Transcript
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
e m Na
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