SWOOP-er Charge Your Fun!
Craving a twist in your SWOOP gameplay that ups the ante on challenge, strategy, or just sheer luck? Dive into these SWOOP-er Charged variations to elevate your game!
HINT: Keep this page bookmarked, as we're always scouting for fresh and exciting variations to add to the mix.
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MYSTERY CARD MANIA
At any time during their turn, a player can play any Mystery Card that is not covered by a Board Card. This can be done at the beginning of the player’s turn or after playing one or more Hand Cards or Board Cards. If the Mystery Card played has a value higher than the last card(s) played, the player must take the Pile and their turn is over. If not higher, the player can take another chance until there are no more playable Mystery Cards or they decide to stop.
This variation:
- Increases the possibility of a player going out with multiple cards (3, 4, 5 and even 6!) at the start of their turn
- Can speed up the game
CARD VALUE SCORING
In each round, the number on the card determines its point value, rather than the printed points. Cards numbered “1” count as one point, “2” cards as two points, and so on, up to “12” cards counting as 12 points each. The SWOOP Cards, however, consistently hold a point value of 50.
This variation:
- This introduces a strategic layer in deciding which cards to play and which to hold onto, particularly when a player is nearing playing all of their cards.
- Lowers total scores, keeping the game more within reach for all players.
- Introduces a bit more complexity into the point tallying process.