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Der dreizehnte Holzwurm

Der dreizehnte Holzwurm Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Play Preparation
  • Play Flow in the Overview
  • Play Flow in Detail
    • Card Colours
    • Card Values
  • Game End

Object of the Game

The object is to take as many positive and cards as possible while avoiding negative cards. The values of all cards are added, and whoever has the most points wins.

Play Preparation

  • Remove the -13, placing it face up on the table, and shuffle the remaining cards.
  • Deal the top five cards from the deck face up to the table, and deal the remaining cards as follows:
    • With 2-4 players, everyone gets 15 cards (with 2 and 3 players the extra cards are set aside).
    • With 5 players everyone gets 12 cards.
    • With 6 players everyone gets 10 cards.
  • All players take their cards and arrange them according to colours and numbers.
  • Sort the 6 face up cards from lowest to highest, with each higher card slightly overlapping the card below it. Example (from down upward): -13, -9, -7, +2, +2, +8. The youngest player begins, and the remaining players follow in the clockwise direction.

Play Flow in the Overview

  • From players' hands up to 5 tricks are formed on the table, each in a different colour.
  • The grey cards cannot form their own trick, but must be used in other colours' tricks.
  • The value of a played card must be higher than the number of cards already in the trick of that colour. If it is as high or lower, all cards of that trick must be taken into the player's hand, including the just-played card.

Play Flow in Detail

On each turn the current player must play a card, possibly creating a trick. Afterwards the next player follows.

Card Colours

Since at the beginning no tricks exist, the first player's card starts the first trick. On each turn a player can decide whether to play to an existing trick or start one in a colour not already on the table, if any.

Grey cards can be added -- like a Joker -- in each colour trick. An independent grey colour trick may not be created, but a grey card can be used to start a trick of one of the other colours. The colour of such a trick is determined by the first coloured card added to it.

Card Values

Positive cards (even numbers) are always added on the right, negative cards (odd numbers) always on the left. In this way you can measure more easily how many positive or negative points exist in a trick.

The card which you play must have a higher value than the number of cards which are already in the matching colour trick. If it is not higher (but is equal or lower), you must take all cards already in the matching trick, including the card just played. Additionally you take the highest card of the initial six up cards.

Game End

The play ends immediately:

  • if a player plays his last card, or
  • if a player takes up the last card of the initial six up cards (always the -13).

Add the points of your cards in the hand. If one player used all their cards, they receive 30 points. Whoever has the most points wins. You may choose to play three or more hands, with the highest combined score winning the game.