RULESBOOK • 9 Player: 1-18, 6 Suits • Deal All Cards Out
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Auf Falscher Fahrte (On the Wrong Track) 3-4 Players Escalation 2-6 Players Hat Trick 4-6 players Margin For Error 4 Players • 4 suits, 0-9/12 (3/4 players) • 4 chips in suit colors • 1 in 1 suit • 2, 7 in 5 suits • 3 suits, 1-20 • 1-14, 4 suits • 4 and 10 in 5 th suit • 3-6 in 6 suits • 8 in 4 suits • Trick-Taking game. Must follow suit if able, highest (trump) card wins and leads next. • 9, 10 in 3 suits • 11-13 in 2 suits • Trick-Taking game. No trump; led suit high-card wins trick. • Shuffle 4 suits and deal all cards. Partners sit opposite. • Deal out all cards (in 3-player game, reveal the last card). • 0 in 2 suits (Neighborhood Watches) • 18 in 3 suits (Jokers) • Deal all cards out evenly. Player to left of dealer leads first. • Choose Captain: Dealer chooses to be Captain, or passes. Option goes around the table clockwise. If it • Use a chip (usually red) to indicate trump. • The first off-suit card played opens a 2 nd trick. returns to dealer, he must be Captain. • Players play one card (their “Bid”) to the center face down. Shuffle these into a deck: you’ll reveal the top • Trick-Taking game. Deal each player 6 cards. Player to left of dealer leads first. • Players may then play to either trick. Must follow suit, or place a face-down card of third suit to "pass". • Set Goal: Captain announces the point suit, then passes partner (face down) either the 4 or 10 card. 4 = card after tricks 3-5 (3-player) or 2-5 (4-player). • On your turn • Cards won are stacked face-up in front of winning player. take 4 or less of that suit; 10 = take 10 or more of that suit. • Goal for hand is based on sum of bids: o You may play a single card or a set of cards with the same number (Jokers may be any number 1-7) if • Play one fewer tricks than cards started with. • Pass Cards: Captain passes 3 cards to partner, who may look at them before passing 3 different cards o <13 (3er) or <23 (4er) - as few tricks as possible. the sum of your cards exceeds the total played by the previous player. • Play one round per player, rotating the deal. Or play to a target score. Most points wins. back to Captain. Player to Dealer’s left passes 2 cards to his partner, who then passes 2 cards back o 14+ (3er) or 24+ (4er) - as many tricks as possible. o Neighborhood watch: "free pass"; play alone to pass without winning trick; previous total remains. • Scoring: similarly. • When all have 4 cards left, player in worst position may change trump color. Ties: no one may change o Draw back to a hand size of 6 after playing any cards. o +1 per card won of suit you have the most cards. • Play: Player with Green 1 (Blue 1 if Green is the point suit) leads that card. Winner leads next. Follow suit if trump. o If you cannot play, or do not want to play, you win the trick; add cards to score pile and lead next. o -1 point for all other cards won. possible. Cannot lead Point suit until they are broken. May not break Point suit on first trick. • Scoring (by rank from best worst): • Round ends when draw deck exhausted and one player plays their last card. o -2 per "pass" card. • Reveal Goal chosen once a team has taken 5 point cards. o 3-player: 3/2/1 points • Score 1 penalty point for each card won and or left in hand. • Scoring (first team to 60pts wins) o 4-player: 4/3/2/1 points • Play 1 round/player. Fewest points wins. Loco! 2-5 (6) players o Captain's team wins 15 points if they make their goal. • Play 2 rounds per player. o Opposing team wins 10 points if the prevent that. o If Captain's team misses by only one, round is a draw. Fette Funfzehn 2-4 Players • 0-5, 5 suits (5-6 players: 6 suits) • 5 chips per suit David & Goliath 6 players o If Captain's team takes all point cards, score a 10 point bonus (High goal only; i.e., goal was to take • th 10+ cards). 1-13 in 4 suits • 4 and 15 from 5 suit • Deal cards equally, setting aside any remainders. • 5 suits, 1-9/12/15/18 for 3/4/5/6 players • Place chips in center of table. • Mit List Und Tucke (With List and Malice?) 4-5 Players Trick-Taking game. Must follow suit if able. • Play a card of any color, then take a chip of any color. • • Trick-Taking game. Need NOT follow suit. 9 rounds. Deal 4+(round#) cards per player. • Round ends when one stack has 6 cards. • • • 4 Player: 1-14, BGRY • 5er: RY 1-18, BG 1-17 Deal out all cards. Then, reveal cards from the top until a card <14 is shown = trump color. 14 and 15 are always trump. • Chips VP value = value of last card played to that stack. • • Players play any card (in turn order). Optional: If a player has no trumps and all cards < 10, he may request a redeal. • Play one round per player; player with the most points wins! o • • Shuffle and deal out all cards. Dealer’s left leads. First card led to a trick determines trump color for trick. Lowest card (any suit; if 2+ of same number played, last is lowest) wins highest card. Players bid on tricks to take (0 bid OK), starting with the dealer. Highest bid leads. • Variant: Mega-Loco (4-8 players) o • Players need not follow suit. A trick may have 3 suits at most. If a player cannot play (only has cards of 4 th Highest card (any suit; if 2+ of same number played, last is highest) wins trick and takes all other cards; • Scoring: o 0-5, 5 suits x 2. 10 chips per suit. suit left in hand), the round ends immediately. lead next. o Correct prediction: 3/bid + round number. o Round ends when a stack has 12 cards. • Put cards won face-up in front of you. • Highest trump chooses half the cards (rounding up) from current trick. Lowest non-trump card receives the o Too few tricks: -3 / BID. • Play 1 round/player, rotating the deal. o rest of the cards from the trick. If only one color is played, no one receives the remaining cards. Too many tricks: 3 / bid +1 / extra trick. Lost Cities 2 players • Scoring: for each suit … • • Stack all taken cards face up, sorted by color. Once a player has cards in all 4 colors, he chooses which 2 Partnership variant (4 players): partners sit across each other. Play as normal, but for scoring use the o If you take 1-2 cards they score face value. team’s summed bids and tricks taken. will not count for him and turns them facedown. • 5 suits: 2-10 and 5-18 • o If you take >2 cards, score 1/card. Round ends when all cards are played. • Foppen (Fool) 3-6 Players Score = (multiple of cards in 2 largest face-up stacks … 0 is possible!) / (number of other cards taken … • Place the 18s face-up in a row between the players. Die Sieben Siegel (The Seven Signs) 3-5 Players minimum 1). • Shuffle and deal 8 cards to each player. • • G1-20, R1-16, Y1-14, B1-10 • Fool Marker (Box) Play 1 round/player; highest score wins! • Play or discard a card (face up). Cards are played to a stack of its color, and must be in order (though • 5 suits (RYGBV), 1-9/12/15 for 3/4/5 players • Chips: 3 each YGBV, 5 R, 4 White, 6 Black. values may be skipped). Discards are placed on the "18" of their color. • Saboteur token. • Ohio 2-6 Players (best with 3-4?) Trick-Taking game. Must follow suit if able. Off-suit cards are anti-trump: lower than suit led. When a • Then, draw the top card from the draw deck or any of the discard piles. number is played more than once, last played is lowest. • Round ends immediately when the last card is drawn from deck. Deck may be counted at any time. • Trick-Taking game. Must follow suit if able. Red is trump. • • 0-10, 1 suit/player Deal out all cards; left of dealer leads first. • 15-17 cards are investment cards: must be played before any others of that color. • Deal out all cards. • Highest card wins and leads next. Lowest card gets the Fool Marker. Fool sits out next hand. • Scoring. For each player: • Starting to dealer's left, take chips to predict tricks taken in each color. Take from other players if • 1’s: 4-colored; will match the color of the led suit. If led, the next card played determines suit for hand. • Climbing game. o Each suit: (Sum of cards - 20) x (number of investment cards + 1) + (if 8 cards were played, add 20). necessary, giving them a white chip in replacement. OR, one player may choose to be Saboteur. • • Give all cards of a suit to each player. The hand ends when one player is out of cards: complete the trick then tally scores. o Add scores for all suits. • Player to dealer’s left leads first.