Hare - The Game is a fast card game about building your hand,
damaging your opponents, and staying in the game longer than everyone else.
Players may never hold more cards than their current maximum hand size.
When the draw pile is empty, shuffle the discard pile and use it as the new
draw pile. Keep the top face-up card in play.
| Card | Effect |
|---|---|
| Hare looking right | Change the direction of play to clockwise. The player who played this card cannot receive moral damage until their next turn begins. |
| Hare looking left | Change the direction of play to counterclockwise. The player who played this card cannot receive moral damage until their next turn begins. |
| House | The next player loses their turn and cannot receive moral damage during that skipped turn. |
| Strom / Tree | Skip the next player in the current direction. That player may play another Strom to forward the skip to the following player. |
| Hare Cumi | Give moral damage to one other player. Multiple Hare Cumi cards may be played during the same turn, but they must all target the same player. |
| Hare Taptap | A reaction card that prevents a group of Hare Cumi cards. It may only be played by the player being targeted. |
| Hare Zada | Restore 1 maximum hand-capacity point, up to a maximum of 5. |
| Hare Mini | Disabled until its special function is decided. |
Each point of moral damage reduces a player's maximum hand size by 1.
| Moral Damage | Maximum Hand Size |
|---|---|
| 0 | 5 cards |
| 1 | 4 cards |
| 2 | 3 cards |
| 3 | 2 cards |
| 4 | 1 card |
| 5 | 0 cards |
If a player's hand is larger than their new maximum, they must discard until
their hand is legal.
A player may play as many Hare Cumi cards as they wish during one turn,
provided every card targets the same player.
For example, three Hare Cumi cards may target the same player. If they are not
evaded, that player receives 3 moral damage. If Hare Taptap is played, all
three cards are evaded.
Hare Taptap can only be played as a reaction to being targeted by Hare Cumi.
It cannot be played normally or without a valid target.
When Strom is played, the next player in the current direction receives a
pending skip.
That player may play another Strom to forward the skip to the next player. If
they do not, they lose their turn. The skip chain ends when a player does not
forward it, and play continues after that skipped player.
A player's maximum hand capacity cannot be lower than 0. When it reaches 0,
that player is eliminated.
The last player remaining in the game wins.