1966 Whitman : Superman Card Game

1966 Whitman : Superman Card Game



1966 Whitman - Superman Card Game - Header

The Superman Card Game was released in the UK by Whitman Publishing Co. in 1966. The cards are bridge-sized and measure 2.25 x 3.5 inches (57 x 89 mm). The card game was copyrighted in the United States on May 9, 1966.

Each deck contains 45 cards. Superman appears on the header card and three different playing cards.

1966 Whitman - Superman Card Game - Superman (Aqua) 1966 Whitman - Superman Card Game - Superman (Orange) 1966 Whitman - Superman Card Game - Superman (Yellow)

Clark Kent, Lois Lane, Jimmy Olson, and Perry White are also featured. There are two copies of each supporting character included in the game deck.

1966 Whitman - Superman Card Game - Clark Kent 1966 Whitman - Superman Card Game - Lois Lane 1966 Whitman - Superman Card Game - Jimmy Olson 1966 Whitman - Superman Card Game - Perry White


Each card is copyrighted by N.P.P.I., National Periodical Publications, Inc. A similar Batman Card Game was released by Whitman in 1966. Whitman released a different Superman Card Game in 1978.


Checklist
1966 Whitman : Superman Card Game
Superman Card Game : Header Card
Rules Card
Beautician
Bus Driver
Butcher
Carpenter
Clark Kent
Cleaning Woman
Convict
Doctor
Housewife
Jimmy Olson
Kidnapper
Lois Lane
Newsboy
Nurse
Perry White
Policeman
Robber
Scientist
Spy
Superman (Aqua)
Superman (Orange)
Superman (Yellow)



Superman Card Game Rules

Shuffle the cards, and deal one at a time until all the cards have been distributed. (Players will not all have the same number of cards.) Each player arranges his hand and lays down any pairs he has been dealt.

Player to dealer's left begins by drawing a card from the dealer's hand. If he can make a pair he lays them down. Play then moves clock-wise, the player on the left taking a card from the player on his right. The game continues until all the cards have been paired.

If a player has used all his cards he waits until his opponents have played all of theirs.
The first player to use all his cards receives a bonus of five points, but his pairs can still be captured.

Using the points on each card the scores are then added up and recorded. The first player to reach a score of 50 or the player with the highest score over 50 is the winner.

A Superman card has no value alone. However, it can be used to (a) cancel out a pair of minus cards, (b) capture an opponent's pair, (c) protect one of player's own pairs. It is placed on top of the pair it has captured, cancelled out, or protected from being captured. Players must wait their turn before using a Superman card. After playing the Superman card they also draw the player on their right. Once a Superman card is used it cannot be used again.



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