CategoryCard game · Hand managementPlayers3–6 player referenceDurationAbout 30 minutesRules learning effort2/5 · Easy
Learning the rules: A short turn, but the safe zone and color-majority scoring need a worked example. Handbook estimate: 1 = very easy, 5 = very demanding. This rates learning effort, not strategy depth or game quality.
DMs who know this game: Not recorded yet / 暂未登记
Based on the team catalogue and reported play experience. An empty entry means not recorded, not necessarily unfamiliar with the game.
Deal 5 cards to each player. Lay another 6 face up in a line.
Use the box to mark the front of the parade; the opposite end is where cards are added. Put the remaining cards in a draw pile.
Leave space for collections sorted into 6 colors. Choose a starting player at random; play clockwise.
04
How to play
Add to the end → protect the nearest N cards → collect matching colors / values ≤ N farther away → draw. Lowest score wins.
Player actions and turn sequence for Parade. The complete rules are provided in the adjacent text. Open full size. Illustrative symbols are not official game components.
Add a card
Play 1 card from your hand at the end of the parade. Call its value N.
Mark the safe zone
Do not count the new card. Moving toward the front, the nearest N old cards are safe; all older cards beyond them are checked.
Collect cards
In the checked zone, take every card that matches the new card’s color OR has a value ≤ N. Display your collection by color, then close the gaps in the parade.
Draw
Draw 1 card to return to a hand of 5, then pass the turn.
Worked example
Red 3 protects Blue 5, Red 9 and Yellow 1. In the checked zone, take Red 8 because its color matches and Blue 2 because 2 ≤ 3. Leave Yellow 7. Open the figure for full size. Original AI-generated teaching diagram.
Front → Red 8 · Blue 2 · Yellow 7 · Blue 5 · Red 9 · Yellow 1 → new Red 3
The nearest three cards—Blue 5, Red 9, Yellow 1—are safe. Check Red 8, Blue 2, Yellow 7.
Take Red 8: same color. It matches Red 3, even though 8 is greater than 3.
Take Blue 2: value ≤ 3. Its value is 2, even though its color does not match.
Leave Yellow 7. It matches neither condition.
Either condition is enough. Apply these checks only outside the safe zone.
05
Ending & scoring
When someone collects all 6 colors or the draw pile runs out, finish the triggering turn. Everyone, including that player, then takes one final turn without drawing. From your remaining 4 hand cards, add 2 to your collection and discard 2. For each color, whoever has the most cards (including tied players) scores just 1 point per card of that color; everyone else scores the printed values. Lowest total wins. Break a tie in favor of the player with fewer collected cards.
Ending and winning conditions for Parade. The complete rules are provided in the adjacent text. Open full size. Illustrative symbols are not official game components.
06
Rules to double-check
N = 0 protects no old cards, but you still collect only matching colors or cards valued 0.
Cards in the safe zone stay, even if their color matches. The newly played card stays too.
A color majority is based on the number of cards, not the sum of their values.
Add your final two hand cards before checking majorities.
07
Player tips / 玩家建议
Beginner suggestions based on the rules, not guaranteed winning moves. DMs can share these with the whole table before play.
Check what each play costs. Count the safe zone (安全区) first, then compare the cards you would take. A high card can protect more cards, but it also collects more number values outside that zone.
Watch everyone’s color counts. A majority (某颜色张数最多,含并列;3–6人) can make expensive cards score only 1 each. Try for it when it is within reach; do not collect lots of cards just hoping to catch up.
Compare points, not just card counts. Taking one 0 may be better than taking a high card. A majority is not always cheaper: two cards valued 0 and 1 normally score 1 in total, but score 2 with a majority.
Plan your final two cards. You must add two remaining hand cards to your collection. Keep low values or cards that could secure a useful majority, and check again after the final turn.
Box artwork: Z-Man Games · via Board Game Bliss. Image source ↗. Artwork belongs to its respective rights holders; packaging may vary by edition.
Rules sources checked on 13 November 2026. Teaching scripts and practice tasks are suggested hosting aids. The publisher’s rules and the edition in the box remain the reference for exceptions.
09
Frequently asked questions
Can other players see my collected cards?
Yes. Keep collected cards face up in front of you, grouped by color and slightly overlapping so every value is visible to all players. Your hand stays private.
Do I take matching-color cards from the safe zone?
No. Check positions first: the nearest N old cards are safe, even if their color matches or their value is low enough. For example, Red 9 stays in the illustrated safe zone.
Can the final two hand cards change a majority?
Yes. Add them to your collection before counting each color.
I have Red 3 and Red 5, but not the most red cards. What do I score?
8 points: add the printed values (牌面数字), 3 + 5. In a 3–6 player game, if you have the most red cards, including a tie (并列最多), these two cards instead score 1 each, for 2 points. Lowest total wins.