XXL Regeln englisch

XXL Regeln englisch
Six cardgames for from 2 - 6 Players
of 8 years old or more
by Dirk Hanneforth und Hajo Bücken
Game End and Scoring:
The game ends when a player plays their last card, or when no
player can play a legal card. Players add together the total scores
on the cards left in their hand, the player with the lowest score is
the winner.
2. Stay Low:
Contents:
55 Cards, each bearing two different values
between 0 and 10.
The number in the middle of the card is it's total value,
i.e. the sum of the two values of the card.
You will also need pen and paper to record the score.
Pure X X L
The full game involves playing one round of each of the 6 variants
in turn. After each game (or Round) the positions achieved by each
player are noted. If two or more players draw in a round, they both
get given the points for that position and no one gets the points for
the next place. i.e. if two players draw for second, they both score 2
and the next player 4.
At the end of all six rounds the points scored for each round are
added together and the player with the lowest score has won.
1. More or Less:
Laying in both directions.
Preparation:
Each player receives 6 cards. The remaining cards are
placed face down as a replacement pack in the centre
of the table.
The top two cards from this deck are taken and placed
face up next to each other on the table.
Aim of game:
The aim of the game is to be the first player to get rid
of all your cards.
The Game:
The two face-up cards offer four possible numbers which can be
added to, in either direction. The player to the left of the dealer
begins. They must try to place one of their cards next to one of the
two face up cards so that it forms an ascending or descending run,
in the same colour, as one of the two numbers on that card. The
first card laid, determines which direction that colour row will go in.
Example, if the two original cards were A) Yellow 7, Red 0, and B)
Blue 4, Yellow 7. The following cards could be laid on them. A)
Yellow 8, Yellow 6, Red 1. B) Yellow 8, Yellow 6, Blue 3, Blue 5.
Once a card has been laid the possibilities are reduced to 3.
The next player must either continue the run that has already been
started in the same direction, or start a new run with the other
colour on the new card. This run may also ascend or descend.
Example, if the first player had laid Yellow 6/Red 7 on card A
from the example above, the next player would only have three
possible plays.
They could play a Yellow 5 to continue the descending yellow run,
or they could use the Red 7 to start a new red run, either playing
Red 8 for an ascending run or Red 6 for a descending one. They
couldn't however, play a Yellow 7 since the direction of the yellow
run has already been fixed as descending.
If a player cannot play any card from their hand they must draw a
new card from the deck. They may then immediately play this card
if possible.
The next player then takes their turn.
The 10 is the highest card, the 0 the lowest. If a 10 or 0 is played as
the first card of a row, the next card must be either a 9 on the 10 or
a 1 on the 0.
If a row reaches 10 or 0 that row cannot be continued any further
and any further plays on that card must use the other colour on it.
Cards played should be placed so as not to cover the numbers on
the previous card, so that players can see what run has been
formed.
Preparation:
Each Player gets 6 cards. The remaining cards are placed
face down as a deck in the centre of the table.
The uppermost card is turned over to start a discard pile.
Aim of game:
Players attempt to be the first one to get rid of all their
cards.
Course of Play:
The player with the highest number of points after the first game
starts. They may lay a card on the discard pile if the card has a
lower number on it, in the same colour, than one of the numbers on
the uppermost card on the discard pile. The 0 is the lowest number
possible.
If the uppermost card on the discard pile has a 0 on it, then the only
way that a card can be played on it, is if the card played has a lower
number on it, in the same colour, as the other number on the top
card on the discard pile.
Example: If the first player plays Red 6/ Green 0, the next player
cannot play on the green number, since they cannot go lower than 0.
They must instead try to play a card with a lower red number on it
than 6. They could for example, play Green 1/Red 2. Following
that, the next player would then have to play a card with either Red
1 or 0 or Green 0 on it.
If a player can't play a card they must draw one from the deck.
If possible they may then play this card immediately.
The next player then takes their turn.
Game End and Scoring:
The game ends when a player plays their last card, or when no
player can play a legal card. Players add together the total scores
on the cards left in their hand, the player with the lowest score is
the winner.
3. Passing Permitted
A trick-taking game, both with and
without the need to follow suit.
Preparation:
Each player receives 8 cards, the
remainder are placed face down in a
pile in the centre of the table.
The Game:
This game is played in two rounds. In the first round, the player
with the highest points total after the previous games, plays a card,
and says which of the two colours on the card is valid for this trick.
All other players play a card in turn, following suit (colour) if
possible. If they can't follow suit they must discard a card.
The player who played the highest card in the trick colour, wins the
trick, and leads to the next trick, again saying which of the two
colours on the card is valid for that trick. If two players play the
same value card, the card with the highest total value wins.
The first round ends after eight tricks, when all the players have
played all their cards. The players count how many tricks they have
won, and place one card to one side for the second round. If one
player in a 2 or 3 player game, or two or more in a game with 4 or
more players, have failed to win any tricks at all, the game is over
at this point and the second round doesn't take place. Otherwise,
the remaining cards are reshuffled, and enough cards dealt out to
each player so that each has, including the card they placed to one
side, as many cards as they won tricks in the first round.
The remaining cards are not needed, and can be placed to one side.
The player with the largest number of cards starts. If two or more
players each have the same number of cards, the player with the
higher number of points after the first two games starts. Play is
exactly as per the first round, except that a player who has fewer
cards than one of the other players may choose to pass.
They may only pass if at least one player has more cards in their
hand than they do, otherwise they must play a card.
Game End and Scoring:
The game ends when; with 2 or 3 players, one player has no more
cards, or, with 4 or more players, two players have no cards left. In
a game with 4 or more, if one player had no cards left at the end
of the first round, the game ends when one player runs out of cards
in the second round, and hence two players are left without cards.
Each player counts the total value of the cards which they have won
in the second round, the player with the highest total wins.
4. Building Runs
Collect, Exchange, Lay out.
Preparation:
Each player receives 4 cards.
The remaining cards are placed face
down in a deck in the centre of the table. The two uppermost cards
from the deck are placed face up in the centre of the table.
Aim of game:
Players attempt to lay out the best possible combination of cards on
to table.
The Game:
The player with the highest total points after the previous games,
starts. Each time that a player takes their turn, they may carry out
one or both of the following actions in the order given:
They can attempt to form a run. A run is a set of three cards with
consecutive numbers all in the same colour. A good example would
be a 6-7-8 in green. They may use cards from their hand to do this,
or they may include a card or cards from the table.
If a player can build a run in this way, they play it out onto the
table, and then draw sufficient cards from the deck to retore their
hand to four cards, and, if they've used cards from the table, draw
as many cards as they used and place them face up on the table.
A player may also, or alternatively, swap cards. They may either
swap a card from their hand with one of the "open" cards on the
table, or they may place a card from their hand, face up on the
table, and then draw a card from the deck to replace it.
A player may, if they wish, pass rather than carry out any action.
If all players pass in turn, a new card is drawn from the deck and
placed face up in the middle of the table with the cards already
there. You can use the XXL box as a reminder of who was the first
player to pass, which makes it easier to see when an entire round
of passes has occured. Don't forget to move the box on if a player
does make a play.
Game End and Scoring:
The game finishes when the deck is used up, and all players in turn
have passed. Players then add up the total value of the cards in the
runs they have formed. The player with the highest total wins the
game.
Example: A player has formed two runs, Red 2 - 3 - 4, (with second
values on the card of 7 - 5 - 1), and Yellow 2 - 3 - 4. (with second
values 3 - 8 - 9). The total values of these two runs are 1).
2 + 3 + 4 + 7 + 5 + 1 =22 and 2). 2 + 3 + 4 + 3 + 8 + 9 = 29.
The total score for this player is therefore 51 points.
5. Get them in sequence
Preparation:
With 2 - 4 players each gets
9 cards, if there are more than
4 players, each receives 7 cards.
The rest of the cards are placed as
a deck face down in the centre of
the table.
Aim of game:
Each player attempts to be the first to get rid of all
their cards.
The Game:
The player with the highest total points after the preceeding games
starts.
If they have a 10 card they may place this face up on the table.
This starts a row of cards, with descending values in the same colour.
Play continues in a clockwise direction, a player whose turn it is may
play either a new 10 card in another colour, or a card which continues
a row, i.e. it has on it the next number in descending order and the
same colour as a card which is already on the table. The highest card
in this game is a 10, and the lowest 0, a 0 finishes a row, no further
card may be played on this row.
This colour may only be continued when a new 10 card in the same
colour is played. Only one row in a colour may be in play at a time, if
for example there is already a row of Red 10-9-8-7 on the table, then
the next player might play Red 6, or a 10 in another colour, but may
not play a Red 10. If a player is unable to play a card they must draw
a new one from the deck.
They may then play this card immediately, if possible, otherwise the
next player takes their turn.
Game end and scoring:
The game finishes when a player has played their last card, or when
the deck is exhausted and no player can play a further card.
Players add the total value of the cards left in their hands,
the player with the lowest sum is the winner.
trick is set as Green, and all further players must play a green card
if able. In the unlikely case that a whole trick consists of cards of the
same two colours, the trick colour is the higher valued of the two
colours, on the last card played.
When all the players have played a card, the trick is over. It is won
by the player who played the highest value card in the trick colour.
If there are two or more equally high valued cards in that colour, the
winner is the card with the highest total value, i.e. the sum of the
two values on the card.
The player who won the trick leads to the next trick.
Game End and scoring:
The game is over when all the cards have been played.
All players add the total values of all the cards that they have won.
The player with the highest total wins.
The final scores for X X L pure:
After each of the 6 constituent games, the players note their
positions in that game. The first player gets 1 point the second 2 and
so on. The form at the bottom of page 2 of the rules may help with
this. Once all 6 games are completed, add together the points
gained by each player for positions in each game.
The player with the lowest total has won.
6. I choose suit
Preparation:
For 2-4 players, each gets 12 cards,
with 5 or 6 players each gets 9 cards.
The remaining cards are not used in this
game and can be placed to one side.
Aim:
Players attempt to win as many points as
possible.
Play:
The player with the highest point total after the previous games
plays the first card. The next player must follow suit if possible, i.e.
they must play a card with one of the two colours from the first card
on it. Once the suit has been decided, that remains the lead suit for
this round, and all other players must play a card of that colour if
they can. If they are unable to do so they must throw away a card.
There are no trumps.
Example: The first player plays Green 1/Red 2. as the first card to
a trick. The next player must play a red card or a green card if they
are able to. If, for example, they laid Green 2/Blue 5, then the suit
for this trick would then be set as Green, and all other players must
play a green card if able. If by some chance, the second player plays
a card with the same two colours on it as on the first card, then the
third player still has a choice of two colours to play and so on.
Only when a player plays a card with only one of the two colours on
the first card on it, is the colour for that trick decided.
Example: The first player plays Green 1/Red 2, and the second
player Green 9/ Red 7.
If the third player now plays Green 3 / Blue 4, then the suit for the
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Game
1. More or Less
2. Stay low
3. Passing permitted
X X L Individual:
Each of the 6 games can be played as an individual game, but in this
case it is better if you play several rounds of the same game. All
scoring is carried out in the same way as for XXL Pure: The player with
the lowest total of points after a previously arranged number of rounds
is the winner. You should play at least as many rounds of the game as
there are players playing so as to even out the starting advantage.
6+ variant, I choose suit plus.
In this variant the first player chooses one colour as a trump colour
before they play their first card. All cards with this colour on them
count only as trumps, the other colour on the card is ignored. This
variant should be played over as many rounds as there are players,
with the starting position rotating each round, so that all the players
have a chance to choose trumps during the game. For this reason it
is not suitable for play as part of a round of XXL Pure.
Tips:
The values on the cards run from 0 to 10. There is only one example
of each value combination. All cards have two different colours on
them and two different values. In some of these games, cards played
remain on view, It is therefore possible, by checking which cards have
been played and which remain in your hand, to see which cards remain
to be played. Players with a good card memory can also of course
use these sort of calculations in the games where cards played are
removed from sight.
Short Rules:
More or Less
• 6 cards per player, 2 cards face up in the middle.
The rest as a deck face down.
• Each player in turn plays a card on one of the cards in the centre,
forming an ascending or descending run, or draws a card from the
pack.
• The game ends when the pack is exhausted. and no player has a
legal play or when a player has no more cards.
• Each player adds together the total points on the cards left in their
hand. Lowest total wins.
Stay Low:
• 6 cards per player, one card face up in the middle, the rest as
face-down pack.
• Each player in turn plays a card lower, but of the same colour, as
one of the values on the current face-up card
• Game ends when one player plays their last card or no further
legal play is possible.
• Count the total points on the cards left in hand, lowest value wins.
Passing permitted (Tricks)
• 8 cards per player, put the rest to one side.
• First round:
- Play a card and state which of the two colours is
the suit for this trick.
- The following players follow suit or throw away.
- Count tricks won in the first round and retain one
card for the next round.
• Second Round: - Deal cards to each player so that each has
as many, as they won tricks in the first round.
- Put the rest to one side.
- Follow suit, or discard, or, if at least one player
has more cards than you, pass.
• Game End:
2-3 players, 1 player has no more cards.
4-6 players 2 players have no cards left. Players who didn't win
any tricks in the first round count towards this.
• Count the total values of all cards won in the second round,
highest total wins.
Building Runs:
• 4 cards per player, 2 cards face up in the middle, the rest as
face-down deck.
• Carry out the following actions (in the order given), or pass.
- Play a run of three or more cards, draw new cards if neccesary,
or, swap a card from hand with one from the centre, or place a
card in the middle and draw a new one from the deck.
- If all players pass in turn, draw a new card from the pack and
place face up in middle. .
• Game ends when pack is exhausted and all players in turn have
passed.
• Count total value of cards in runs played, highest total wins.
Get them in sequence:
• 2-4 players, 9 cards per player, 5-6 players, 7 cards per player.
• Play a 10 in any colour not already in play, or play a card to
make a descending run in one colour or draw a card.
• The game ends when one player has no more cards or the pack is
exhausted and no player can play a card.
• Count the total value of all cards left in hand, lowest total wins.
Choose the suit:
• 2-4 players 12 cards per player, 5-6 players 9 cards per player.
• Play a card, follow suit or discard.
• Suit followed then becomes the lead suit for this trick.
• Highest card in this suit wins the trick.
• Game ends when all cards played.
• Count the total value of all cards won, highest total wins
4. Building Runs
5. Get them in sequence
6. Choose the suit
Sum
Translation: John Webley
© 1996 ABACUSSPIELE, Verlags KG Dreieich
All Rights reserved
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