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Rules (card game) - Play with two packs of cards + jokers (they count as 7 of diamonds) - Deal five cards

to everyone, and one on table - The game is basically the same as Mao: one has to put the same suit (then only one of those) or the same number (one can put more of the same number) or draws one from the pile, which can be put instantly down - Basic rules: - 3 reverses the order - at 7 say have a nice day then next draws a card, unless he puts 7, and says have a very nice day, have a very very nice day and so on - at 8 the next player is left out - 11 changes the suit, but the one who says it fastest, changes it - at spades say nr. of spades - When one gets rid of the cards in his hand, he must figure out and put a new rule into play. The rule may contradict one, but only one basic rule, and must be formulated in a simple sentence (no words like and, or). In every step, there must be a proper card, which doesnt result penalty. The rule itself cannot make a player draw cards. - Never explain the rules - Anyone can give a player a penalty card, when these cases occur (separately for every case, but only one for each): - putting a wrong card (he has to take it back too) - playing the wrong turn - waiting too long (only if he doesnt realize its his turn) - breaking a basic rule - breaking someones rule - explaining rules - giving wrong penalty card (the first one doesnt get it then) - The game ends, when everyone agrees to finish it, the winner is the one who has the most own rules in the game, if there are more tied, the one with least cards in hand.

Swamp (card game) 6 or more players can play the game. Play with as many packs of cards as necessary for everyone to have about 15 cards when dealt all cards (with jokers). Announce someone to be the king. Starting with the king and to the left, everyone has to put down a number of cards all with the same number on them, but no less than the previous player and their number must be greater than that of the previous ones. So for example if the king plays two 3s, then the next one has to play exactly two cards, with numbers 4 or greater on them. (Alternative rules: the next player can play 2 or more cards of the same number, which need not be greater but can be equal to 3 as well.) If someone cannot or doesnt want to play the required amount of cards, he can pass. The turn ends when everyone passes, and the last one to play a card can start the next turn. Whenever someone plays a joker (they can be played as single cards), the turn ends immediately and he can start the next turn. If someone gets rid of his last card and wins a turn at the same time, then the one to his left can start the new turn. The players have to fix a number of cards beforehand, the playing of which amount results in a so called revolution. This number is 3-5 depending on the number of players and the number of card packs in the game, so that assembling this number of cards is neither easy nor impossible. When someone plays this amount of cards (this can be done any time) the order of the cards turns around, so 2 will become greatest and king will become least, only the joker retains its unique role. This effect lasts until the end of the round or until someone plays this amount of cards again in the same round, which is called an anti-revolution. The winner, and the to-be-king of the round is the one to get rid of his cards first, then the game goes on and the second to get rid of all cards becomes prince, the third the baron, then there are several citizens, the last but second becomes peasant, the last but first becomes day-laborer and the very last becomes the swamp. When all the roles are set, the players have to arrange themselves around the table so that the prince is on the left of the king, the baron is on the left of the prince and so on (the swamp will be on the right of the king). When the next round starts all cards are dealt but before the game begins, the swamp gives his best (highest in number, with joker on the top) three cards to the king, who in exchange gives any three of his cards to the swamp. The same goes for the prince and the day-laborer but with only two cards and the baron and the peasant with only one card. This is called taxing. The king starts the first turn of the new round by playing a number of cards with the same number on them, and so on.

The monkey and the elephant (camp game) The players announce someone to be the monkey, the elephant and the bull. The others can choose an arbitrary animal for themselves and make up a sign for that animal. (The monkeys sign is to scratch his head; the elephants is to place one arm in the other thats grabbing ones nose; the bulls is to show two horns.) The monkey is on the left of the elephant and the bull is on his right. The goal is to make the elephant lose his place. The game goes like this: the elephant shows the sign of any animal in the game. Then the player who plays that animal shows first his own sign, then some other animals sign in the game. Then that player shows first his own sign, then another animals sign, and so on. If someone makes a mistake in showing his own sign, he goes to the place of the monkey and becomes the monkey, the monkey becomes the animal of that player and everyone shifts left one place. If the player to make a mistake, however, was the elephant, he doesnt become the monkey but the player to call the elephants sign swaps places with the bull. The only way to make the elephant lose his place is for the bull to call the elephants sign and the elephant to make a mistake in showing his own sign, so only the bull can become elephant. Alternative rule: the bull cant call the elephants sign for the first time since he became the bull.

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