Haggis

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Haggis is a climbing card game for 2-3 players. Players try to empty their hand of cards before opponents while capturing valuable scoring cards during play. Additional points can be earned by betting on being the first to shed all cards. The game is played over multiple rounds until a target cumulative score (250 for short, 350 for long) is reached.

Components

Card rankings (low to high): 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, K

Point cards: 3s, 5s, 7s, 9s (worth 1 point each in captures), J (2 points), Q (3 points), K (5 points)

Setup

2-player game: Remove one complete suit, one Jack, one Queen, and one King from the deck before play.

  1. Select a dealer for the first round.
  2. Place 1 Jack, 1 Queen, and 1 King face-up in front of each player (these are wild cards).
  3. Shuffle remaining cards and deal 14 face-down to each player.
  4. A player’s hand = 14 dealt cards (held in hand) + 3 wild cards (face-up on table).
  5. Set aside remaining cards (8 for 2 players, 3 for 3 players) as the Haggis – do not look at them.

Turn Structure

Each round consists of multiple tricks:

  1. Lead: Opening player plays a card combination (set, sequence, or bomb).
  2. Follow: Each player clockwise may play a higher-ranking combination of the same type and size, or a bomb, or pass.
  3. Trick end:
    • 2-player: trick ends as soon as one player passes
    • 3-player: trick ends when two players pass in succession (a player who passed may still play later until the trick ends)
  4. Capture: Winner captures all cards in the trick (unless won by a bomb – see Special Rules).
  5. Next trick: Winner leads the next trick.

Actions

Card Combinations

Sets: Groups of cards of the same rank (singles, pairs, 3-of-a-kind, up to 8-of-a-kind).

Sequences (runs): Three or more singles of consecutive rank in the same suit, or two or more larger sets of consecutive rank. Each card in a set must be of the same suit.

Wild Cards (J, Q, K): May substitute for any lower-ranked card in a set or sequence. When in a sequence, wild cards take whatever suit is needed. Wild cards can also be played naturally (e.g., J as a single beats 10). Combinations must contain at least one non-wild card (otherwise it is a bomb).

Bombs (ranked lowest to highest)

Rank Bomb
1 3-5-7-9 in 4 different suits (no wilds)
2 J-Q
3 J-K
4 Q-K
5 J-Q-K
6 3-5-7-9 all in one suit (no wilds)

Bombs can beat any combination except a higher-ranked bomb.

Beating a Combination

Scoring / Victory Conditions

Scoring per Round

1. Cards in opponents’ hands: The player who goes out scores 5 points per card remaining in the hand of the opponent who held the most cards (wild cards count).

2. Captured point cards: All point cards (3, 5, 7, 9, J, Q, K) captured during tricks score their point value for the capturing player.

Card Point Value
3, 5, 7, 9 1 each
Jack 2
Queen 3
King 5

3. Bets: If the bettor went out first, they score the bet amount. If the bettor did NOT go out first, the bet amount goes to the player who went out first AND to any other opponent who did not bet.

Betting

Winning the Game

Play rounds until an agreed cumulative score is reached or passed:

Special Rules & Edge Cases

Player Reference

Combination Description
Single 1 card
Pair 2 cards same rank
3-of-a-kind 3 cards same rank
Run of singles 3+ consecutive ranks, same suit
Run of pairs 2+ consecutive pairs
Run of larger sets 2+ consecutive sets of same size
Bomb Special point-card combinations

Bet amounts: 0 / 15 / 30

Target scores: 250 (short) or 350 (long)

Hand size: 14 dealt + 3 wild cards = 17 total