

CREDITS
Designer: Michael Corry
Playtesters: Brian H. Wilson, Cole Thornhill, Adrian Berger, Rick Scott
Graphics: Rick Scott
RESOURCES
Download Rules: PDF Link
Play on Tabletop Simulator:
Download for the Simulator
These rules are published under Creative Commons License CC-BY-NC-ND.

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Rules for Laro
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​Laro is a game for 1-6 players. The deck used follows the form of a 62-card Sabacc deck, but uses an extra Sylop or 'Void' card.
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CARDS
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A Laro deck is composed of 63 cards in three primary suits. Each suit is split into two mirrored subsuits of cards numbered 1-10. There are also 3 zero or void cards, which act as Wild cards during gameplay.
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GOAL
The goal of Laro is to gain a total of 3 Clusters. A Cluster consists of a group of 3 cards of sequential value in the same suit. There are four possible types of clusters:

Pure Cluster
A run of three cards in the same suit and subsuit. It scores 3 points.
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Wild Cluster
Two cards in the same suit and subsuit with a Wild Card to comple the sequence. It scores 2 Points.
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Corrupt Cluster
A run of three cards in the same suit, but not the same subsuit. It scores 1 Point.
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Void Cluster
A rare score of all three Void cards in one cluster. It scores 9 Points.
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SETUP
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Draw Deck - A shuffled deck of 63 cards.
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Discard Pile - A face-up pile of cards discarded from the player's hands. Player may draw from the top of the Discard during play.
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Chip Stock - A stock of chips or coins representing the sum of a player's buy-in to the game.​
GAMEPLAY
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1. Set the Stake
A dealer is chosen and a stake is set. At the conclusion of the game, the winner will collect a sum equal to the Stake x the point value of the winning player's hand. The dealer also has the option to set an ante.
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2. Deal
8 cards are dealt to every player in a clockwise manner. The dealer starts and play begins.​
3. Draw
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Play proceeds from the dealer in a clockwise direction.
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A player may either:
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Draw from the Draw Deck - Draw the top card of the Draw Deck.
Draw from the Discard Pile - Draw the topmost card from the Discard Pile. These cards are face-up.
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The player evaluates their new card and then discard a card of their choice from their hand. A player always discards back down to a hand of 8 cards.
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Play then passes to the next player.
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Exceptions to the above include when a player draws a new card and can complete 3 clusters and win the game. In that case, the ninth card is used to complete the win condition.
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The other is when a player has an opportunity to Call Laro.
3. Calling Laro
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If at ANY time, ANY PLAYER sees a newly discarded card that can be used immediately to form a cluster or win the game, they may shout 'LARO!' and collect the card from the discard. They must then lay the cluster face-up to show it's validity, and then discard back to 8 cards in hand. If the card collected on 'Laro!' wins the game for the player, they must lay all three clusters out for all players to see.
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The round then proceeds clockwise from the player that just declared 'Laro!' to seize a card and play a cluster. This means that players turns can be 'jumped', and jumped players must wait until the turn order reaches them again.
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If ever two players want to call Laro for the same discarded card, in the first instance the tie is broken in favour of whoever can form the highest value cluster. A Pure Cluster beats a Wild Cluster, a Wild Cluster beats a Corrupt Cluster, and a Void Cluster beats any other type of cluster.
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If both players are tied for the value of Cluster they can create, the tie goes to whomever comes next in the turn order.
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If calling Laro will give the game to a player, the tie is decided in their favour, even if other players can claim a higher value cluster. If both players could win, the game goes to whomever comes next in the turn order.
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​WINNING THE GAME
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When the victory condition is met and a player has three complete clusters when they draw a ninth card, the winner lays their three clusters on the table for all to see.
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The other players must pay a sum to the winning player equal to the stake x the point value of the winning player's hand. They also receive any ante contributed at the start of the game.
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EXAMPLE HANDS

Pure Cluster (3 Points)

Corrupt Cluster (1 Point)

Wild Cluster (2 Points)
TOTAL = 6 Points
Each player pays the winner 6 of whatever the stake was for the course of the game.
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Pure Cluster (3 Points)

Void Cluster (9 Points)

Pure Cluster (3 Points)
TOTAL = 15 Points
Each player pays the winner 15 of whatever the stake was for the course of the game.
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When a player wins, they become the new dealer and a new game round may begin.