Gather

Glossary: game terms in Gather explained

These are the terms that come up in Gather’s rules – each with the game it belongs to.

Castling
Chess: king and rook move together in a single move. Gather allows it just as the rules of chess do.
En passant
Chess: a pawn that advances two squares can be captured on the next move by an enemy pawn beside it, as if it had moved only one.
Promotion
Chess: a pawn that reaches the last row turns into another piece.
Stalemate
Chess: the player to move isn’t in check but has no legal move. The game is drawn.
Draw
Chess: a tie – on stalemate, threefold repetition, 50 moves without a capture or pawn move, or when nobody can checkmate anymore. Nine Men’s Morris has draws too.
Stock pile
Stack Rush: your own pile with the top card face up. Whoever empties it first wins.
Building pile
Stack Rush: the 4 piles in the middle that go from 1 to 12. When one reaches 12, it’s cleared.
Discard pile
Stack Rush: your 4 personal discard piles. Putting a hand card on one ends your turn.
Joker
Stack Rush and Rummy: always fits or replaces any card. In Rummy, a joker on the table can be swapped for the matching card.
Item
Corner Chaos: drive through a box to get an item – boost, oil slick or shield.
Boost
Corner Chaos: a short push forward, either as an item from a box or from a boost pad on the track.
Wish card
Crazy Mau: fits on any card. Whoever plays it picks a symbol that has to be played next.
+2 and +4
Crazy Mau: draw cards that stack. Whoever can’t add to the stack draws the total and skips their turn.
Skip
Crazy Mau: the card jumps over the next player.
“Mau!”
Crazy Mau: you have to call this before playing your second-to-last card. Forgetting costs 2 penalty cards.
Seer
Village at Night: checks one person each night and learns whether they’re a wolf.
Healer
Village at Night: protects one person from the wolves each night.
Hunter
Village at Night: in play from 7 players. When eliminated, they immediately take someone with them.
Watcher
Say It Different: someone from the other team who sees the same card and taps “Forbidden!” as soon as a forbidden word is said.
Mill
Nine Men’s Morris: three of your pieces in a line. You then remove one of your opponent’s pieces.
Double mill
Nine Men’s Morris: a setup that lets you close a mill with every move.
Jumping
Nine Men’s Morris: with only three pieces left, you may jump to any empty point instead of moving along the lines.
Mandatory capture
Checkers: if you can capture, you must. Several jumps in a row count as one move.
King
Checkers: a piece that reaches the far row becomes a king and moves and captures any distance diagonally.
Set
Rummy: 3–4 cards of the same rank in different suits.
Run
Rummy: at least 3 consecutive cards of one suit.
First lay-down
Rummy: your first lay-down needs at least 30 points in total.
Adding to combinations
Rummy: after your first lay-down, you may add cards to any combination on the table.
“Stop!”
Letter Hunt: whoever has filled in every category calls “Stop!”. Everyone then has 10 more seconds.
Streak
Quiz Night: several correct answers in a row. Streaks add up to 300 bonus points.
Three and four of a kind
Five Dice: three or four matching dice. You score the sum of all dice.
Full house
Five Dice: three of one value and two of another. Worth 25 points.
Small straight
Five Dice: four consecutive numbers. Worth 30 points.
Large straight
Five Dice: five consecutive numbers. Worth 40 points.
Chance
Five Dice: a box for any roll. You score the sum of all dice.
Bonus
Five Dice: score 63 or more in the upper section, ones to sixes, and you get 35 bonus points.
Clue giver
Cover Word: the only one on the team who sees which words belong to whom, and gives a single word and a number as a clue.
Trap
Cover Word: the one word on the board that loses the game on the spot if your team reveals it.
Little Max
Little Max: the 21, the highest roll. An announced Little Max costs 2 lives when revealed.
Doubles
Little Max: two matching dice, from 11 to 66. Doubles beat every other roll except Little Max.
Calling the bluff
Little Max: you don’t believe the announcement, and the dice are revealed. If the value is true or higher, you lose a life, otherwise the announcer does.
30½
Thirty-One: three cards of the same rank. Only 31 beats it.
Knocking
Thirty-One: ends the round. Everyone else gets one more turn, then hands are revealed.
Passing
Thirty-One: you swap nothing and hand the turn on. If everyone passes, a new middle is dealt.
Swimming
Thirty-One: once your last life is gone, you’re “swimming”. Lose again and you’re out.