Contents rules for these 5 different games

Contents rules for these 5 different games
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a collection of
5 card games:
number
value
Contents
60 cards in 5 colors each with 12 cards:
each card has a number from 0 to 9
(there are two each of 1 & 7 in each color!),
and has a value of 0, 1 or 2 points.
rules for these 5 different games
Safarü
MÜ
page 2
card catching game
for 2-4 players
(best with 2 or 4)
aged 10 and up
length: 10 min.
Wimmüln
tactical trick-taking
game for 4-6 players
(best with 4 or 5)
aged 12 and up
length: 1 hour
The last
panther
trick-taking game
where each player
estimates how many
tricks he will take,
for 3-6 players
aged 8 and up
length: 40 min.
ng
anti trick taki ers
play
game for 3-8
(best with 3)
up
aged 10 and .
in
length: 40 m
page 11
page 13
1
page 20
Rummü
card laying
gam
for 3-6 play e
ers
aged 8 and
up
length: 1 ho
ur
page 16
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for 4-6 players (best with 4 or 5) aged 12 and up
Overview
Mü is a trick-taking game. Before the first trick of each hand, there is
an auction to determine who will choose trump. Players bid by
placing cards face up on the table. At the end of the auction, the two
players who have bid the most cards become the chief and vice,
and each chooses one type of card to be trump.
After all tricks have been taken for the hand, each player scores the
number of points shown on the cards he has won. In addition, the chief
and his partner may score bonus points. However, when the chief bids
many cards in the auction, it may become more difficult for him to win
enough tricks to get the bonus points. If the chief and his partner fail to
take enough tricks, the chief will lose points!
Preparation
Deal Choose a dealer, who shuffles all cards thoroughly and
deals all cards face down, one at a time to the players.
Auction
Bidding Starting with the dealer and going clockwise around the
table, each player may bid by placing cards from their
hand face up on the table. The number of cards is the bid!
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Small steps Bidding normally lasts over several rounds, with players
possibly adding to their bids each round. On a player’s
turn, he may bid as many cards as he wants, but never so
many that his total bid is more that one card higher than
the previous high bid. Thus, if a player is the highest
bidder, he may place only one card. This is also true for the
dealer who may only start the bidding with one card. If he
does place one card, the next player to bid may only place
two cards, and so on.
Passing Instead of placing a card, a player may pass. On his turn in
a later round, he may again place cards.
Underbid Later bids need not raise, nor even tie the previous high
bid. Players may overbid, underbid, or tie the highest bid
as they choose.
Example 1: this is a typical
auction. Anna opens with one
card, Beate passes, Conny places
one card, staying in the auction
without raising the bid. Dagmar 1)
raises the bid by playing two
cards. Emma could now play up
to three cards, but passes 2). In the next round, Anna places one
card to match Dagmar’s bid. Beate chooses to enter the auction,
but with just one card 3) (an underbid), and so on. In the last
round, Emma is not allowed to bid 4) as she was the first of all
players to pass in turn order. Thus, the auction is over.
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Auction end The auction ends when all players pass in turn order with
no intervening bids. The players leave the cards they bid
face up on the table. During the taking of tricks, they may
play them as they would any card from their hands.
Chief and Vice
Chief After the auction, if one player has bid (placed) more
cards than any other player, he is the chief.
Example 2: after the auction above, Dagmar is the chief.
Stalemate If, after the auction, no single player has bid the most
cards (two or more tie with the most), the hand ends in a
stalemate.
The players who tied with the most cards bid each scores 5
points for each card bid. However, the among the players
tied with the highest bid who bid last (not passing) loses
10 points for each card bid! The hand ends immediately
and the players record their points (see Recording below).
Example 3: Had Dagmar in example 1 placed only one card on her last bid
and then all (including Dagmar) passed in turn order, Dagmar
would have lost 30 points. Anna and Conny would have scored
15 points each. Beate and Emma would have scored no points. If
all players pass in the first round, no points are scored or lost, and
the players start another hand.
Vice If there is no stalemate, the hand has a chief and
continues. The vice is the player with the second-highest
number of cards bid. If several players are tied for second,
the one among them with the highest numbered card is the
vice. If there is still a tie, the tie is broken with the second
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highest numbered card, then the third highest, and so on.
Example 4: In example 1, Conny is vice, as both she and Anna both placed 9
as their highest cards, but Conny’s second-highest card is 8 while
Anna’s is only 6.
No vice In the rare case that no vice can be found (several players
have the second-most cards bid and the same numbered
cards), there is no vice. There is also no vice if the chief is
the only player who bid.
Choose trump
Vice
First, the vice (if there is one) chooses one kind of trump.
The chief will choose second.
Color/number A player must choose as trump either one color (e.g. red)
or one number (e.g. five). The player (either vice or chief)
must choose from the colors and numbers he placed as
bid cards.
Example 5: after the auction in example 1, Dagmar must choose green, blue,
1, 7, or 8 as trump.
Chief
The chief now chooses trump, but unlike the vice may also
choose to select no trump. In this case, there is only the
vice trump, or, if there is no vice, there is no trump at all.
If the chief chooses trump, his trump is higher than the
vice trump. He makes this clear by declaring, for example,
“Green over red”, when he chooses green and the vice has
chosen red.
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The chief team
Partner The chief now chooses from among his fellow players a
partner for this hand. The cards others bid during the
auction may help him decide who to choose, but he may
not choose the vice as his partner. The chief and his
partner are know as the chief team.
The number of cards the chief bid determines the number
of points the chief team must take in tricks: the more
cards bid by the chief, the more points the chief team
must take. The number of points needed is shown in the
table below.
Example 6: in example 1, Dagmar bid four cards. As she is playing in a fiveplayer game, her team must take 33 points.
Tip: a player will want to bid to be chief or vice when he has many
cards of the same number or color. It also helps to have other
strong cards.
Players bid to be chief or vice, but also to invite the eventual chief
to select them as his partner! For the last, players will find the
underbid very useful as the chief will always be interested in a
strong partner with his trump. Bluffing is not often useful, as it will
discourage future partnerships.
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When a player has the position of chief in sight, he should
make his bid based on the strength of his cards and the strength
of his potential partner. A player who bids too low will seldom
be chief and, when he his, give away points he could earn.
Playing the game
First lead The chief starts by playing any one of his cards. The first
card played to a trick determines the color led to the trick.
Cards A player may play cards either from his hand or from the
cards he bid that are face-up on the table. The players
each play one card to each trick in clockwise order.
Same color On a player’s turn to play a card to a trick, he must play a
card of the color led to the trick if he can (from his hand
or the table). Which card of the color is up to the player. If
the player does not have that color, he may play any color
he wants or play a trump.
Trump color The chief and vice trumps combine together for one single
large color (even when one or both trumps are numbers)
called the trump color. Thus, chief trump can be played
when vice trump is led and vice versa. If trump is led,
players must play trump to the trick if they can.
If, for example, the number 6 is chosen as trump, the red 6 is not
a red card, but is of the trump color.
Trick A trick is won by the player who played the card with the
highest number on the trick of the color led. If, however,
one or more (or all) players played trump to the trick, the
player who played the trump card with the highest number
wins the trick. The winner takes all the cards and places
them face-down on the table before him.
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Trump & rank Chief trump cards are always higher than vice trump
cards. (e.g. chief trump 0 is higher than all vice trump cards).
Within a color, follow normal number rankings to
determine the highest card. When several cards of the
same number are played, including trump, the first
played is always higher than later played.
Double trump In a game with a color and a number as trump, a card
with both the color and number of trump is a double trump
and higher than all other trump. When the numbers 7 or 1
are trump with a color as the other trump, there are two double
trumps!
New lead After a player wins a trick and takes the card, he leads
(plays the first card) to the next trick (as long as the
players still have cards in their hands or bid cards on the
table).
Hand end When all hand and bid cards have been played, the hand
ends.
Scoring
There are two scores:
Single score Each player scores the sum of
the values (the 0, 1 or 2
triangles on the cards) of the
(point) value
cards he has taken in the tricks.
Team score Add together the sums of the players on the chief team. If
this total is equal to or greater than the team goal (see
table on page 6), the team has achieved their goal.
Otherwise, they have failed to reach their goal.
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The bonus
earned by a
team that
achieves its goal
is based on the
size of the
chief’s bid and
the type of
trump he chose.
The hand is worth more bonus points when the chief bid
more cards and when he chose a trump with fewer cards.
The chief and partner both score the bonus points shown
on the table for achieving the goal!
Example 7: Had Dagmar (from example 6) with a bid of four cards chosen a
color as trump, the bonus for both he and her partner would be
40 points (if they achieved the goal of taking 33 points in tricks
together). If she had chosen the number 1 as trump, the bonus
would be 50 points.
Failed goal When the chief team fails to achieve their goal, the players
check the team goal table (page 6) to find the highest bid
that they would have achieved with the points they took. If
they took fewer points that a bid of 1 requires, use 0 as
the bid. Then calculate the difference between this bid and
the chief’s actual bid. Each player not on the chief team
scores 5 points multiplied by this difference. The chief loses
10 points multiplied by this difference. The chief’s partner
scores no points (neither gains nor loses points).
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Example 8: Dagmar and Anna (the chief
team) in a five-player game with Dagmar’s
bid of 4, must take together 33 points in
tricks. In this hand, Dagmar took 20 trick
points and Anna took only 9, for a total of
29. Thus, they achieved a goal for a bid of
2 instead of 4, yielding a difference of 2.
Dagmar loses 20 points (2 x 10), and
Beate, Conny and Emma each score 10 points (2 x 5). Dagmar’s partner Anna
scores nothing extra, but also loses nothing. If Dagmar and Anna had together only
23 or fewer trick points, the difference would be 4.
Recording
The players record both their single and team points with paper and pencil
and add them together, along with points received in previous hands. The
game ends when one or more players reach a pre-determined score (e.g.
200 points results in a game of about an hour). The player with the most
points is the winner! If the end is not reached, the players play another
hand with the left neighbor of the dealer as the new dealer.
Example 9: recording points.
In one column, the players note the size of
the chief’s bid and the trump chosen by the
chief.
The first hand ended in a stalemate with a
bid of 4.
In the next hand, the chief team achieved
their goal with a bid of 5 and trump of 7.
In the last hand, the chief team failed their
goal with a difference of 3.
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For 3-8 players (best with 3), aged 10 and up
Overview
This is a trick-taking game, but as several cards earn a player minus
points, it is best to aim to take the “good” tricks rather than to take lots
of tricks. Of course, many cards earn a player positive points, and taking
the last trick gives a player a large bonus!
Preparation
When playing the game, you will need different cards with
different numbers of players:
With 3 players, remove the numbers 1 and 2 from each
color. With 7 or 8 players remove the number 2 from the
colors red, green, blue, and black (the yellow 2 remains).
With 4-6 players, use all the cards.
Choose a dealer who shuffles the remaining cards and
deals them all face down, one at a time to all players.
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Playing the game
Passing First, each player passes 3 cards face down to his right
neighbor (with 6 players, pass only 2). The players pass
the cards simultaneously such that a player may not look
at the cards passed to him until he has passed cards to his
neighbor.
First trick The player with the green five plays this card.
The players continue playing as described in Mü under
“Playing the game”, but without trump.
Scoring
After the last trick, the players count
their points using the table at the left.
The players record their points with
paper and pencil until one player
reaches -250 points. The game ends
and the player with the most plus points
(or fewest minus point is none have
plus points) is the winner. Continue playing hands as
above until game end.
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for 3-6 players aged 8 and up
Overview
This is a simple trick-taking game where each player plays
alone. Before each hand, each player must declare how many
tricks he expects to take during the hand.
Preparation
With three players remove any two colors from the deck.
Choose a dealer who shuffles the cards and deals them all
face down one at a time to the players.
Trump The dealer now turns over the last two cards he dealt to
himself. The color of the card of the two with the smallest
number is the trump color for the hand (there is no
number trump in this game). If both cards have the same
number or color, there is no trump for the hand.
The hands The players now pick up their face down cards.
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First lead If there is a trump, the dealer adds the card with the
smaller number to his hand. The other card remains as the
first card led to the first trick by the dealer. If there is no
trump, the dealer adds one of the two cards to his hand.
He is free to choose which one.
Playing the game
Declare Before any more cards are played, each player places two
cards from his hand face down in a cross before himself.
These are two estimates (or one) from each player of how
many tricks each expects to take in the hand.
Show one Simultaneously, the players turn over the top cards of their
crosses. These cards are not played to tricks in the hand.
At the end of the hand, a player who has taken a number
of tricks matching either of his two numbers earns a bonus.
Playing cards Now the players continue with the first trick following the
already played lead of the dealer. The rules for play are as
described in Mü under “Playing the game”, but with only
one or no trump.
Scoring
Each players scores points for the values
(0, 1, or 2 triangles) of the cards he has
taken in tricks.
If the number of tricks taken by a player
is exactly equal to one (or both) of his
declare cards, he earns the bonus at left.
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Example 10: Natascha has declared 3 and 4 tricks: the 4 hidden, the 3 face-up.
If she takes 3 or 4 tricks, she earns 10 bonus points: for the 4,
because it is the higher number and for the 3, because it is the
lower number, but is face-up and gets a double bonus. If the 3
were hidden and the 4 face-up, she would earn only 5 points for
taking 3 tricks, but 20 points (2 x 10) for taking 4 tricks. Both
numbers can only both be correct when the player plays two cards
with the same number.
Players record their scores with paper and pencil. The
game ends when one or more players have at least 200
points. The player with the most points is the winner!
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for 3-6 players aged 8 and up
Overview
In this game, the players try to get rid of their cards ass fast as possible,
but also in high-valued combinations. Players play alone with 3 and 5,
in partnership with 4 and 6.
Preparation
Choose a dealer who shuffles the cards and
deals the number of cards shown on the table
to the left to each player face down one at a
time. Place the remaining cards face down as a supply and
turn over the top-most card, placing it next to the supply to
start the discard stack. The player to the left of the dealer
starts the hand and the players then take turns in
clockwise order around the table.
Playing the game
On a player’s turn, he takes the following three actions in
the order shown:
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1. He must draw one card.
2. He may play one or more cards.
3. He must discard one card on the discard stack.
1. Draw The player first must draw one card from the card supply
or one or more cards from the discard stack. If the player
chooses to draw cards from the discard stack, he must take
the top-most first, then the next, and so on until he decides
to stop drawing cards.
2. Play The player may now play cards on the table before himself.
He must play cards in combinations of at least 3 cards
each. A combination is either 3 or more of the same
number (a "ling") or 3 or more cards whose numbers are
in a consecutive sequence (sequence). A sequence must
either be cards of all one color or all different colors. A
ling must always be cards of all different colors. A
combination may never have 2 identical cards.
Yellow joker All yellow cards are jokers; each is used as a card of the
same number of any color.
A one color sequence must always have more than half its
cards as normal cards (not jokers). Thus, a 4 card sequence
may have at most 1 joker, a 5 card sequence at most 2,
and so on. A ling or different colored sequence may only
have at most 1 joker. You can use a joker to build a Ling of
five colors.
Example 10:
red 5, yellow 6, red 7 is a one color sequence with joker. Red 5,
yellow 5, green 5, blue 5, black 5 is fiveling. Blue 6, yellow 7,
blue 8, red 9 is not as legal sequence as it is neither one colored
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nor different colored. Red 2, red 3, yellow 4, red 5, red 6, yellow
7, yellow 8 is a red sequence of length 7. Yellow 3, yellow 4,
yellow 5 is not legal as it has too many jokers.
Joker trade
No breakup
3. Discard
Hand end
During the first hand, a player’s first
play on the table must consist of at
least 4 cards. In later hands, a player’s
first play of the hand is dependent on
the number of points he or his team has
accumulated (see table to left).
Once a player has played his first cards
to the hand, he is no longer required to
play a certain number of cards at a time and may also add
cards to his or others’ combinations.
If a player has a card that would fit where a joker has
been players in one of his or another’s combination, he may
trade the cards, placing his card in the combination and
taking the joker into his hand. He may then immediately
use the joker if he chooses.
Once a combination is played, it may not be removed or
rearranged (except for joker tradin above).
At the end of his turn, a player must discard a card face
up on the discard stack. A player may never play his last
card and must organize his play to have at least one card
left for the required discard. Then the next player takes his
turn. The discard stack should be kept neat so only the topmost card is visible.
The hand ends when a player, after discarding one card,
has no more cards in his hand.
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Scoring
Now the players score. The
table to the left shows what
points players gain or lose for
cards on the table and
remaining in their hands.
Clean combinations are worth
more than mixed ones! A
different colored sequence is
never clean. Other sequences
or lings are clean if they have
no joker(s).
Each player adds (and
subtracts) all their scores
together and records them
with pencil and paper.
When playing as teams, each team records their scores
together. Also, the partner of the player who ends the hand
does not score negative points for cards remaining in his
hand.
The players add their scores for this hand with their
previous total. The left neighbor of the dealer becomes the
dealer for the next hand, which is played as above.
The game ends when at least one player reaches 200
points or at least one team reaches 500 points. The player
(or team) with the most points is the winner!
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for 2-4 players (best with 2 or 4) aged 10 and up
Overview
Each player tries to “catch” as many of the “wild” animals (the cards
face up on the table) as he can to build various combinations in his
hand. When a player does not catch anything, he must release one
of his animals into the wild (place a card from his hand face up
on the table). Of course, there are some animals a player will
not want to catch.
Preparation
Choose a dealer who shuffles the cards and deals four
cards face down to each player. Then, he places four cards
face up on the table (the “wild”). He places the remaining
cards as a supply stack face down on the table. With four
players, the players opposite each other form two teams
and play together.
Hunting
Play begins with the left neighbor of the dealer and
continues clockwise around the table.
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On a player’s turn, he first places one card face up on the
table. With this card he either catches another card or lets
the card “go free”.
Catching A player has three ways to catch a card:
Adding If the numbers on two or more of the wild cards add up to
the number on the card played, the player may catch these
cards. He then sets the card he played free, placing it in
the wild (as a face up card on the table).
If more than one combination of wild cards sum to the
number on the card played, the player chooses which one
combination (if any) to catch.
Totalling If the numbers on one or more of the wild cards can be
added to the number on the card played to sum to exactly
17, the player may catch those wild cards. He then sets the
card he played free, placing it in the wild (as a face up
card on the table).
If more than one combination of wild cards sum to the
number on the card played, the player chooses which one
combination (if any) to catch.
Pairing If the numbers on one or more of the wild cards matches
the number on the card played, the player catches one of
the wild cards and the card he played.
Many catches A player may use his one card played to catch 2 or 3 of
the above combinations, but only one of each kind.
Example 11: a 3, 4, and 6 lay in the wild. With a 7, a player can catch either
the 3 and 4 by adding or the 4 and 6 by totalling. He may not
catch all three as he may not use the 4 twice for catching.
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Releasing A player who cannot or chooses not to catch anything may
release a card into the wild. However, he may not release
a card that could have caught card(s) using any of the
catching methods. A player who plays a card that can catch
more than one combination, need not catch all such
combinations, but only those he chooses (at least one!). If
a player releases a card that has a possible catch and his
opponents notice it, he must catch at least one combination
with it. If they do not notice the catch, there is no penalty.
A player must release a card if the previous player caught
all the cards from the wild.
Zeroes If a player uses adding or totalling to catch wild cards and
there are one or more cards with number 0 in the wild, the
player must catch at least one of the 0 cards.
New round After four rounds of play, the players have no cards left in
their hands. The player to the left of the dealer becomes
the new dealer and deals four cards to each player and (if
there are still cards available) four cards face up in the
wild. His left neighbor starts and the game continues as
before.
Hand end & scoring
When the card supply is exhausted and the last hand card
has been played, the hand ends. The remaining wild cards
remain in the wild and are not scored.
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The players (or teams) turn
over their caught cards and
use the table at the left to
score their catches. If several
players (teams) tie with most
unicorns or hedgehogs, they
share those points equally
among themselves.
The players record their points and play another hand as
above. The game ends at a pre-determined number of
points (e.g. 100) and the player with the most points is the
winner!
Variant
In this variant, players try to release animals in the wild
instead of catching them.
Thus, players try to score the fewest points. Players use the
rules as described above except: when a card may catch
more than one combination, the player’s left neighbor
decides which combination is caught.
As above, with four players,
play two partnerships. Score
the game use the table at the
left. The player (team) with
the fewest points after a few
hands is the winner!
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Have fun!
The authors and publisher thank the many people who helped with playtesting and
rule reading.
If you have questions, comments, or suggestions, please write:
Rio Grande Games
PO Box 45715
Rio Rancho, NM 87174
email: [email protected] / web: www.riograndegames.com
© 1994/2003 by Doris Matthäus und Frank Nestel
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