ࡱ; !"  #$%&'()*+,R Fb/ۻCompObj\WordDocumentNMObjectPool˖ۻ˖ۻ  FMicrosoft Word 6.0 DocumentNB6WWord.Document.6;  Oh+'0  $ 0 <HP Xd JTechoSlug:Applications:Microsoft Office:Microsoft Word 6:Templates:NormalXXL Ken Tidwell Ken Tidwell'@lۻ@v@lۻܥhO e7NM4 HHKKKKKKKKKKK K(K`LiKKKKKKKK8L:L:L:L:L:L:L&LX!M-`LKKKKKK`LKKKKKKKKKKKKK8L0K,\KJKKKKK8LKDKXXLPRIVATE  6 card-games from Abacus Spiele, for 2 - 6 players from 8 years. By Dirk Hanneforth and Hajo Bucken. Rules translated by Denis Arnold Distributed from The Rules Bank by Mike Siggins Contents 55 cards, each showing two different numbers from 0 to 10. The number in the middle is the total value of the card, i.e. the total of both the other numbers. Please have pencil and paper ready to note the scores. PURE XXL The 6 XXL variants are each played once (or twice) in succession. After each game, the placing achieved by each player are noted. If there is an equal score between players, they tie for that position, and the next position is skipped over; for example, if 2 players tie for 2nd place, the next takes 4th place. After the final game, the positions achieved are added together. The winner is the player with the lowest result. GAME 1 Rauf & Runter (Up and Down) Laying out in two directions. Card distribution Each player gets 6 cards; the rest form a face-down draw pile. The first 2 cards from the draw pile are turned face-up. Aim of the game Each player tries to be first to lay all his cards. Procedure Each of the cards laid face-up gives 4 possibilities of numbers which can be laid up or down against them. The player to the left of the dealer, begins. He must lay one of his cards to form a continual one-colour number sequence. On both of the cards turned up at the start, the first card laid on each can be in ascending or descending sequence. This card fixes sequence direction that must be continued from now on. Example: In the centre are cards A (Yellow 7/Red 0) and B (Blue 4/ Yellow 7). On A can be laid cards with Yellow 6, Yellow 8, or Red 1. On B can be laid cards with Blue 3, Blue 5, Yellow 6, Yellow 8. Now the relevant rows each give just another 3 laying possibilities. Either continue the number sequence already started in the now-fixed direction or, on the second number of the last-laid card, start a new up or down sequence. (The previous sequence then has no more significance). If for example the first player had laid Yellow 6/Red 7 on card A, lay a Yellow 7 again, but must play a player has started a descending sequence. a new sequence on the Red 7, by playing Red 6 or Red 8, because the direction of the preceding Yellow sequence doesn't affect the new Red one. A player who has no suitable card, takes a card from the draw pile. He can use this immediately, if it will go. Then it is the next player's turn. If a 10 or a 0 is the first number in a sequence, only a lower card can be laid on the 10, and a higher one on the 0. If a 10 or a 0 is laid on an existing sequence, a card can only be played on the second number of the existing card, thereby starting a new series. If, for example, the first the next player cannot now Yellow 5 because the first But he can, instead, start With the laying of a new card like this, the numbers of a colour form a new sequence, and the rest of the previous cards are turned face-down. The End and the Scoring The game ends as soon as one player has laid his last card; or if the draw pile is used up and no player can lay a suitable card. Now each player counts the total values of all the cards which he still has in his hand; the one with the lowest total is the winner. GAME 2 Immer achon drunter blelben (Always keep under) Stack them low here. Card distribution Each player gets 6 cards; the rest form a face-down draw pile. The top card is turned up as the first card of the discard pile. Aim of the game Each player tries to be first to lay all his cards. Procedure The player with the most points, begins. One card can be laid on the discard pile, if one of its two values is lower than the value of the same colour on the topmost card. If the top card of the discard pile shows a 0, then only the second number can be used. Example: The first player plays Red 6/Green 0; the next player cannot play a Green, as 0 is the lowest value. He can play any card with a Red number between 0 and 5. Let's assume he plays Green 1/Red 2; so the next player can play only Green 0, Red 1, or Red 0. If a player has no suitable card, he must take a new card from the draw pile. He can lay this immediately, if it will go. Then it is the next player's turn. The End and the Scoring The game ends as soon as one player has laid his last card; or if the draw pile is used up and no player can lay a suitable card. Now each player adds together the total values of all the cards which he still has in his hand; the one with the lowest total in the winner. GAME 3 Verweigern gentattet (Allow to refuse) Trick play with and without following suit. Card distribution Each player gets 8 cards; the rest are put face-down to one side. Aim of the game Each player tries to win the most cards. Procedure This game is in 2 phases. In the first round, the player with the most points plays the first card and states which of the two colours will apply to this trick. Then, in turn, each player lays a card of that same colour. If a player cannot follow colour, he may play any card he chooses. Whoever plays the card with the highest value in the required colour, wins the trick. He leads to the next trick and names the colour of the new trick. If 2 cards of the same value are played, the one with the higher total value is the higher card. The first phase ends after 8 rounds, when each player has played all his cards. Now each player counts how many cards he has collected in his tricks; each player must put aside one of these for the 2nd phase. If, with 2 or 3 players, a player doesn't take a trick at all or, with 4 or more players, 2 players don't take a trick, the game ends early and is scored immediately, If the game is not ended early, there now follows the 2nd phase. All cards, except for those which players have laid aside after the lst phase, are shuffled and dealt out. Together with the card held back, each player now gets dealt only the number of cards that he won in the 1st phase, The rest are not needed any more and are put aside face-down. The player with the most cards, begins. If any players have equally the most cards, the player with the most points begins. For leading and laying cards, the same rules apply as in the 1st phase. However, if a player has less cards than other players, he can choose not to lay a card, ie he can pass. He can only pass if at least one other player still has more cards in his hand than him; otherwise, he must play a card. The End and the Scoring The game ends after the 2nd phase. With 2 or 3 players, the 2nd phase ends when one player has no more cards; with 4 or more players, it ends when 2 players have no more cards or, if one player took no tricks in the lst phase, when the other player has no more cards in his hand. Each player adds up the total values of the cards that he has won; the player with the highest total is the winner. GAME 4 Strassenbau (Making Straights) Collecting, exchanging, laying down. Card distribution Each player gets 4 cards; the rest form a face-down draw pile. The top 2 cards are turned face-up. Aim of The Game Each player tries to lay down as many card combinations as possible. Procedure The player with the most points, begins. On his turn, a player can carry out one or both of the following actions in the sequence given: i) He can try to form a Straight (Straights always consist of 3 cards with consecutive numbers of the same colour). A Straight could be, for example, Green 6-7-8. For this, he can use 3 cards from his hand. But he can also use 1 or even 2 of the cards laying face-up on the table, and then complete the Straight with 2 or 1 cards respectively from his band. If a player can form a Straight in one way or the other, he first picks up cards so that he has 4 in his hand again. Afterwards, if the player has used face-up cards, the appropriate number are taken from the draw pile and laid face-up in the middle. ii). The player can exchange one of the cards from his hand for one of the face-up cards on display, OR he can lay a card from his hand face-up in the middle, and then take a card from the draw pile. A player may also pass instead. If all players have passed In a round, the top card from the draw pile is turned up and placed with the face-up cards in the middle. As a reminder, you can lay the XXL-box in front of the player who first passes; but don't forget to pass the box on it the next player doesn't pass. The End and the Scoring The game ends when the draw pile to used up, and no player can lay down any more Straights. Now each player adds up the total values of the cards in his straights; the player with the highest total in the winner. Example: A player has laid 2 Straights - Red 2-3-4 (other values 7-5-1), and Yellow 2-3-4 (other values 3-8-9). The first Straight score: 22 (2+3+4+7+5+1), and the second 29 (2+3+4+3+8+9). So his total score in 51 points. GAME 5 Auf die Riehe bekommen (Get tn.line.) Valuable laying down. Card distribution With 2 - 4 players, 9 cards each With 5 or 6 players, 7 cards each. The rest form a face-down draw pile. Aim of the Game Each player tries to be first to lay all his cards. Procedure The player with the most points, begins. It he has a 10, he can lay this as first card, thereby opening up a descending run. Play continues clockwise. Now, on his turn, a player can either lay down a 10 in another colour and an open up a new run, or he can lay a card with the next lower number of the same colour on an existing run. A 0, being the lowest number, ends a run and can no longer be laid on. Now only a 10 in that colour can be laid again. If, for example, Red 10, 9, 8, 7 are laid, the next player can only lay a Red 6 or a 10 in a colour other than Red. If a player doesn't have a suitable card. he takes a card from the draw pile. He can lay this immediately, It will go Then it is the next player's turn. The End and the Scoring The game ends when one player has no more cards; or if the draw pile is used up and no player can play a card. Now each player adds up the total values of all the cards which he still has in his hand; the one with the lowest total is the winner. GAME 6 lch bestimm die Farbe! (I decide the colours) Trump for all you're worth! Card distribution With 2 - 4 players, 12 cards each With 5 or 6 players, 9 cards each The rest are not needed and are put aside. Aim of the game Each player tries to collect tricks as valuable as possible. Procedure The player with the most points plays.a card first. One of the two colours played must be followed. When the next player plays a card, it being only one of the two colours of the first card played, the colour of the trick is thereby fixed, and this colour must now be followed. If a player cannot follow, he can play a card of any other colour. There are no trumps, so no colour can trump another. Example: The first player leads Green 1/Red 2. The next player must now lay Green or Red. If he plays, say, Green 2/Blue 5, the trick colour is Green. All other players must now play a Green if they have one. If the next player plays a card showing both the colours of the first card, the colour of the trick is still not decided. Only when another player plays a card showing only one of the two colours, is the colour of the trick thereby fixed. Example: The first player plays Green 1/Red 2; the next plays Green 9/Red 7. The trick colour is still Green or Red. The third player plays Green 3/Blue 4; now Green is fixed as the trick colour. If a whole trick consists of cards with the same two colours, the colour of the highest value on the last card is adopted. When all players have played a card, the player of the highest card in the trick colour, takes the trick and leads for the next one. With two equal values, the card with the higher total value is the higher card. The End and the Scoring The game ends when all cards have been played. Each player adds up the total values of the cards he has won; the one with the highest total is the winner. OVERALL PLACINGS IN PURE XXL Make a note of positions after each game. After the last game, the positions achieved are added up. The winner is the player with the lowest score. INDIVIDUAL XXL All 6 variants can also be played independently. Choose your favourite variants and play these several times alternately one after the other. The points are recorded in the same way as in Pure XXL. Whoever has the least points after a previously agreed number of rounds, is the winner. You should play at least as many rounds as there are players taking part. 6+ Variant: Ich bestimm die Farbe! Plus (I decide the colour! Plus) This is played with trumps; the first player declares the trump colour and this applies for the whole hand. With trump cards, the second colour doesn't matter any more. "I decide the colour! Plus" should be played enough times for each player to have an equal opportunity of deciding the trump colour. For that reason, this variant is only suitable for Individual XXL. Just a Tip - There are values 0 to 10 in 4 colours. Each value combination occurs once; on each card there are always 2 different values and 2 different colours. With some variants, the whole display is visible so, if you watch carefully, you will know which cards still to expect. With the other variants, just a good memory helps.  ࡱ; 88.A8888....()()))()()K:phoenixࡱ; SummaryInformation(@Microsoft Word 6.0.12;   7777C9uuDuD8C]cGC] uDC]] Qvop\]de,-=>rs}~de! 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