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Betting and Bluffing, Hand Management
At the start of the racing card game Minuscule, each player randomly receives two betting cards (out of 14) and five action cards (out of 33). A betting card is numbered from 1 to 7, with two copies of each card.
Beginning with the starting player, each player lays one of the seven critter cards on the table, adding it to the foremost or hindmost position. At the end of the initial set up, the seventh critter card is flipped, marking it as the "dark horse" in the race. On a player's turn, they must play an action card and execute its effect, e.g., moving the fourth critter card forward or backward two spaces, moving the number 6 critter card forward or backward one space, or exchanging one of your betting cards with an unused betting card.
Additionally, the player can pick up one of the three "dark horse" tokens, which is worth 5 points if the "dark horse" ends the race in the top three positions; if not, that token is worth -3 points.
After five turns, each player reveals their two betting cards and receives points according to the matching critter card's position: 10, 8, 6, 4, 3, 2, and 1 point(s) for first through seventh place. After accounting for the dark horse tokens, whoever has the most points wins.
Minuscule was first released under the title Dark Horse with a horse-racing theme.
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