HECKLE IS NOT JUST ANOTHER GAME, IT'S ACTUALLY FUN
108 cards. Infinite heckling. Rules printed on the box, victory in the cards. Join the campaign or lose it all in this fast-paced battle.
JOIN THE CAMPAIGNTHE MONARCH QUICK START
ON GUARD!
Start with 7 cards. Play begins clockwise unless a Melee breaks out.
SPEED MATTERS!
Act swiftly! Others may jump in (MELEE) with an identical card Out-of-Turn.
TAXATION
Lose a round? Pay the Lord and Treasury. If you go broke, you're a Serf.
THE CAMPAIGN
The player with the most treasure when the second Serf falls is crowned MONARCH.
DA RULES
I. THE CAMPAIGN
Welcome to the Campaign, where the ultimate goal is to bankrupt all other players! Engage in strategic BATTLES to ascend as the next King or Queen.
The Objective: Bankrupt your rivals. A player becomes a "Serf" if they go bankrupt and cannot pay taxes. The campaign ends when the SECOND player becomes a Serf.
DON'T READ? Watch the video at Playheckle.com
II. SETUP & START
Deal 7 cards face down to each player. DO NOT LOOK at them yet. The dealer says "ON GUARD!" and the player to the dealer's RIGHT begins by flipping the top card of the draw pile.
Play moves clockwise. You must play a card of the same SUIT (Hearts, Diamonds, Spades, Clubs) or ICON. If you cannot play, draw one. If you still cannot play, you must declare "PASS."
III. MELEE & SPEED
MELEE: A Melee breaks out when someone "Jumps In" out-of-turn with the exact same card currently on top of the pile. Speed matters! Play continues in the established direction from the point of the Melee.
HECKLE: When you have one card left, yell "HECKLE!" If someone catches you before you say it, draw TWO cards as a penalty.
IV. THE ROLES
Role cards allow you to sabotage or defend:
- REDIRECT: Move the next play.
- TRAVERSE: Skip the next player.
- COWNTER: Reverse the direction of play.
- ATTACKS (Lunge/Flunge): Force the next player to draw. These accumulate!
- DEFENSE (Parry): Block or change the play.
- CAMINEER: Switch the active suit.
V. TAXATION
Each player starts with 10 Florins. The first to go out becomes the Lord or Lady (they pay nothing).
Calculating Taxes: Every other player pays 1 Florin to the Lord/Lady, plus a total equal to the Roman Numerals (I to VIII) on their remaining cards to the TREASURY.
VI. ADVANCED GAMBITS
- NOBLE'S GAMBIT: A Noble can pay 2 Florins to liberate a Serf, but the Serf takes 3 extra cards.
- TRIPLE THREAT: 3 identical numerical cards end the battle with no winner.
- CARD SWAP: Swap seats with a player who has an equal card count (once per game).
- FLUNGE FRENZY: 4 Flunges played together ends the battle; the target becomes a Serf immediately.