Sudol

Sudol: The Game of Points and Alliances

Reasons to get Sudol:

  • Easier than poker
  • The deck can be used for many other games
  • Unique system of Alliances
  • The game is easy to learn
  • Promotes counting skills
  • Can be played either as a betting or points game
  • Creator: Kenneth P. Langer
  • Publication Date: May 2017
  • Retail Price: TBD
  • Edition: First
  • Cards
    • 60 cards numbered from 1-5 in four colors and three alliances

Introduction

Sudol was originally conceived as an alternative type of betting game but it can be just as fun playing for points. It was first mentioned as a gambling game in the fourth book of my science-fiction series: The Milleran Cluster.

Players: 2 - 10

Time for a single two-part round: 5 minutes

Age Range: 8+

The Cards

Each card uses numbers from 1 to 5 in four different colors: red, orange, green, and yellow. Instead of suits, Sudol cards have alliances. There are two alliances: the Sun Clan (the Brothers) and the Star Clan (the Sisters). Each clan has a complete set of 20 cards (five numbers in four colors). There is, however, a third set of 20 cards with no alliance making a total of 60 cards in the deck. In general, only cards of the same alliance or non-allied cards can be played together.

The One and the Three of the Sun Clan

The Four of the Star Clan

The Unallied Five

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Gambling Game Rules

The original rules are for a gambling game played by the soldiers of the Conglomerate in the book "The Song of the Mother" (Book IV of the Milleran Cluster Series).

Object:

The object of the game is to create runs (sequences of numbers) or sets (matching numbers) based on the Lead Card.

Players:

Sudol can be played with 2-8 players.

Preparation:

Each player puts in a number of chips into the center pot. That number is declared by the dealer before any cards are dealt. This is called the Ante. The dealer then places one card face-up in the center of the board. This is the Lead Card. All hands in the round must use this center card to create runs and sets. Each player is dealt four cards, face-down. These cards form the player's hand. Play begins with the player to the dealer's left.

Rules:

  • Runs and sets must have a minimum of three cards placed on the table to count. Runs and sets can only be made from cards from the same alliance or with unallied cards.
  • A run is any sequence of cards from 1 to 5 such as 1-2-3, or 3-4-5, or 1-2-3-4-5.
  • A set is made by combining cards of the same number such as three 4's or four 2's, or five 1's.

First Bet:

  • Starting on the dealer's left, each player must place one card, face-up, on the table that could be used to form a set or a run with the Lead Card. If that player has no such card, the player must fold. That player's cards are collected and they are out of that round.
  • All players remaining bet on their hands.

Second Bet:

  • Players can then replace 1-3 cards from their hands by requesting cards from the dealer. The dealer gives the player the number of cards requested and announces that number to the group.
  • The second round of betting takes place.

The Show:

  • Players reveal their hands and their run or set by placing their cards in a vertical line from the Lead Card.
    • For example, if the Lead Card is a 2, a 1 and a 3 of the same or no alliance can be placed vertically underneath the Lead Card.
  • A sideline can also be created from a sequence or run that has been placed on the table. A sideline is a set or run that can be created from one of the cards placed in the vertical line used to make the set or run.
    • For example, the Lead Card shown is a 1, the player makes a run by laying down a 2 and 3 (of the same or unallied clan). The player has two 2's in her hand. She can lay those two 2's in a horizontal line next to the 2 already played to create a sideline set. The sideline cards must be of the same alliance as the card already on the table.

Scoring: The winner is determined by total points. Each card used in a set or run is counted by its number. For example, the 1 card is 1 point. Any card in the vertical set or run that is the same color as the Lead Card is counted double. For example, if the Lead Card is a yellow 5 and one of the cards placed in a sequence is a yellow 4, the 5 would count as 10 points and the 4 would count as 8 points. All cards in a sideline are counted in the same manner. The person with the greatest total points is the winner of the round and collects all money wagered. The winner becomes the dealer for the next round.

Points Game Rules

Object: To collect a target amount of points determined by the players before play begins. A target could be 100 points, 500 points, or any number.

The Rules: The Points game is played exactly as described in the previous rules except there is no betting and players keep track of the number of points collected in each round.

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Other Games

Bids

Players: 3-8

Object: To bid and win a number of tricks. The players should decide upon a target goal for total points. The first to reach that goal is the winner.

Preparation: Shuffle the deck and deal seven cards to each player.

Play: Starting from the dealer's left each player calls out a bid from 1-7 depending on the number of tricks they think can be won. The player with the highest bid goes first. One card is put on the board. In turn, each player must lay a card on the table. Any card can be played. The highest card played takes the trick.

Ranking: Cards are ranked 1-5 with 5 being the highest number. Only cards of the same color and alliance and which are higher in number can win the trick. For example, a red 4 Sun can be taken by a red 5 Sun or a red unallied (free ) red 5 Sun but not a red 5 Star or any other card.

Scoring: No points are scored if the original bid is not met. Ten points are scored for each trick if the original bid is met. One point is scored for each trick beyond a successful bid. An extra 10 points are scored if a 7 was bid and won. For example, a person bids 5 and wins 6 tricks. That person would be awarded 51 points.

Rummy

Players: 2-6

Object: To form sets or runs of three or more cards of the same alliance. Unallied cards can be used to complete sets or runs.

Preparation: Deal cards to each player depending on the number playing.

  • 2 people = 10 cards
  • 3-4 people = 7 cards
  • 5-6 people = 6 cards

Put the remaining cards on the table to form a Draw Pile. Turn over the top card face-up to create a Discard Pile.

Play: Take a card from with the Draw Pile or the Discard Pile then either discard a card or put cards down on the table that forms a set or run. You can also play a card that continues a set or run already on the table including your own.

Winning: The first player to play all the cards in their hand is the winner.

Scoring: More than one round can be played with points. A player that loses a round counts the points of the cards still in hand and must give those points to the winning player. The first player to reach 100 points is the winner.