Overview
Jekyll vs. Hyde is a two-player trick-taking game. It is asymmetrical and competitive, meaning each player is fighting for control in different ways. One player represents Dr. Jekyll fighting for balance, while Mr. Hyde seeks to dominate.
Setup
The deck contains 25 cards. 21 are "Evil" cards of three different colors (suits) and 4 are white "potion" cards.
| Color/Suit | Quantity | Representation | Numbers |
|---|---|---|---|
| Red | 7 | Wrath | 1 through 7 |
| Green | 7 | Greed | 1 through 7 |
| Purple | 7 | Pride | 1 through 7 |
| White | 4 | Potions | 2+, 3+, 4+, 5+ |
Each player is dealt 10 cards. The remaining 5 are set aside.
Besides the cards, there is a gameboard with an Identity marker that represents who has the greater control--Jekyll or Hyde. The gameboard also has space for three colored tokens.
Above the Jekyll/Hyde tracker are three circles where color strengths are/will be displayed, going from weakest to strongest (when read left to right).
Objective
If you are Mr. Hyde, your goal is to win as many or as few tricks as possible. The difference determines how many spaces the Identity marker moves toward your side. If it ever reaches the end, you win!
If you are Dr. Jekyll, your goal is to win as many tricks as Mr. Hyde. The less difference, the fewer spaces the Identity marker will move toward Mr. Hyde's end. After three rounds, if the Identity marker has not reached the end, you win!
Gameplay
Preparation Phase
The game is played over three rounds. On each round, you will pass some cards to the other player. In round 1, you pass one card. In round 2, you pass two cards. In round 3, three cards. If you have more than 1 Potion card in your hand, you must include at least 1 Potion card in the exchange.
Dr. Jekyll always starts the first round. In the second and third rounds, whoever is "in control" (whoever's Identity marker is on their side of the board) goes first.
Play Cards (Ten Tricks)
Note that this game is not a typical "lead and follow" mechanic like other trick-taking games (Hearts, Fox in the Forest, etc.). Instead, the winner is determined as noted below.
- If a red, green, or purple card is led, the follower must either play a card of the same color or a Potion card.
- If a white Potion card is led, the leader must declare a color. The follower must play a card of this color. If they do not have one, they can play any other card.
Color Strengths
The color strengths are determined by what cards are played during the round. The first color played in a round is the weakest. The next color to be played is the middle, and the remaining becomes the strongest.
Potions
Potions have numbers with a + indicating that they are higher/stronger than the colored version of that number. But they are still weaker than the next highest number. For example, a 2+ would beat a 2, but not a 3.
When a Potion is played, it has an effect, depending on the color played against it. The symbols on the color strength tokens remind you of what each color's effect is.
| Color | Effect |
|---|---|
| Red (wrath) | Reset the color strengths. They will be redetermined by the next cards played (as in the beginning of the round). |
| Green (greed) | Each player chooses two cards (or one if only one is left) from their hand and exchanges them with the other player. |
| Purple (pride) | Winner takes a trick from the loser and adds it to their total. The loser's total is reduced by one. |
| Potion | No effect. |
Evaluating Results (Who Wins the Trick?)
| Player One | Player Two | Who Wins? |
|---|---|---|
| Matching Color | Higher number | |
| Different Colors | Stronger color | |
| Potion | Any color | Higher number (after potion's effect is resolved) |
| Potion | Potion | Higher number (no effect is resolved) |
Progression of Evil (End of Round)
Subtract the highest number of tricks won from the lowest. The difference is the number of spaces that the Identity marker moves toward Mr. Hyde's side.
The game proceeds for three rounds.
End Game
If the Identity marker reaches Mr. Hyde's side, the player representing Mr. Hyde wins.
If the Identity marker has not reached Mr. Hyde's side by the end of the game (three rounds), the player representing Dr. Jekyll wins.
Variants
Return Match: The players play two games (three rounds each), switching roles in between. The player who reached furthest on the Mr. Hyde track (i.e. who was the best Mr. Hyde) is the winner. If both players reached the same space, the player who took fewer rounds to reach that space wins.
