Advanced
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 Joypoints.
- Score tracking: pen & paper, or the Happiness scorekeeper app.
- Two difficulty modes, Easy and Hard, change how Silver works and whether scores can go negative.
Difficulty Modes
Easy Mode
- Silver lightning-bolt triangles are wild. They match any color.
- Scores cannot go below zero.
- Great for new players and families.
Hard Mode
- Silver is its own color. It matches Silver only.
- Scores can go negative.
- For experienced players seeking real challenge.
Setup
- Deck: fixed 60 cards: 15 each of the 1, 2 and 3-Joypoint Joycards, 5 four-Joypoint Joycards and 10 Bummer cards.
- Know your friends: the youngest player builds the deck. Some cards touch sensitive topics (loss, accidents, fire, drinking, gambling, water), so the builder chooses with the table in mind.
- 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. How Silver works depends on the difficulty mode (see above).
- Symbols: each color also has a symbol (fire, water, leaf or sun), so players can match by symbol as well as by color.
- Word: the concept shown on the card. It is the subject of your story.
- Joypoints: 1 to 4 on Joycards. Bummer cards score nothing.
Placement
- Cards must be placed adjacent (orthogonal) to existing cards.
- All adjacent triangles must match colors (Silver follows your difficulty mode).
- Bummer cards 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).
- SHARE: tell a brief story about the card's word (30-second window online). The table listens to the whole story; nobody cuts in.
- ECHO WINDOW: for 5 seconds after the story, 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 Joycard is played and its story ends, 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 Joypoints to the player who echoes.
- +1 Joypoint 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 (a center card surrounded on all 4 sides, all triangles matching):
- Score: (Total Joypoints 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 Joypoints per reconnection.
- One placement that joins multiple separated islands scores per island bridged.
Bummering
A Bummer card is played on your turn, after the story before yours has ended, and needs all adjacent triangles to match. Share a bummer story, then every card it touches is bummed out: the Bummer card and the bummed-out cards all go to your Bummer Pile. The Bummer card itself scores nothing.
Bummed-out Joypoints = total Joypoints of the cards bummed out.
| Cards Bummed Out | Result |
|---|---|
| 0 (forced) | −2 Joypoints flat |
| 1 | −2 × bummed-out Joypoints |
| 2 | +1 × bummed-out Joypoints |
| 3 | +2 × bummed-out Joypoints |
| 4 | +3 × bummed-out Joypoints, AND choose an opponent who loses 1× bummed-out Joypoints |
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 (J = Joycard, B = Bummer card) | Easy Mode | Hard Mode |
|---|---|---|
| 3J + 0B | −2 × hand Joypoints | −3 × hand Joypoints |
| 2J + 1B | 0 | −1 × hand Joypoints |
| 1J + 2B | +5 Joypoints flat | +3 Joypoints flat |
| 0J + 3B (Grand Mercy) | +15 Joypoints flat | +10 Joypoints flat |
Echo token reckoning: −1 Joypoint per still-charged token at game end; +3 Joypoints bonus if you have zero charged tokens.
Scoring Summary
| Action | Points |
|---|---|
| Play a Joycard | The card's Joypoints |
| Echo (you echo) | +2 Joypoints |
| Echo (your card echoed) | +1 Joypoint |
| Island reconnection | +5 Joypoints per reconnection |
| Euphoria | (Total Joypoints of 5 cards) × 2 |
| 0-bummer (forced) | −2 Joypoints flat |
| 1-bummer | −2 × bummed-out Joypoints |
| 2-bummer | +1 × bummed-out Joypoints |
| 3-bummer | +2 × bummed-out Joypoints |
| 4-bummer | +3 × bummed-out Joypoints (opponent −1×) |
| Charged token at end | −1 Joypoint each |
| 0 charged tokens at end | +3 Joypoints bonus |
Tiebreakers (in order)
- Most Joypoints wins.
- If tied: most cards in Euphoria Pile.
- If still tied: most cards in Bummer Pile.
- If still tied: most Bummer cards in final hand.
- If still tied: shared victory.
Happiness® · SHARE | LISTEN | CONNECT


