powerpoint - Scratch My Back ESL game-Home

© 2009 Leon Butchers. All rights reserved.
Scratch My Back is a game of making and negotiating requests.
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The requests negotiated are contained on Request cards.
There are 32 different Request cards used in the game, divided into 8 suits.
Each suit has 4 cards.
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Two example requests are given on each card, but players are free to improvise.
However, the request should contain the keyword.
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E.g.
Can I borrow a cup of sugar?
I need you to help me catch an escaped tiger.
Let’s play a game of tiddlywinks. Etc.
Player 2
Draw pile
Player 1
Let’s have a look at how we use Request cards in the game:
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First, (after shuffling) deal out seven cards to all players from the draw pile.
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Note: Although there are only two players in this demonstration, the game works best when played with three
or more.
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Player 2
(requested
player)
Draw pile
Player 1
(request
maker)
Starting a round of play
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The player to the left of the dealer starts the first round of the game by playing a Request card.
Here they have two Request cards in their hand to choose from.
They place their selected card face up on the table, and improvise around the card’s language.
eg. ‘Player 2, do you want to meet for coffee tomorrow?’
This starts a dialogue between Player 1 and Player 2.
Player 2 will next have to respond to this request with an appropriate card from their hand.
Player 2
(defending)
(requested
player)
Player 1
(attacking)
(request
maker)
Attack and Defence
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Often play will go back and forth between the request maker and the player they make the request of (the
requested player).
These players are taking part in a conversation ‘battle’. Using their remaining cards as ammunition, they try to
outwit each other, have the last say in the dialogue and win the round.
We think of the request maker as ‘attacking’, and the requested player as ‘defending’.
Cards with an attacking icon
can be used by the request maker.
Cards with a defending icon
can be used by the requested player.
Cards with both symbols can be used for both attacking and defending.
Player 2
(defending)
Player 1
(attacking)
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Above, Player 2 is responding to the request, so they must play a card with a defending icon
Player 2 has four cards with defending icons to choose from
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The Agree card ends the round. The agreeing player picks up all cards played in the round.
On playing the Scratch my back card, a player agrees to their opponent’s request, then makes one in return.
On playing an Excuse card, a player makes an excuse explaining why they can’t perform a request.
The Command card is the trump card. Only another Command card can be played in response to this.
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Player 2
(defending)
Player 1
(attacking)
Let’s say that Player 2 plays the excuse card:
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They now improvise around the language on the card to make an excuse:
Eg. ‘It’s difficult to meet you tomorrow. I’m really busy.’
If they choose, they can elaborate to make the dialogue more interesting, or controversial:
Eg. ‘I have to wash my hair...’, or ‘I’m working overtime’ etc.
Player 2
(defending)
Player 1
(attacking)
Now it’s Player 1’s turn again.
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They now try to keep the conversation alive by playing an attacking card
from their hand:
They can either pass it on (ask a different player to meet them for coffee)*
Agree (accept Player 2’s excuse).
Or give a reason why Player 2 should reconsider their request.
Let’s say they choose to play the reason card.
Eg. ‘Please meet for coffee with me. I’m begging you!’
*in a 2 player game, this acts like an excuse card. Otherwise, they would nominate another player to continue the dialogue in their place.
Player 2
(defending)
(attacking)
Player 1
(attacking)
(defending)
Now Player 2 must respond with a defending card
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from their hand:
Let’s say they choose the Scratch my back card.
By playing this card, they agree to their opponent’s request, but also get to make a new request in return.
Thus, they must also add a request card to the pile. Both cards are now improvised into the dialogue:
Eg. ‘Alright, I’ll meet for coffee tomorrow, but you’ll have to pay!’
Note: As Player 2 is now the request maker, players swap attacking and defending roles.
Player 2
(attacking)
Player 1
(defending)
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The dialogue continues. Player 1 must now respond with a defensive card
Let’s say they play the decline card.
Once again, they improvise around the language on the card:
Eg. ‘Me pay for you? You must be joking!’
from their hand.
Player 2
(attacking)
Player 1
(defending)
Now, try it yourself!
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It’s Player 2’s turn again. Select an attacking card
Click the Reload card to first ‘reload’ Player two’s hand.
Play the Command card to put the heat on Player 1.
Or play the Agree card to politely accept Player 1’s earlier decline.
Click on one of these cards to see how they affect the outcome of the game.
To skip to the next stage of the tutorial, click here.
for them to play:
sorry, that wasn’t an option. Click to go back and try again.
•Player 2 plays the
command card
Player 2
(attacking)
Player 1
(defending)
Player 2 plays the Command card. (the trump card)
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Eg. ‘You WILL pay for my coffee. I won’t take no for an answer!’
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Player 1 doesn’t have a Command card or Reload card in their hand, so they are unable to reply and fold.
Player 2 wins all the positive cards played in the round.
(request cards, and cards containing a heart symbol
are worth one point).
As a penalty for folding, Player 1 picks up all the negative cards on the table, adding them to their pile.
(all other cards are worth minus one point).
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Player 2
(attacking)
Player 1
(defending)
That ends the round.
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In this round, Player 1 scored negative four points, and Player 2 scored three points.
As Player 2 scored the most points, they win the round and will start the next round.
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Players now put their score piles to one side, and reload their hands.
The round winner reloads first.
Player 2 starts the next round by selecting a Request card from their hand.
Click here to go back a step, and try a different play option.
sorry, that wasn’t an option. Click to go back and try again.
•Continuing with
the game
Player 2
(attacking)
Player 1
(defending)
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Continuing with the game…
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OK. You’ve already seen all of Player 1’s cards. That’s not fair! Lets shuffle, and deal
a fresh hand.
•Player 2 plays the
agree card first up
Player 2
(attacking)
Player 1
(defending)
Player 2 plays the agree card, ending the dialogue and round.
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eg. Fine. You don’t have to pay for me.’
Player 2 wins all the cards played in the round (a karmic reward for being nice).
Request cards, and ‘heart cards’ (on the left) are worth one point. (4 points)
All other cards (on the right) are all worth negative one point. (-3points)
So Player 2 scores one point this round.
Player 2
(attacking)
Player 1
(defending)
That ends the round.
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The cards are turned over, and put to one side.
First, players ‘reload’ their hand with fresh cards from the draw pile. The round winner picks up first.
As Player 2 scored the most points, they will start the next round by playing a request card.
Click here to go back and try out different card combinations.
•Player 2 plays reload /
(choices), why
player 1 (choices)
kindness, agree
Player 2
(attacking)
Player 1
(defending)
The reload card was played:
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Player 2 now tops the cards in their hand back up to seven.
Next they select another card with an attacking icon to play.
Click on one of Player 2’s attacking cards.
Player 2
(attacking)
Player 1
(defending)
Player 2 plays the why card:
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Eg: ‘How come you won’t pay for me?’
Player 1 must now respond to this question with a defending card.
(click to continue)
Player 2
(attacking)
Player 1
(defending)
First, we’ll look at Player 1’s options:
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The pass it on card lets the defending player select an opponent to continue in their place.
(Note: in a 2 player game, the pass it on card is either removed, or acts like an excuse card).
The kindness card adds a heart card* to the pile. After playing the kindness card, a player takes another
turn.
The agree card will end the conversation, with the player picking up all cards used in the round.
Please click one of these options.
*heart cards require a player to say something nice about their opponent, and have a positive point value.
Player 2
(attacking)
Player 1
(defending)
The kindness card was played.
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Eg. You know that you can always count on me…
Player 1 now takes another turn.
Please click on one of Player 1’s defending cards.
•Reload Why
•kindness agree
Player 2
(attacking)
Player 1
(defending)
The agree card was played.
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Eg. ‘Fine. I’ll pay for your coffee tomorrow.’
Playing the agree card ends the round.
For playing the agree card, Player 1 collects all the cards played in the round.
Request and ‘heart cards’ (cards with a heart symbol on them) are worth one point.
All the other cards are worth negative one point.
Player 2
(attacking)
Player 1
(defending)
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Player 1 wins five positive cards, and four negative cards.
So overall they scored one point for the round.
The cards are added to Player 1’s score pile.
Next players reload their hands, starting with the round winner.
In a real game, Player 1 would next play a request card from their hand, and make a request of the player
who hasn’t been involved in the game for the longest.
Click here to go back and try different play options
•Player 1 Agreeing
without kindness
Player 2
(attacking)
Player 1
(defending)
The agree card was played.
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E.g. ‘Fine. I’ll pay for you then.’
This ends the dialogue, and the round.
For playing the agree card, Player 1 collects all the cards played in the round.
How well they score depends upon number of positive and negative cards played in the round.
Request and ‘Heart cards’ (cards with a heart symbol on them) are each worth one point.
All the other cards are worth negative one point.
So in this round, despite winning eight cards, Player 1 scored no points.
Player 2
(attacking)
Player 1
(defending)
Players now put their cards to one side and get ready for a new round.
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Although neither player scored any points this round, Player 2 wins the round as Player 1 failed to score any
points after playing the Agree card.
Players now reload their hand.
Player 2 can now start the next round by making a request of the player ‘next in line’
(i.e. the player that hasn’t taken a turn for the longest).
Click here to go back and try out different card combinations.
•Player 1 agrees in
response to why
Player 2
(attacking)
Player 1
(defending)
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Player 1 plays the agree card:
Eg. Fine. I’ll pay for your coffee tomorrow.
This ends the dialogue, and the round.
As they played the agree card, Player 1 collects all the cards played in the round.
However, this is not always a good thing…
Request and ‘heart cards’ (cards with a heart symbol on them) are worth one point.
All the other cards are worth -1 point
Player 2
(attacking)
Player 1
(defending)
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In this round, Player 1 wins four positive cards and four negative cards, which they add to their score pile.
Meaning that overall they score zero points in the round.
They put these cards face down to one side.
As failed to score any points, their opponent will start the next round.
A better play would have been to play the kindness card before the agree card. That would have earned them
an extra point, causing them to win the round.
Click here to go back and try again.
•Player 2 plays
command card after
reloading
Player 2
(attacking)
Player 1
(defending)
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Player 2 plays the Command card. (the trump card)
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Eg. ‘You WILL pay for me. I won’t take no for an answer!’
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Player 1 doesn’t have a Command card or Reload card, so they are unable to reply and fold.
Player 2 wins all the positive cards played in the round.
(request cards, and cards containing a heart symbol
are worth one point).
As a penalty for folding, Player 1 picks up all the negative cards on the table, adding them to their pile.
(all other cards are worth minus one point).
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Player 2
(attacking)
Player 1
(defending)
That ends the round.
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In this round, Player 1 scored negative five points, and Player 2 scored three points.
Players now put their score piles to one side, and reload their hands.
The round winner reloads first.
Player 2 can now start the next round by selecting a Request card from their hand, and making a request of
the opponent who hasn’t taken a turn for the longest.
Click here to go back a step, and try a different play option.
Player 2
(attacking)
Player 1
(defending)
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Players next put their score piles to one side, and reload their hand.
The round winner reloads first.
The round winner also starts the next round, and makes a request of the player ‘next
in line’ –i.e. the player who hasn’t been involved in the game for the longest.
Click here to try different play options and learn about the cards.
•Player 1 plays pass it
on in response to why,
•Player 2 plays
command
Player 2
(attacking)
Player 1
(defending)
Player 1 plays the pass it on card.
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Eg. ‘You should ask someone else’ *
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It’s now Player 2’s turn again.
Click on one of Player 2’s attacking cards to take a turn.
*In a two player game, the pass it on card acts like an extra excuse card.
If playing with 3 or more players, Player 1 would nominate another player to continue in their place.
•Reload command
Player 2
(attacking)
Player 1
(defending)
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Player 2 plays the Command card. (the trump card)
Eg. ‘You WILL pay for me. I won’t take no for an answer!’
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Player 1 doesn’t have a Command card or Reload card, so they are unable to reply and fold.
Player 2 wins all the positive cards played in the round. (request cards, and cards containing a
heart symbol
are worth one point).
As a penalty for folding, Player 1 picks up all the negative cards on the table, adding them to
their pile. (all other cards are worth minus one point).
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Player 2
(attacking)
Player 1
(defending)
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In this round, Player 1 scored negative seven points, and Player 2 scored three points.
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As Player 2 scored the most points, they won this round and get to start the next round.
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Note: The player with the most points in their score pile at the end of the game is the winner.
Player 2
(attacking)
Player 1
(defending)
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Players now put their score piles to one side, and get ready for the next round.
Players should first reload their hand. The round winner reloads first.
As Player 2 won this round, they will start the next round (by playing a request card).
Click here to go back and try a different play option.
•Reload Why Pass it
on Command
Player 2
(attacking)
Player 1
(defending)
Player 2 opts to play the Command card. (this is the trump card)
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As Player 1 doesn’t have a Command card, they are unable to reply, and must fold.
Player 2 now picks up all the positive cards played in the round.
(request cards, and cards containing a heart symbol are each worth one point).
As a penalty for folding, Player 1 must now pick up all the negative cards played, and add them to their pile.
(all other cards are worth minus one point).
Player 2
(attacking)
Player 1
(defending)
That ends the round.
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In this round, Player 1 scored negative seven points, and Player 2 scored three points.
Players turn the cards face down and put them in their score pile.
As Player 2 scored the most points, they win the round, and get to start the next round
(by playing a request card)
First, all players reload their hands.
Click here to go back and try playing some different cards.
•Player 2 agrees in
response to pass it on
•Reload Why
•Kindness Agree
Player 2
(attacking)
Player 1
(defending)
Player 1 plays the agree card (after the kindness card):
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Eg. You can always count on me, so fine I’ll pay for your coffee tomorrow.
This ends the dialogue, and the round.
For playing the agree card, Player 1 collects all the cards played in the round.
Request and ‘heart cards’ (cards with a heart symbol on them) are worth one point.
All the other cards are worth -1 point.
So how well they do in the round depends upon how many positive vs negative cards were played in the
round.
Player 2
(attacking)
Player 1
(defending)
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In this round, Player 1 wins five positive cards and four negative cards.
(i.e. they score one point in the round)
They put these cards face down to one side in their score pile.
The player that scores most points in a round starts the next round.
So after reloading their hands, Player 1 will start the next round.
Click here to go back and try different card options.
•Pass it on after
kindness
Player 2
(attacking)
Player 1
(defending)
Player 1 plays the pass it on card after the kindness card.
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Eg. ‘You know you can count on me, but right now I’m broke, so you should ask someone else’
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It’s now Player 2’s turn again.
Click on one of Player 2’s attacking cards to take a turn.
•Why kindness pass it
on command
Player 2
(attacking)
Player 1
(defending)
Player 2 opts to play the Command card. (this is the trump card)
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As Player 1 doesn’t have a Command card, they are unable to reply, and must fold.
Player 2 now picks up all the positive cards played in the round.
(request cards, and cards containing a heart symbol are each worth one point).
As a penalty for folding, Player 1 must now pick up all the negative cards played, and add them to their pile.
(all other cards are worth minus one point).
Player 2
(attacking)
Player 1
(defending)
That ends the round.
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In this round, Player 1 scored negative seven points, and Player 2 scored four points.
Players turn the cards face down and put them in their score pile.
As Player 2 scored the most points, they win the round, and get to start the next round
(by playing a request card)
First, all players reload their hands.
Click here to go back and try playing some different cards.
Player 2
(attacking)
Player 1
(defending)
OK, now try some different player options to learn about how the cards work.
Just to recap the dialogue:
Player 1:
Player 2:
Player 1:
Player 2:
Player 2:
(request) Do you want to meet for coffee tomorrow?
(excuse)That’s gonna be difficult. I’m really busy tomorrow – I have to wash my hair.
(reason) Please? I’m begging you. There’s something I need to tell you.
(scratch my back + request) OK. I’ll meet you for coffee, but you’re gonna have to pay.
(decline) You must be joking…
Can you: Score 5 points for player 2?
Have Player 1 score 2 points?
Have Player 2 score -2 points?
•Agree after reload
Player 2
(attacking)
Player 1
(defending)
Player 2 plays the agree card, ending the dialogue and round.
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eg. Forgive me for asking. Of course I’ll pay for my own coffee.’
Player 2 collects all cards played in the hand. Let’s look at the cards.
The Request cards, and Heart cards* (on the left) are worth one point. (4 points)
All other cards (on the right) are worth negative one point. (-4 points)
So despite winning eight cards, Player 2 scored zero points this round.
*Cards with heart symbols on them (i.e. kindness, agree, and scratch my back cards).
Player 2
(attacking)
Player 1
(defending)
Let’s put the cards to one side and get ready for a new round.
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The player that scores the most points in a round starts the next round.
Yet in this round, neither player scored any points.
However, as Player 2 played the Agree card, yet failed to score, they lose the round.
Thus Player 1 starts the next round.
After all players reload their hands, Player 1 will once again play a Request card, and make a request of the
player ‘next in line’ (i.e. the player that hasn’t had a turn for the longest).
Click here to go back and try out different card combinations.
•Kindness pass it
on / command
Player 2
(attacking)
Player 1
(defending)
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Player 2 plays the command card. (this is the trump card)
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As Player 1 doesn’t have a command card, they cannot reply, and fold.
Player 2 now picks up all the positive cards played in the round.
(request cards, and cards containing a heart symbol are each worth one point).
As punishment for folding, Player 1 must now pick up all the negative cards played, and add them to their pile.
(all other cards are worth minus one point).
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Player 2
(attacking)
Player 1
(defending)
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That ends the round.
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The player that scores the most points in a round gets to start the next round.
In this round, Player 1 scored negative seven points, and Player 2 scored four points,
so Player 2 will start the next round.
First of all, players add their cards to their score pile
Next all players reload their hands, so that they once again have seven cards. The round winner reloads first.
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Click here to go back and try playing some different cards.
•Reload why
kindness pass it on
agree
Player 2
(attacking)
Player 1
(defending)
Player 2 plays the agree card, ending the dialogue and round.
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Eg. Forgive me for asking. Of course, I’ll pay for my own coffee.’
Player 2 collects all cards played in the hand. Let’s look at the cards.
The Request cards, and Heart cards* (on the left) are worth one point. (5 points)
All other cards (on the right) are worth negative one point. (-6 points)
So despite winning eleven cards, Player 2 scored minus one point this round.
*Cards with heart symbols on them (i.e. kindness, agree, and scratch my back cards).
Player 2
(attacking)
Player 1
(defending)
The round has ended.
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Player 2 now adds the cards to their score pile.
As Player 2 failed to score any points after playing the agree card, they lose the round, meaning Player 1 will
start the next round.
First all players ‘reload’ their hand, starting with the round winner.
The round winner can now start the next round, by playing a request card, and making a request of the player
‘next in line’.
Click here to go back and try out different card combinations.
•Reload why
•pass it on
•agree
Player 2
(attacking)
Player 1
(defending)
Player 2 plays the agree card, ending the dialogue and round.
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eg. Forgive me for asking. Of course, I’ll pay for my own coffee.’
Player 2 collects all cards played in the hand. Let’s look at the cards.
Request cards, and Heart cards* (on the left) are worth one point. (4 points)
All other cards (on the right) are worth negative one point. (-6 points)
So despite winning ten cards, Player 2 scored minus two points this round.
*Cards with heart symbols on them (i.e. kindness, agree, and scratch my back cards).
Player 2
(attacking)
Player 1
(defending)
That ends the round.
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Player 2 adds the cards to their score pile.
As Player 2 failed to score any points after playing the agree card, they lose the round, and Player 1 will start
the next round.
First all players reload their hand.
Player 1 will next play a request card, and make a request of the player ‘next in line’
(i.e. the player who hasn’t taken a turn in the game for the longest.)
Click here to go back and try out different card combinations.
Player 1
Player 1
Player 1
Player 1
Part 2: Revising Key concepts:
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Play often goes back and forth between the attacking player (request maker) and defending player
(requested player).
The Pass it on card brings a different defending player into the dialogue.
The Scratch My back card causes the attacking and defending players to swap roles.
Play continues, until either a player folds, or an agree card is played.
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All cards have either a positive or negative value.
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Request cards, and heart cards (containing a heart icon) are worth 1 point.
All other cards are worth -1 point.
The player with the most points at the end wins. Players try to add as many positive cards and few
negative cards to their score pile as possible.
Cards
worth
1 point
Cards
worth
-1 point
Part 2: Revising Key concepts:
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Play often goes back and forth between the attacking player (request maker) and defending player
(requested player).
The Pass it on card brings a different player into the dialogue.
The Scratch My back card causes the attacking and defending players to swap roles.
Play continues, until either a player folds, or an agree card is played.
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All cards have either a positive or negative value.
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Request cards, and heart cards (containing a heart icon) are worth 1 point.
All other cards are worth -1 point.
The player with the most points at the end of the game wins.
Put simply, the main strategy in the game is to add as many positive cards and few negative cards to
your score pile as possible.
Scoring Points:
A round can end in two ways:
1: When an agree card is played
(after which the agreeing player collects all the cards played in the round).
As some cards have a positive value, and some cards have a negative value, the agreeing players
success is determined by the ‘karma balance’ on the table.
2: After a player folds i.e. they either choose not to, or are unable to play a legitimate card.
(the folding player collects all negative cards, their opponent all the positive cards).
Hint: As more and more cards are played in a round, the stakes rise. There is both a
greater reward for getting an opponent to fold, and a bigger penalty for folding.
Round loser
Round winner
Scoring Points:
A round can end in two ways:
1: When an agree card is played
(after which the agreeing player collects all the cards played in the round).
As some cards have a positive value, and some cards have a negative value, the agreeing players
success is determined by the ‘karma balance’ on the table.
2: After a player folds i.e. they either choose not to, or are unable to play a legitimate card.
(the folding player collects all negative cards, their opponent wins the positive cards).
Starting a New round.
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The player that scores most points in a round wins, and starts the next round*.
After reloading, this player places a request card on the table, and makes a request of the player who
hasn’t played a card in the game for the longest.
Note: If the starting player doesn’t have any request cards in their hand, they can discard a card from
their hand to the table in exchange for a new card. They can repeat this up to three times (at which
time, they forfeit their turn).
End of the Game.
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The game continues until all cards in the draw pile, and all request cards are exhausted.
At this time, players add all remaining cards in their hand to their score pile, and calculate their final
score by subtracting the negative cards in their score pile from the positive cards.
The player with the highest score is the winner (and receives a back scratch from their opponents)**
*If all players scores zero points after an agree card is played, the player that played the agree card loses.
** Optional.
EXTRAS
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That’s all you need to know to play the game!
The following pages have a few tweaks and house rules that make things a little more interesting,
but are only recommended for those comfortable, and familiar with the game.
Optional Request Card Rules
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A player can add paired request cards (i.e. two request cards with the same picture) to their score pile,
earning two points. They cannot pick up fresh cards until the next round unless they play a reload card.
A player can play a request card matching the request card in play, and an agree card together (scoring an
extra positive point for the request card).
Optional Request Card Rules
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A player can add paired request cards (i.e. two request cards with the same picture) to their score pile,
earning two points. They cannot pick up fresh cards until the next round unless they play a reload card.
A player can play a request card matching the request card in play, and an agree card together (scoring an
extra positive point for the request card).
If a player folds, yet has a request card in their hand matching the request card in play, they must ‘cough it
up’, (earning their opponent an extra point).
HOUSE RULES
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A player can play more than one card on their turn (i.e. they could play an excuse card and a why
card together to show off what a strong hand they have, or to discourage an opponent from
playing the agree card).
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Playing four legitimate cards in one turn beats a command. ie: four requests of the same kind; a
kindness, a scratch my back and two requests of the same kind; 2 kindness, a scratch my back
and a request etc.
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At the start of a new round, a player can add one negative card to their score pile (losing a point)
This is a way for a player with a bad hand to get fresh cards.
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Remove some Agree cards from the deck at the start of the game (if you feel the game’s become
a little too nice).
Thanks for watching. Good luck with the game!
Copyright 2009 Leon Butchers. All rights reserved.