Ruleset 3 of 3

Advanced Rules

For players who want every lever. Echo tokens, Islands, and difficulty modes layered on top of the Standard game.

Players · 3–6 Deck · Fixed 60-card deck Time · 45–75 min Scorekeeping · Pen & paper

Game Overview

  • Goal: score the most Joy Points (JP).
  • Score tracking: pen & paper, or the Happiness scorekeeper app.
  • Two difficulty modes — Easy and Hard — change Silver behavior and whether scores can go negative.

Difficulty Modes

Easy Mode

  • Silver triangles are wildcards — match any color.
  • Scores cannot go below zero.
  • Great for new players and families.

Hard Mode

  • Silver is its own color — must match Silver only.
  • Scores can go negative.
  • For experienced players seeking real challenge.

Setup

  • Deck: fixed 60 cards — 15× 1JP, 15× 2JP, 15× 3JP, 5× 4JP, 10× Bummers.
  • Starting hand: deal 5 cards to each player.
  • Board: 7×7 grid. First card goes in the center.
  • Each player begins with 1 Echo token (charged).

What's On a Card

  • 4 Triangles on each edge (Top, Right, Bottom, Left).
  • 5 Triangle Colors: Red, Blue, Green, Yellow, Silver. Silver's behavior depends on difficulty mode (see above).
  • Word: the concept shown on the card — the subject of your story.
  • Joy Points (JP): 1–4 for Happiness cards, 0 for Bummers.
Red Blue Green Yellow Silver (wildcard)

Placement Rules

  • Cards must be placed adjacent (orthogonal) to existing cards.
  • All adjacent triangles must match colors (per the current difficulty mode's Silver rule).
  • Bummers cannot start new islands.
  • New islands are only allowed when no legal adjacent play exists for any card in your hand.

Turn Flow

  1. PLAY — select a card and place it (60-second play window in the online portal).
  2. STORY — tell a brief story about the card's word (30-second window online).
  3. ECHO WINDOW — for 5 seconds, any other player may spend an Echo token. Bummer plays skip this window.
  4. DRAW — automatically draw one card from the deck.

Echo Tokens

When a Happiness card is played, the 5-second Echo Window opens. Any other player may spend their Echo token to echo the storyteller's word — adding their own brief story or insight.

  • +2 JP to the player who echoes.
  • +1 JP to the storyteller whose card was echoed.
  • The token discharges. Recharge through Euphoria (see below).

Bummer plays do not open an Echo Window.

Euphoria (Plus Pattern)

When you play a card that completes a plus shape — center card surrounded on all 4 sides, all triangles matching:

  • Score: (Total JP of all 5 cards) × 2.
  • All 5 cards move to your Euphoria Pile.
  • Echo tokens: if any of your tokens are discharged, recharge them. If all your tokens are already charged, gain 1 token (maximum of 3).

Islands (Reconnection Bonus)

If a Bummer play splits the playing area into separate islands (groups of connected cards), play continues normally. When a later card placement reconnects two islands:

  • +5 JP per reconnection.
  • One placement that joins multiple separated islands scores per island bridged.

Bummering

Bummers require all adjacent triangles to match. When played, all adjacent cards are bummed out — both the Bummer and the bummed-out cards go to your Bummer Pile.

Bummed Out JP = total Joy Points of the cards bummed out.

Cards Bummed Out Result
0 (forced)−2 JP flat
1−2 × bummed out JP
2+1 × bummed out JP
3+2 × bummed out JP
4+3 × bummed out JP, AND choose an opponent who loses 1× bummed out JP

A 0-bummer play is only legal if no other play exists for any card in your hand — including cross-card checks against existing islands.

Game End & Final Hand Scoring

The game ends when the deck is empty and every player has drawn down to 3 cards. The final hand is then scored:

Final Hand (H=Happiness, B=Bummer) Easy Mode Hard Mode
3H + 0B−2 × hand JP−3 × hand JP
2H + 1B0−1 × hand JP
1H + 2B+5 JP flat+3 JP flat
0H + 3B (Grand Mercy)+15 JP flat+10 JP flat

Echo token reckoning: −1 JP per still-charged token at game end; +3 JP bonus if you have zero charged tokens.

Scoring Summary

ActionPoints
Play Happiness cardCard's JP value
Echo (you echo)+2 JP
Echo (your card echoed)+1 JP
Island reconnection+5 JP per reconnection
Euphoria(Total JP of 5 cards) × 2
0-bummer (forced)−2 JP flat
1-bummer−2 × bummed out JP
2-bummer+1 × bummed out JP
3-bummer+2 × bummed out JP
4-bummer+3 × bummed out JP (opponent −1×)
Charged token at end−1 JP each
0 charged tokens at end+3 JP bonus

Tiebreakers (in order)

  1. Most Joy Points wins.
  2. If tied: most cards in Euphoria Pile.
  3. If still tied: most cards in Bummer Pile.
  4. If still tied: most Bummers in final hand.
  5. If still tied: shared victory.

Happiness™ — Share. Listen. Connect. — Idea Forge Studios