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dabong!

dabong! Rulebook

Table of Contents

Table of Contents

  • What's in the Box
  • Object of the Game
  • Setting up the Game
  • Playing the Game
  • Special Cards
  • Beginner Rules
    • Allowable Plays
    • Important Card Valuing Rules
    • Special Features of dabong!
    • Considerations for 2-Player dabong!
  • Intermediate Rules
  • Master Rules (For Madmen Only)
  • Extras

What's in the Box

  • 13 Fire cards
  • 13 Water cards
  • 13 Earth cards
  • 13 Air cards
  • 3 Shaman cards

Players: 2 to 5. Ages 7+.

Object of the Game

Be the first player to play all of your cards and proclaim "dabong!".

Setting up the Game

Shuffle the deck and deal 8 cards to each player. Place the remaining cards face down to form a draw pile. Flip the top card from the draw pile face up to start the discard pile.

Playing the Game

Play starts to the left of the dealer. Each player plays one or more cards face up on the discard pile. If no play can be made, or if the player chooses not to make a play, the player must pick up one card from the draw pile. The turn then passes to the next player.

  • Unconventional deals (changing the order or number of cards dealt at a time) are permitted as long as each player starts the game with an equal number of cards.
  • There is a one-year time limit to make a play. Common sense and friendly cajoling dictate the pace of play within this rule.
  • Blatant table talk is allowed, although sometimes deemed unseemly.
  • Card trading between players is allowed, although generally viewed as a strategy of last resort. Traders must get at least one card in return.

Special Cards

2s can be troublesome for an opponent. Playing a 2 alone or as the top card in a play forces the next player to pick up two cards from the draw pile. After that player picks up the two cards, his or her turn is skipped and play continues with the next player after that person.

8s are crazy-suited and can be played on top of ANY card. The player who plays an 8 gets to choose the suit (but not number) for the next player to play upon. If an 8 is the card turned up by the dealer, then the dealer gets to choose the suit. 8s MUST be the same suit as the other cards in multi-card plays.

8s Example 1 - Faced with the 4 of Air, a player may play 8 of Fire and change the suit to Water. The next player must follow with either an 8 or Water.

8s Example 2 - Faced with the K of Earth, a player may play 5 of Water, 8 as an addition play and change the suit to Fire. However, the player could NOT play 5 of Water, 8 of Fire as an addition play because the suits do not match.

9s reverse the order of play. Play originally goes to the left, but a 9 immediately sends play to the right. Play continues in the reversed order until another 9 is played or a new game is started. The player who played the 9 does not get to take another turn. If a 9 is the card turned up by the dealer, then the dealer gets to go first and play continues to the right.

Jacks have TWO special powers. A Jack skips the next player, but play continues in the same direction. Jacks also have "bower power" and can simultaneously be BOTH suits shown on the card. If a Jack is the first card turned up, then the dealer chooses the suit and the player to the dealer's left is skipped.

Jack Example 1 - Faced with the 4 of Air, a player may play J of Water and choose either Air or Water as the suit, skipping the next player in the process.

Jack Example 2 - Faced with the K of Fire, a player may play A of Fire, J of Earth, 2 of Fire as a bower-assisted addition play. The 2 on top forces the next player to draw two cards, too.

The Queen of Water is an automatic, no-defense "pick up two cards" to the next player. It still must be played on top of the correct suit or value, of course. This is an especially potent weapon when you suspect a player is about to win! Beware that it is not uncommon for a player to pick up his or her two cards and get a natural dabong! because the new cards bring his or her hand total to 12 to match the Queen.

Shaman Cards can take on any suit and value, and thus can be played on any card. There are three Shaman Cards in a dabong! deck. Shaman Cards MUST be given a suit and value of a REAL card in the deck. If the chosen card has special powers, the Shaman Card version has those powers, too. If a Shaman Card is the first card turned up, then the dealer may either choose the suit and value OR pick up the Shaman Card. If the dealer picks it up, he or she must take a different card out of his or her hand and place it face down at the bottom of the draw pile. The dealer then flips up a new card to start the discard pile.

Shaman Example 1 - Faced with the 5 of Fire, a player may play a Shaman Card on it and call it a 5 of Water. The next player would have to play any 5 or any Water, or of course an 8, another Shaman Card, or any other legal play.

Shaman Example 2 - A player holding a Shaman Card and a 4 can immediately dabong! when any other player plays any card valued 5 or higher. This is a natural dabong! win.

Beginner Rules

Allowable Plays

Follow Suit or Number - The most fundamental rule. On his or her turn, the player may play one card that matches either the value or suit of the top card on the discard pile. That card then becomes the top card for the next player to play upon.

Natural dabong! - A natural dabong! is the classic and most dramatic way to win. If a player is holding two or more cards, and the sum total (by addition) of all his or her cards matches the value of the top card on the discard pile, that player may immediately dabong! The cards in the player's hand do not need to match suits. The player can play a natural dabong! even if it is not his or her turn. Players CANNOT play a natural dabong! on a card that they themselves have put on top of the discard pile. If two or more players try to play a natural dabong! at the same time, the first player to say "dabong!" out loud wins.

Important Card Valuing Rules

In a player's hand, and when used in a play, face cards have a value of 10 and Aces have a value of 1. After they are laid on top of the discard pile, face cards and Aces take on values above 10. Jacks are valued at 11, Queens at 12, Kings at 13, and Aces at 14. The hand-shaped symbol on each of these cards contains a number to remind you of the value of that card when used in plays. The card stack symbol shows the card's value when it is face up on the discard pile.

Example - A player holding a Jack of any suit and a 3 of any suit can play a natural dabong! when anyone else has just played a King of any suit, because a Jack (valued at 10 in hand) and 3 add up to 13, which is the value of the played King.

Addition - A player may play any number of same-suited cards that add up to the value of the top card on the discard pile. The cards being added MUST be of the same suit, but they DO NOT need to match the suit of the top card on the discard pile. Remember to use the card valuation rules above! Cards being added can be played in any order.

Example - Faced with the 10 of Water, a player may play 7 of Fire, 2 of Fire, A of Fire in any order.

Subtraction - A player may play any number of same-suited cards that subtract to the value of the top card on the discard pile. The cards being subtracted MUST be of the same suit, but they DO NOT need to match the suit of the top card on the discard pile. The biggest value MUST be laid down first, because negative numbers are not allowed.

Example - Faced with the 3 of Earth, a player may play K of Air, 3 of Air, 4 of Air in that sequence. Playing K of Air, 4 of Air, 3 of Air would also be allowed.

One Card Rule - When a player has only one card left in his or her hand, that player must say "one card" out loud to the other player(s). If another player asks "How many cards do you have?" before the player with one card says "one card" then the player with one card must immediately pick up one card from the draw pile.

Special Features of dabong!

  • A card laid is not necessarily a card played. A player may pick up his or her card(s) just played (from the discard pile) at any time before the next player has played. Beware that doing so allows the previous player to also pick up his or her play. Serious "unwinding" can occur!

Considerations for 2-Player dabong!

In 2-player beginner dabong!, the 2s, 9s, and Jacks essentially become play-again cards. This is because the skip and reverse powers cause game play to return directly to the person who played the card.

Example - Faced with the 7 of Fire, a player may play J of Earth (using bower power), then 9 of Fire (following suit), then 9 of Water (following number), then 2 of Water (following suit and making the other player draw two cards in the process)!

Intermediate Rules

ALL RULES OF BEGINNER dabong! APPLY

2s Add-On - This is where 2s can get cranky. When faced with a 2, instead of picking up two cards, a player may play another 2, thus forcing the next player to pick up four cards. Of course, the next player may also exercise this option, extending it to six cards, and so on, until there are no more 2s (or Shaman Cards) left to be played! Multi-card plays with multiple 2s on top allow you to play a 2s add-on by yourself!

Clone - A player may play any number of identically valued cards when faced with THAT SAME value of card. Saying "clone" while doing this is optional.

Example - Faced with the 3 of Air, a player may play both 3 of Earth and 3 of Fire.

Twenty-One - A player may play any set of same-suited cards that add up to 21, provided that the first card played matches the suit or value of the top card on the discard pile. That matching card must be played first. For this play only, Aces can be played as EITHER one or eleven, just as in blackjack.

Example 1 - Faced with the 6 of Fire, a player may play A of Fire, J of Fire in any order.

Example 2 - Faced with the 9 of Fire, a player may play 9 of Earth, 2 of Earth, Q of Earth.

Straight - A player may play any set of three or more same-suited cards that form a straight (sequential value), provided that the first card played matches the suit or value of the top card on the discard pile. Aces can be high or low as part of a straight and wrapping around is permitted.

Example 1 - Faced with the Q of Air, a player may play 3, 4, 5 of Air, following suit. Playing 5, 4, 3 of Air would also work.

Example 2 - Faced with the 5 of Fire, a player may play 5, 6, 7, 8 of Earth (a four card straight) and call the suit Air because of the crazy 8.

Full House - A player may play any set of five cards consisting of one pair and one three-of-a-kind, provided that the first card played matches the suit or value of the top card on the discard pile.

Example - Faced with the K of Fire, a player may play 5 of Fire, 5 of Air, 5 of Water, 3 of Earth, 3 of Air.

Flush - A player may play any set of five or more cards of the same suit, provided that the first card played matches the suit or value of the top card on the discard pile.

Example 1 - Faced with the 10 of Earth, a player may play 10 of Air, 3 of Air, Q of Air, 4 of Air, J of Water as a flush using bower power and skipping the next player.

Example 2 - Faced with the 5 of Fire, a player may play 8 of Air, K of Air, 4 of Air, 3 of Air, A of Air as a flush. The 8 must be played first to change the suit but must still be the same suit as the other cards in the flush play.

4th Card - When the 4th (or more) consecutive card of identical value is played, that player may play again. It does not matter who played the preceding cards. The player is not required to use the 4th card play-again option. They can choose to pass on the option or draw one card.

Example - A player has just played a full house with 7 of Fire, 7 of Water, 7 of Air on top. The next player may play 7 of Earth (completing the 4th card) and then play 10 of Earth (following suit).

Three by Three - A player may make a play consisting of three (or more) "three-of-a-kind" sets.

Example - Faced with the Q of Fire, a player may play three 4s, three Kings, and three 6s, provided that the first card played is a Fire card.

Eight Straight - A player may play eight or more cards of ANY suit that are valued sequentially in order, provided that the first card played matches the suit or value of the top card on the discard pile. Aces can be high or low as part of eight straight and wrapping around is permitted.

Example - Faced with the 3 of Fire, a player may play 3 of Water, 2 of Fire, A of Air, K of Earth, Q of Air, J of Fire, 10 of Earth, 9 of Water. The 9 reverses play, too!

Heaven - A player may play any three 7s as a single play, provided that the first card played matches the suit or value of the top card on the discard pile.

Hell - A player may play any three 6s as a single play, provided that the first card played matches the suit or value of the top card on the discard pile.

Heaven and Hell - Immediately following a heaven or hell play, ANY player (including the one who just played) may immediately play the opposite heaven or hell play. Play then follows after the person who made this play.

Mirror - A player may play any number of cards that EXACTLY mirror the previous play.

Example - The previous player just played a 3 of Water, 7 of Water (addition on a 10). The current player may now play 7 of Earth, 3 of Earth to mirror.

Self Mirror - A player may play four or more EVEN number of cards with internal symmetry, so long as the first card played matches the suit or value of the top card on the discard pile. Internal symmetry means that each half of the play has cards that are same-suited and that mirror, in value and in order, the cards of the other half of the play. Neither half of the play needs to be a legitimate play in its own right.

Example - Faced with the 7 of Air, a player may play 7 of Fire, 4 of Fire, A of Fire, A of Water, 4 of Water, 7 of Water.

The River - The dealer has the choice of dealing one card up as the river, in a separate pile. This card is a community card that CAN ONLY be used in a winning play. Use of the river in a winning play is OPTIONAL.

Example - The dealer dealt the 7 of Earth as the river. Faced with the 3 of Earth, a player holding only 7 of Air, 7 of Fire can win with a river-assisted heaven dabong!

Gross Rule - If a player's hand totals precisely 144 points (using in-hand valuation rules), that player can play all his cards and win. The gross rule can be a viable strategy if a player has been forced to pick up a lot of cards early on, if no good plays present themselves, or if a player is simply lazy.

Half Deck - If a player holds 26 or more cards, that player can play all of his or her cards and win. Like the gross rule, this can be an effective strategy under certain circumstances.

Worst Hand Rule - If a player is dealt a hand that contains no special cards, four cards valued 10 or higher, all four suits, AND does not have better than one pair, that player may immediately declare "dabong!" and win. This rule does not apply, however, when the player is faced with a 2 or the Queen of Water. This rule only applies to a stinky hand as dealt. Players cannot draw into a worst hand. This hand is really bad, occurring fewer than once in 125,000 hands, and thus is actually quite good and deserves to win.

Once-A-Year Rule - One time in any calendar year, a player may proclaim "dabong!" and win regardless of his or her cards in hand, or whose turn it is. Keeping track of abuse of this rule falls under the universal honor system.

Master Rules (For Madmen Only)

ALL RULES OF BEGINNER AND INTERMEDIATE dabong! APPLY

2s Neutralization - A player can neutralize a 2 or 2s add-on played on him or her by playing a card of the accumulated value or a multi-card play beginning with a 2. Any allowable play will work, as long as that play begins with either a 2 or a card that matches the value of the accumulated 2s. Playing a single 2 DOES NOT neutralize. It is a 2s add-on. A multi-card play beginning with a 2, however, will neutralize. Neutralization is not allowed beyond 10. Faced with 6 or 7 consecutive 2s (with Shaman Cards), a player MUST pick up 12 or 14 cards. This has yet to be witnessed in dabong! Please note that 2s neutralizations are not allowed in the State of Maryland.

Example 1 - Faced with a 2 played on top of a previous 2, a player can either pick up four cards or neutralize that play with any 4 card and avoid picking up cards. Play then follows upon that 4's suit and value.

Example 2 - Faced with a single 2 or 2s add-on, a player may play 2, 3, 4 of Air as a neutralization straight.

Example 3 - Faced with a triple 2s add-on (draw 6), a player may play 6, 5, 10 of Water as a neutralization twenty-one.

Special Shaman-Assisted Addition 2s Neutralization - A single 2 can be neutralized with an addition play using an Ace and a Shaman Card.

Four-Of-A-Kind - A player may play four or more identically valued cards as a single play, provided that the first card played matches the suit or value of the top card on the discard pile. Any four-of-a-kind play is eligible for the 4th card play again option, of course.

Example - Faced with the 6 of Fire, a player may play four Kings, provided the K of Fire is the first card played.

Four Pair - A player may play four or more pairs of cards, provided that the first card matches the suit or value of the top card on the discard pile.

Extras

Strategy Tips - Learn a few rules and then expand your repertoire. Have a strategy. Go low and dabong!, build to a flush, or even shoot for a half deck... but stay open to changing strategies as the cards dictate. Save your Shaman Cards! They help you go low with a natural dabong!, and they can be used as any card. Try using them to fill out a four pair or an eight straight, or as a 2 when you need it badly. If your opponent has just announced "one card", consider the dreaded Queen of Water! When you have play-again opportunities, try to string plays together... the combinations can be limitless!

Standard Scoring - Try scoring the game like tennis, with games and sets. Trade turns dealing. The first to win 4 games wins that set. Keep track of how many sets each player wins to tally the final score.

Alternative Scoring Using Points - Instead of simply keeping track of who goes out first, try adding up the points remaining in everyone's hands. The winner of that hand gets zero points. Keep a running count of everyone's scores, and when one player reaches 300 (or any agreed upon number), the person with the lowest score wins! Use the in-hand value of the cards, and make the Shaman Cards worth 20...or 30...or even 50 if you dare!

Be Creative! - Don't like some rules? Throw them out! Want to make up your own rules? Go ahead! Want to play with more than four people? Buy a second deck and mix them together! Make dabong! your own.