FAQ

Frequently Asked Questions 

Can you clarify the Levels of Challenge?
- easy, ages 8+    *** - above average
** - average           **** - highest, most difficult, ages 12+


COSMO 6:

When is a round over?
Once a player has a straight of (+ or -) 6, 5, 4, 3, 2, 1, the round is over. The winner of that hand keeps a "point" card, and the rest of the players' cards are placed to the side. The deal begins again for the next round.

Any guidelines for number of points to win?

Four point cards are a good number to set as the winning score.



COSMO (the original):

Can you double an infinity card? No, an infinity card is the same as a "6" card. In COSMO, a player cannot double or triple "6" cards.

How many cards can a player play on each round?  A player can play as many cards as he can or wants to play.

How many cards do you draw after the first play?
For each round you draw enough cards to get 5 cards in your hand. If you can't play any of your five cards, you "pass".

On rare occasions, you may have five cards and have to "pass". The next round, you still can't play any of your five cards, so you get one draw, but, again, may have to "pass", and on the next round, no play and have to draw one card, and so on. So, occasionally, you may have up to 8 cards in your hand before you can play a card. This mostly happens when the game is played with 4 or more players.

A player can't pass if he has a Sun card in his hand, that doesn't make sense?
This rule only applies when a player has five cards in his hand and is unable to play any of his number cards (eg. an Infinity, a 6, 5, 4, 3, 2, or 1) but has a Sun card that he can play. That player can not "pass". If a player plays at least one card from his hand, and has a Sun card remaining, that player does not have to play his Sun card.

What are some strategies to win the game?
Getting rid of as many cards in your hand allows you to draw more cards from the deck, which could help you get cards to make a triple.
You can double numbers 1 to 5 but the goal is to triple (eg. +3, -3, +3). If you simply double them, the next player will probably be able to triple it, unless you block them with a card after your double (eg. place three cards: +3, -3, +2). Then, the next player can not make a triple out of your played cards. Again, you can think about keeping the +3 and -3 in your hand and see if the next draw gives you a Sun or another 3 so you can make a "triple".

*Add another layer of challenge by allowing a player to move the last card played, on a column, if it helps them create a triple.

SOLITAIRE: 

*For more challenge, remove an increasing number of Sun cards from the deck before play.  Begin by removing four Sun cards from the deck.  Then, on later solitaire games, see how many more Sun cards you can do without and still win the game.

FINAL DRAW:

How many cards do you need to keep from your stack pile of cards?
One card needs to be saved from each players' stack or the player(s) will have to take a final draw. *
For a more challenging game option, each player has to save at least two cards. So either a minimum of two cards are saved from their stack and a final draw is optional; or one card is saved from their stack and a final draw must be taken.

Explain the Sun card value again?
For Final Draw, the Sun wild card has zero value unless used to cancel a 1 - 5 card. So, if you have a +2 card then a Sun card could be a -2. 

EQ:

Can EQ be played as Solitaire (one player)?
Yes. A great math exercise…. Deal three stacks in front of you with 10 cards each, then place four side-by-side cards, face-up, next to each stack. The stack and four side-by-side cards would be placed in three rows, one above the other. From there, follow the EQ game rules by taking the row closest to you, and trying to play those cards by creating 3-part equations or by canceling the cards. Once the first row has no plays left to play, you then work from the next row, and then from the final (third) row. Then, replenish the four side-by-cards for each row (if missing cards from playing them) and continue to play with the row closest to you.  Try to get rid of, at least, one of your stacks and its four side-by-side cards.

* For more challenge, instead of "adding" the positive/negative cards together to make a 3-part equation, subtract the number cards to make a 3-part equation.

ALL FIVE:


If a player wins a round, he keeps one of the cards from his hand?
Yes, with a winning hand, that player keeps one of his cards unless he has five C's, five S's, or five M's, then he has the choice to keep one of his cards from his hand or he can choose from one of the five LETTER cards.

OVER/UNDER:

Can you clarify rule #7?
Once a player plays all possible cards from his hand, if he has spelled out C-O-S-M-O in one or more columns, the player who completed the column(s) collects the four cards (leaving the
LETTER cards in place). He moves those cards to his side and that player cannot play any more cards once he picks up a completed  colu
mn(s).

 

For purchase, additional questions, or suggestions,
 email: 
whatsyourcosmo@yahoo.com

 

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