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Diabolo

Diabolo Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Idea
  • Preparation
  • Gameplay
  • Placement Rules
  • Game End
  • Scoring
    • Case 1: Angel Points Are Greater
    • Case 2: Devil Points Are Greater
    • Case 3: Both Sides Are Tied
    • Ties for the Highest Total

Components

  • 70 Number cards in 5 colors (14 per color: four 1s, three 2s, three 3s, two 4s, two 5s)
  • 5 Heaven/Hell cards
  • 5 Doubler cards
  • 1 Scoring pad

Game Idea

In turn order, players add number cards to the left or right of the Heaven/Hell cards. As soon as 5 number cards have been added to 2 Heaven/Hell cards, scoring takes place. During scoring, positive or negative points are awarded, depending on the game situation, and noted on the scoring pad. After a number of rounds equal to the number of players, the winner is the player with the most positive points wins the game.

Preparation

A pencil and a sheet from the scoring pad are set nearby. The 5 Heaven/Hell cards are placed in a column in the middle of the table, Pitchfork/Harp side up (see illustration). Each player is given one Doubler card, which he places on the table in front of himself. A dealer is chosen. The dealer shuffles the number cards well and deals 6 face-down cards to each player. The remaining cards are placed as a face-down draw pile in the middle of the table.

3 players starting position: the illustration shows the seating of Michael, Joe and Pia around the draw pile (Pioche) with the five Heaven/Hell cards in the middle.

Gameplay

The player to the left of the dealer begins; play continues in clockwise direction. On a player's turn, he must carry on the following, in order:

  • Draw a number card from the pile and take it into his hand.
  • Must choose one of his number cards in hand and place it, upright, to the left or right of the matching-color Heaven/Hell card.

It is then the next player's turn.

Example: Michael is the start player for the first round and draws a card from the pile. He then decides to take the green 5 card from his hand and place it to the left of the green Heaven/Hell card.

The next player also draws a card from the pile and then places one of his cards in hand onto the table, etc.

Placement Rules

By adding cards to the table, 5 rows of varying lengths will be formed. No row may contain more than 5 cards, not including the Heaven/Hell card.

Once a row has 5 number cards in it, no number cards may be added to that row any more. To make this clearer, the Heaven/Hell card is turned over, revealing the side with the lock and chain.

No more than 3 number cards may be added to either side of a Heaven/Hell card. Once a side has 3 cards, then number cards may only be added to the other side of the row (provided that the 5 card maximum is not exceeded).

Cards added to the right of a Heaven/Hell card count as Angel Points, while cards added to the left of a Heaven/Hell card count as Devil Points (distinguishable by the graphics on the Heaven/Hell cards).

Game End

As soon as 5 number cards have been added to 2 rows (i.e. 2 Heaven/Hell cards have been turned over), the game is over.

When playing with 5 players, the game ends after 3 Heaven/Hell cards have been turned over.

Scoring

All 5 rows are scored separately. For each row, the Angel Points (to the right of the Heaven/Hell card) are added together, as are the Devil Points (to the left of the Heaven/Hell card). The two totals are then compared with each other.

Case 1: Angel Points Are Greater

At this point, each player can decide if they wish to use their Doubler card. If a player wishes to do so, he must announce his intention.

Afterwards, all players reveal how many cards of the appropriate color they have left in hand. The player with the highest total (sum of all cards in hand of this color) scores points equal to this sum. All other players score nothing. If the player who scored the points used his Doubler card, then he scores double points. All used Doubler cards are set aside and cannot be used again until the next round.

Example: Violet is being scored. A 5 and a 1 are to the left, a 4, 2 and 1 are to the right. So, a total of 6 points to the left and 7 to the right. The Angel side wins and positive points will be scored for violet this round. Two players have chosen to use their Doubler cards, but only Joe can use his since he has more violet points in hand than Michael. Michael has a violet 5 in hand while Joe has a violet 4 and 2. Joe scores 12 points – (4+2)x2. Michael gets nothing and both Doubler cards are set aside until the next round.

Case 2: Devil Points Are Greater

Negative points are awarded for this color.

All players reveal how many cards of the appropriate color they have left in hand. The player with the highest total (sum of all cards in hand of this color) receives negative points equal to this sum. All other players are lucky – they score nothing.

Example: Green is being scored. A 5 and a 2 are to the left, two 2s and a 1 are to the right. So, a total of 7 points to the left and 5 to the right. The Devil side wins and negative points will be scored for green this round. Michael has a green 3 and 1 in hand, while Joe is out of green cards. Michael gets minus 4 points.

Case 3: Both Sides Are Tied

In this case, the row is not scored.

Example: Red is being scored. A 3 is to the left, a 2 and 1 are to the right. So, a total of 3 points to both the left and right. Neither side wins and no points are scored for red this round.

Ties for the Highest Total

If multiple players are tied for the highest total in hand for a given color, then all of those players score the corresponding positive (or negative) points.

After scoring, the next round follows. The dealer role passes to the next player, who shuffles the cards anew. The remaining rounds are played out in the same way, i.e. each player is dealt 6 number cards and a Doubler card.