engrules2/Belichtung 22.09.2003 7:39 Uhr 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 Seite 1 engrules2/Belichtung 22.09.2003 7:39 Uhr 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! 2 Seite 2 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 3 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. 3 engrules2/Belichtung 22.09.2003 7:39 Uhr 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 4 Seite 4 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 5 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. 5 engrules2/Belichtung 22.09.2003 7:39 Uhr 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. 6 Seite 6 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 7 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. 7 engrules2/Belichtung 22.09.2003 7:39 Uhr 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. 8 Seite 8 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 9 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). 9 engrules2/Belichtung 22.09.2003 7:39 Uhr 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. 10 Seite 10 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 11 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. 11 engrules2/Belichtung 22.09.2003 7:39 Uhr 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. 12 Seite 12 engrules2/Belichtung 22.09.2003 7:39 Uhr 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. 13 Seite 13 engrules2/Belichtung 22.09.2003 7:39 Uhr 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. 14 Seite 14 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 15 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! 15 engrules2/Belichtung 22.09.2003 7:39 Uhr 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: 16 Seite 16 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 17 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 17 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 18 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. 18 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 19 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! 19 engrules2/Belichtung 22.09.2003 7:39 Uhr 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. 20 Seite 20 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 21 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. 21 engrules2/Belichtung 22.09.2003 7:39 Uhr 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. 22 Seite 22 engrules2/Belichtung 22.09.2003 7:39 Uhr Seite 23 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! 23 engrules2/Belichtung 22.09.2003 7:39 Uhr 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 24 Seite 24

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