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Det dårlige selskab

Det dårlige selskab Rulebook

Table of Contents

Table of Contents

  • Components
  • Before You Start
  • Gameplay
    • 1. The round's point card is drawn
    • 2. The answers are chosen
    • 3. The round's winner is found
    • 4. Before the next round
  • Bonus Cards
    • Swap-Swap Merchant (Bytte-Bytte Købmand)
    • The Pickpocket (Lommetyven)
    • Bankruptcy (Fallit)
  • Gambling
  • The Secret Guest

Components

  • 360 black answer cards
  • 90 orange point cards
  • 10 black plastic sleeves

Before You Start

In Det Dårlige Selskab everyone plays against each other. If there are more than seven participants, it is recommended to split up into pairs.

If there are only three participants, a fourth fictitious participant can be added. Read more about this under The Secret Guest.

For a game of about one hour, we recommend playing to the following number of points:

Participants/teams3-45-67+
Points765

The orange point cards and the black answer cards are shuffled separately and placed in their own piles.

Each participant/team is dealt 13 answer cards. The answer cards are secret and must not be shown to the other participants.

The best-dressed participant of the evening starts as judge.

Gameplay

1. The round's point card is drawn

The judge draws a point card, places it on the table and reads the unfinished sentence aloud to the other participants. The blank fields in the unfinished sentences can be read aloud as "biiiiip".

2. The answers are chosen

All participants except the judge then choose the answer card(s) they think fit best. Each participant must play the same number of answer cards as there are blank fields on the point card.

If more than one answer card is to be played to a point card, the answer cards are placed in a plastic sleeve, so that the back of the answer card that is to be read first is visible.

When all answers have been played, the judge shuffles them.

3. The round's winner is found

The judge first reads the point card aloud again. Then the answer cards are read aloud one at a time and placed by the point card. It is recommended that the judge reads the point card aloud before each answer card.

The judge then chooses the answer he/she thinks is the best. The participant who played this answer reveals themselves and gets the point card, which counts as one point.

4. Before the next round

When the round's winner has been found, the used answer cards are taken out of the game. Participants take new answer cards from the pile if they are missing any.

The number of a participant's answer cards and won point cards must always add up to 13. For each point card you win, you must thus have one answer card fewer in hand. If, for example, you have won three point cards, you should only have ten answer cards in hand (that is, 3 point cards + 10 answer cards = 13).

The role of judge passes clockwise after each round.

Bonus Cards

Some of the point cards hide bonuses, which go to the winner of the point card. The different icons indicate which bonus it is.

All bonuses must be used immediately, and the point card is then placed together with the winner's other points.

Swap-Swap Merchant (Bytte-Bytte Købmand)

The winner of this bonus may swap up to five of his/her answer cards in hand with a corresponding number of answer cards from the pile. The discarded cards are taken out of the game.

The Pickpocket (Lommetyven)

The winner of this bonus may steal one point from one of his/her two neighbours. The wronged participant may afterwards take an answer card from the pile because of the lost point. If neither neighbour has any points, the bonus cannot be used, and the point card is placed directly in the winner's point pile.

Bankruptcy (Fallit)

When the bankruptcy card comes onto the table, the judge must not find the best card, but instead choose the answer card that matches the point card worst.

The "winner" of this bonus loses all of his/her earned points. Participants should therefore avoid playing the round's worst card.

Afterwards the "winner" will only have the just-won point card and 12 answer cards in hand.

Gambling

A participant can give two answers by gambling one of his/her previously won point cards. Each participant can only gamble one point card per round, but several participants may gamble in the same round.

The round's winner gets both the newly won point card and all the gambled point cards that may be lying on the table.

The Secret Guest

If there are only three participants, a fourth fictitious participant can be added. In each round, this participant's answer cards are drawn from the top of the answer card pile and added among the other participants' answers.

The secret guest cannot make use of bonus cards, but can of course win the game.

Good fun!