A fun card game for 2-6 players from age 8. by Tanja Philippeit
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1 A fun card game for 2-6 players from age 8 by Tanja Philippeit
2 Game Components 142 number cards 3 to 10 points: -1 and -2 points: -5 points: Jokers: 14 special cards Drama Llama = +3: Karma Llama = -3: 14 x 10 x 5 x 5 x 6x 8x 15 wooden llamas Aim of the game Nine cards are placed face down on the table in front of each player. During the game, players gradually replace their cards with cards from the draw pile or discard pile until all their cards are turned face-up. The aim of the game is to score as few points as possible. Players can do this by 1. collecting as many cards as possible with low or negative values and 2. creating rows or columns of three identical cards to win negative points. The number cards have values from -5 to 10, and a joker card can be used to replace any number card with a value from 3 to 10. There are also two special cards: the Drama Llama and Karma Llama. Although these cards allow players to dump extra points on their opponents, they can also force them to hand over precious negative points. The round ends when a player turns his/her last card face up. The players add up the points for their cards and the player with fewest points wins the round. The first player to win three rounds wins the game. Game setup The cards are shuffled well. The dealer gives each player nine cards, which they arrange in three rows of three face down on the table. Players are not allowed to look at the cards. The remaining cards are placed face down in the middle of the table and become the draw pile. The top card from this draw pile is turned over and placed face up beside it to start the discard pile. Players can look at any two of their cards before placing them face down on the table again. They are not allowed to look at their other seven cards.
3 Before the game starts, players can look at any two of their own cards. Game play The player to the left of the dealer starts, and the game continues in a clockwise direction. During their turn, players have the following options: Take a card from the face-down draw pile (A) Take a card from the face-up discard pile (B). Option A: Take a Card from the Draw Pile The player takes a card from the top of the face-down draw pile and looks at it. If it is a number card (positive values are black, negative values are green) or a joker, the player has the following options: 1. The player can swap one of his/her nine cards for the card from the draw pile by placing the card drawn face up in the corresponding position on the table. Any of the player s cards (face up or face down) can be replaced with the card drawn. If the player wants to replace a card that is face down, he/she is not allowed to look at this card beforehand. Once it has been replaced, the card is placed face up on the discard pile. 2. The player can decide not to swap any of his/her cards for the card from the draw pile. In this case, the player simply places the drawn card face up on the discard pile and the game continues with the next player. However, if the card drawn is a special card ( Drama Llama or Karma Llama ), the player cannot swap this with another card. The player must give the special card to another player and cannot swap any cards during this turn. For more information, see Special Cards.
4 Option B: Take a Card from the Discard Pile The player takes a card from the top of the face-up discard pile. If this is a normal number card or a joker, the player must swap it with one of his/her nine cards by placing the card drawn face up in the corresponding position on the table. The swapped card is placed face up on the discard pile and the game continues with the next player. If the top card of the face-up discard pile is a special card, the player can take the card but cannot swap it with one of his/her own cards. The player must give this card to another player and cannot swap any cards during this turn. For more information, see Special Cards. Discard pile Draw pile Example: Tony takes the top card from the discard pile (value -2) and swaps it with one of his nine cards (in this example, the first card on the left in the top row, which has the value 9). He places the replaced card face up on the discard pile and the game continues with the next player.
5 Special Cards: Drama Llama and Karma Llama In addition to normal number cards, the game also features two special cards the Drama Llama and the Karma Llama. Whether the special card is drawn from the face-down draw pile or taken from the top of the face-up discard pile, the player is not allowed to swap the special card with one of his/her own cards. Instead, the player must give the special card to another player and cannot swap any cards during this turn. The game continues with the next player. The player to whom the special card is given places it next to his/ her nine cards. At the end of the round, the value of the special card (Drama Llama +3, Karma Llama -3) is added to, or subtracted from, the points total for the player s nine cards. A player can be given any number of special cards during a round. Example: Lisa has two Drama Llama cards, and so must add 6 points to her total score at the end of the round. However, she also has a Karma Llama special card, which means that she can subtract 3 points. Card Triplets Players can reduce their total scores by arranging triplets of matching cards into rows or columns. If a player manages to create a row or column made up of three identical cards, the value of the card triplet is subtracted from the player s total score. However, the negative value is always applied to the row or column as a whole not to each individual card (see example on the next page). Players can create more than one row or column. However, diagonal rows do not count. Intersecting rows and columns are allowed. In this case, however, the cards in the row and in the column must all have the same value (see example on the next page under Using Jokers ).
6 Example: Paula has three sixes in a row. She receives -6 points for the row at the end of the round. Only rows and columns created from cards with positive values count. Rows or columns made up of cards with negative values are scored as individual cards. For example, a column made up of three -1 cards has a total value of -3 points. Using Jokers Jokers can be used to replace any number cards with values between 3 and 10 and are very useful for creating rows or columns of identical cards. Even if they are not used to create a row or column, they can be placed anywhere in the three-by-three card arrangement and are assigned the value 0 when the scores are calculated. Example: Fred has used a joker to create a column of three sevens and a row of three sevens. He receives a total of -14 points for these when the scores are calculated at the end.
7 End of Round Scoring The round ends when a player turns his/her last card face up. Every other player then has one last turn. If a player draws a special card in this final turn, he/she must give this to another player and cannot swap any more cards. The scores are calculated once all players have completed their final turn. The players turn over any cards that are still face down and add up the points for their own nine cards. The corresponding negative scores are subtracted for rows and columns of matching cards, including the rows or columns that are created at this point by turning over cards that had previously been face down. Players who have received special cards during the game add/ subtract the total number of points for the special cards to/ from their total scores. If a player finds a special card among the cards that had not yet been turned over, the value of the special card (+3 or -3) is added to/subtracted from the player s total score. The player with the fewest points wins the round and receives a wooden llama. In the event of a tie, all players who share the lowest points total receive a llama. If this happens in the deciding round (see End of the Game ), the number of rounds (or llamas) that need to be won for overall victory is increased by one. The next round is then played. The player who started the previous round deals and the player to the left of the dealer starts the new round. End of the Game The game ends as soon as a player has won three rounds (three llamas). Exception: If there are five or six players, the first player to win two rounds (two llamas) wins the game. Alternative Ending: If you are a stickler for accuracy, you can record the points won by all players in each round on a piece of paper. The player who has the fewest points after four rounds wins the game. The wooden llamas are not used in this version.
8 EMOJICAL MAU-MAU for 2-10 players from age 6 Playing cards with numbers are history. In this new interpretation of Crazy Eights, emojis are the name of the game. Who will be the first to shed all their cards and win the game? Emojical Mau-Mau contains completely new and crazy action cards which put additional spice in the game. Donating and Gambling cards will drive your fellow players crazy and get you on your way to victory. Lots of fun guaranteed! Edition Starnberger Spiele Maximilianstr. 5 D Starnberg Made in Germany Sung-Hee Seewald Dr. Tanja Philippeit (Author & Design) /starnbergerspiele /starnbergerspiele
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