Original Musicards™ card game by Joseph E. Reed © 2018
The Chromatic Scale has 12 pitches* (or notes): A - A# - B - C - C# - D - D# - E - F - F# - G - G#.
Then it starts over again.
A Half Step is the smallest interval between any two pitches. Pitches that are right next to each other are an interval of a Half Step apart.
-Examples: C to C#; E to F; B to C; Ab to A; F# to G
A Whole Step is two Half Steps. There is one pitch in between the two pitches.
-Examples: C to D; C# to D#; E to F#; Bb to C; F# to G#
For this game you may use all 54 cards of the Musicards™ deck, including the four "?"s and two "Chromatic Scale" cards which function as wilds. You may also take the “Chromatic Scale” cards out and use them for references. The octave, color, and suit don’t matter.
SET UP: (For 2-5 players)
1. Deal 7 cards to each player, one card at a time. Players may look at their cards.
2. Place the remaining cards face down in the middle of the table as the stock.
3. Flip the top card of the stock over to start the discard pile. If the card is a wild, the first player may choose any card to play on top of it.
OBJECTIVE: The first player to run out of all their cards WINS!
1. Play proceeds clockwise, starting with the player to the left of the dealer.
2. On each turn, you can play EITHER a half step OR a whole step above the current top card. If a whole step is played, that is the end of your turn. If you choose to play a half step, you are allowed to play another half step up, then another, and so on consecutively.
Example 1: If the top card is an F, you may play Whole Step to G and end your turn. OR
Example 2: You may play consecutive Half Steps: F# - G - G# - A - A# - B etc.
3. You may choose to put down more than one card, but they must be the same pitch (and have the same number on the cards).
4. Whenever playing a card, you must say whether it's an interval of a Half Step or a Whole Step above the card on the play pile. If you put down the wrong card OR say the wrong interval, you must take your card(s) back into your hand AND draw two (2) penalty cards from the stock. Play then goes to the next person.
5. A wild card can always be used as a substitute for a needed card. Wilds may be played as part of a group of cards, too. When a wild card is used you must say what pitch it represents AND what interval it is. If you get either the pitch or interval wrong, you must take it back and draw two penalty cards. Play then goes to the next person.
6. When you get down to the last card in your hand, you must say, "Musicards™!" to indicate that you have one card. If another player says "Musicards™" before you, you must draw two penalty cards from the stock. (But you don't have to take back the card you played.)
1. If you don't have the card you need, you must draw from the stock. If you draw a card that works, you may play it. You must draw at least 3 cards in order to be allowed to pass (but you may not draw more than 3 cards). If you pass, the next player puts down the pitch you were supposed to play, (unless they need to draw, etc).
2. If the stock runs out, shuffle and turn over the discard pile (except for the top card) and use it as the stock.
*Some pitches have more than one name.
-Examples: A#=Bb, C#=Db, D#=Eb, F#=Gb, G#=Ab. (# = “sharp”, b = “flat”)