • 0 bonus points. Do not score points for clubs

The last player out for the round does not get bonus points and does not receive points for any clubs he may have taken. The points for clubs varies from 5 points (for the 1 of clubs) to 1 point (for the 10-15 of clubs). The first player to 50 points wins the game.

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More Information Edit | History

Two versions of the game were developed by the North Star team; Clubs and Crazy Clubs. Many people think Crazy Clubs is a much more fun game to play. In Crazy Clubs playing a 15 does not necessarily win the trick, because larger sets of cards are always more powerful regardless of the numbers on the cards. So a 15 can be beaten by any pair, even a pair of 2s. The rules for Crazy Clubs are included in the published edition of Clubs.

Here is a link to a poll about which version people prefer. Please take the poll if you have played both versions.

Microbadges

mbClubs fan

Versions
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Pg. 1
Clubs
Nick: 
English first edition
Publisher: North Star Games, LLC
Artist: Ali Douglass, Warren Kramer
Year: 2013
Product Code: NSG-400
Size: 4.06 x 6.50 x 1.00 inches
0.39 pounds
English
Release Date: Apr 1, 2013
Released
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Link Image
Crazy Clubs
Nick: 
English First Edition
Publisher: North Star Games, LLC
Artist: Ali Douglass, Warren Kramer
Year: 2013
Product Code: NSG-400
Size: 4.06 x 6.50 x 1.00 inches
0.38 pounds
English
Release Date: Apr 1, 2013
Released
View
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Files
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Pg. 1 of 1
12 Clubs Rules Thoroughly Explained
Last year, I gave my (non-gamer) Mom a copy of Clubs for her birthday. I then taught the game to her and my younger brother, and the three of us played it. Then the game went onto the shelf for a long time. This year, she brought the game along when she went to visit her two (non-gamer) sisters. The three of them attempted to learn how to play from the included instructions, but found the rules confusing and unclear. So they gave up, and did not play it. When she told me about this, I volunteered to re-write the rules for her, and this document is the result. It thoroughly explains the rules so as to eliminate any ambiguities, omissions, or undefined terms. It should benefit non-gamers learning the game for the first time, or those who are simply unfamiliar with trick taking or...
English
2014-08-11
3 Clubs - Tuck Box
This is a simple tuck box to make Clubs even more portable!
English
2013-08-13
12 English Rules to Crazy Clubs
These are the English rules to Crazy Clubs.
English
2013-01-21
53 Rules - English
These are the English rules that come in Clubs.
English
2013-01-21
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Statistics
Board Game Rank: 1714
Family Game Rank: 440
Num Ratings: 522
Average Rating: 6.73
Standard Deviation: 1.29
Num Views: 31289
GeekBuddy Analysis: Analyze
Similarly Rated: View
Avg. Game Weight: 1.4
Fans: 21
Personal Comments: 189
Users Owning: 953
Users Wanting: 33
Users Trading: 37 [find trade matches]
Has Parts For Trade: 0
Want Parts In Trade: 1
Price History: View
Total Plays: 2483
Plays This Month: 0
Linked Items
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Pg. 1
TPGC - Episode #12A - Clubs with Luke Warren of North Star Games
41:50
38.29 MB
2013-06-26
The Spiel #177 - Twist, Slide, and Climb
125:40
86.4 MB
2013-05-26
OBG 106: Ever Increasing Quality
118:18
81.23 MB
2013-04-28
The Daily Dope from The Gaming Gang: April 3rd, 2013
17:51
16.36 MB
2013-04-03
The Daily Dope from The Gaming Gang: April 3rd, 2013
17:51
16.36 MB
2013-04-03
Garrett's Games 353 - Tokaido and Clubs
31:20
28.7 MB
2013-03-24
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