The Luminars Card Game Instructions Click HERE to watch a YouTube Video Instructional Video
The Luminars are an outlawed group that is fighting to restore democracy and individual freedom, primarily through nonviolent means. You and other players are Luminars and friends of 16-year-old Bere Baudin, an activist whose primary weapon is his pen (and occasionally a stun gun -- the Luminars don't believe in killing). Your goal is to help Bere convince others of the importance of freedom and Age of Enlightenment ideals. You also will collect points that will allow you to choose a role in the Luminar organization, such as Head of Intelligence, a teacher, a spy, or a professor. Are you ready to defend democracy and freedom?
Each suit or zone contains 12 separate cards with points ranging from 1 to 7 (see Table 1 below). The points correspond to a social class, with 1 corresponding to the lowest class (Dregs) and 7 to the highest (Lineals).
The deck also contains two Wild Cards valued at 7 points each, and three “action” cards, which direct a player to draw a card from a separate (Action) Deck that adds or subtracts points from a player’s score. The goal of the game is to score as many points as possible through sets, runs, or flushes.
A set is three or more cards of the same rank, such as 3 Dregs or 4 Paysans. The cards do not need to be the same color. The value of a set is determined by summing the values on each card. A Paysans card has value of 2, so a set of three Paysans (any color) would give the player 6 points.
A run consists of three or more adjacent values of the same color, such as Blue 4, Blue 5, Blue 6, or Red 2, Red 3, Red 4. A fun of 4, 5, and 6
A flush consists of three Dregs cards of the same color or suit, such as 3 Green Dregs cards or 3 Gold Dregs cards. Although Dregs cards have the lowest value (just 1 point each), if a player holds all three Dregs cards of the same color, a player receives a total of 10 points for the flush.
Wild Cards, which have a value of 7 points, may be used to complete a flush, but 10 points is the maximum value (not 17). Wild Cards also may be used to complete a set or a run. Seven points is added to the other points on the cards.
Setup and the Deal
There are two card decks, Main and Action. The main deck contains 53 cards: 48 of which represent the four CPA districts (Red, Green, Blue and Gold); 2 Wild Cards; and three Draw From the Action Deck cards.
The Draw cards instruct a player to select a card from the Action Deck, which contains 20 cards with actions that add or subtract points to a player’s score. Most of the cards add points.
The main deck and the action deck should be shuffled before each round and placed face down in the middle the players. Each player selects a card from the main deck to determine who will be dealer. High card wins. The highest cards are the four Lineals cards and the two Ziphoid Drive cards (all of which are worth 7 points), followed by Vorsters (6). The lowest ranking card (Dregs) has a value of 1. If two or more players tie for high card, then they each select another card until one obtains a higher card.
The dealer deals eight cards face down to each player, one at a time, in a clockwise motion. The dealer asks players if they have any “Draw from the Action Deck” cards in their hand. Those players then draw an Action Card and reveal the contents to others. If the card directs them to pass the card to another player, they select a player. These “pass” cards subtract points, so don’t be surprised if a little friendly adversity emerges. Remember, though, it’s just a game, and the recipient of the card may be able to obtain friendly revenge later.
Each player who drew from the Action Deck draws another card from the main deck to bring the total number of cards in their hand to eight. Then the dealer picks the top card on the deck and places it face up. The first player left of the dealer may elect to pick up that card or select a face-down card from the top of the deck. The player decides whether to keep or discard that card or another one on he face-up deck.
Play continues until one player is able to create sets, runs or flushes from all cards. This player will have either eight cards (after discarding one card) or nine cards (the card picked up is used in a set or run). To notify others that a player has a completed hand, the player declares “Enlightenment.” Play ends and players add up their points. The player who declared “Enlightenment” adds five points to his or her score for being the first to complete sets and runs. Scoring
The Red, Green and Blue cards in a set, run or flush will always add points to your score. So, for example, a player with a set of Blue 3 or Green 3 or Red 3 cards is awarded 9 points (3+3+3). A Wild Card adds 7 points, no matter what kind of set or run it is in. So a run with a Blue 4, Blue 5, and Wild Card 7 is scored as 16 points. If a Wild Card cannot be matched in a set or run, then it is has no value.
Red, Green and Blue cards that are not part of a set, run or flush also have a value of zero and, thus, do not diminish a player’s score. Gold cards also add points to a score when they are part of a set or run. But if they are not part of a set or run, the value of the card is subtracted from a player’s score.
So, if a player’s hand contains one set (Blue 2, Green 2, Red 2) and a three-card run (Green 4, Green 5, Green 6) and one Gold 5, the player’s final score for that hand will be 16 (2+2+2+4+5+6 -5). As such, players normally will want to discard Gold cards, especially high numbered cards, if they are not expected to contribute to a set, run or flush. Play then resumes for the round or deal, which passes clockwise to the next player.
End of Game
For four players, the game ends after each player has had a chance to deal the cards. Normally this takes about 40-45 minutes, or 10-12 minutes per round. The player with the most points wins. He or she then may select the role they want to play in the Luminars organization (see Table 2). The player who comes in second then selects his or her role, etc. If there is a tie, both players may select the same role. A list of roles is provided in Table 2 below.
For two players, the game ends after each player deals twice (four hands total). For three players, the game ends after each player deals once and one player deals twice (four deals total).
Table 2 Select Your Role in the Luminar Organization (Players with Highest Scores Go First) Architect Artist Business LeaderComputer Programmer Data Scientist EngineerEnvironmentalist General (Military) Head of IntelligenceHistorian Journalist Lawyer Mechanic Novelist NursePhysician Politician ProfessorResearch Scientist School Administrator Social WorkerSpy Squad Leader TeacherUniversity President Weapons Expert Zoo Keeper
The Luminars Card Game™ • Copyright © 2021-2022Marquette Books LLC • 16421 N 31st Ave • Phoenix, AZ 85053509-290-9240 • books@marquettebooks.com