On Board / DM HandbookGame references & teaching notes
Game reference

Parade

CategoryCard game · Hand managementPlayers3–6 player referenceDurationAbout 30 minutes

If the publisher link is unavailable: English PDF mirror ↗

01

Overview

A Wonderland parade grows as players add characters. Some earlier cards leave the line and enter the active player’s collection.

Edition scope. Z-Man base game; this guide covers 3–6 players. The 2-player game has a special majority rule: check the rulebook in your box.

02

Objective

Finish with the lowest score in your collection.

03

Setup

  • 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.
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.
  1. Add a card

    Play 1 card from your hand at the end of the parade. Call its value N.

  2. 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.

  3. 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.

  4. 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. Of the three earlier cards, only Red 2 is collected.
Red 3 protects Blue 5, Red 9 and Yellow 1. Of the three earlier cards, only Red 2 is collected. Open the figure for full size. Original AI-generated teaching diagram.

Front → Blue 8 · Red 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 Blue 8, Red 2, Yellow 7. Collect only Red 2.

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.
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

Sources & edition notes

Z-Man · Parade rulebook ↗

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.