Advanced Rules
For players who want every lever. Echo tokens, Islands, and difficulty modes layered on top of the Standard game.
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.
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
- PLAY — select a card and place it (60-second play window in the online portal).
- STORY — tell a brief story about the card's word (30-second window online).
- ECHO WINDOW — for 5 seconds, any other player may spend an Echo token. Bummer plays skip this window.
- 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 + 1B | 0 | −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
| Action | Points |
|---|---|
| Play Happiness card | Card'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)
- Most Joy Points wins.
- If tied: most cards in Euphoria Pile.
- If still tied: most cards in Bummer Pile.
- If still tied: most Bummers in final hand.
- If still tied: shared victory.
Happiness™ — Share. Listen. Connect. — Idea Forge Studios