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Dicht dran

Dicht dran Rulebook

Table of Contents

Table of Contents

  • Game Material
  • Game Idea
  • Setup
  • Gameplay
  • The Next Round
  • End of the Deal and Scoring

Game Material

100 number cards (1-100), each showing 1, 2, or 3 pop peppers in green, orange, or purple, and 5 collection cards for won plus points.

Game Idea

Each round has a target card (e.g. with the value 60) and a gap (e.g. from 11-46). The player who is closest with their face-down played card to the value of the target card gets the target card as a prize (the pop peppers shown on it count as plus points). Whoever is not closest to the target card, but whose played number at least "fits into the gap," may set the card aside on a discard pile (and can thereby get rid of minus points).

Setup

Each player receives one collection card, which they place face up next to themselves. Excess collection cards go back in the box. The two cards with the numbers 1 and 100 are picked out and placed face up in the middle of the table. Four further cards are randomly revealed and likewise placed face up in the middle of the table.

The six face-up cards are arranged in a circle so that the 1 and the 100 lie opposite each other in the circle. The remaining 94 cards are shuffled. Each player receives 8 cards, which they take into their hand. The remaining cards are placed face down at the edge of the table as the draw pile.

Now the card in the circle that follows the 1 clockwise is shifted a little toward the center of the circle — this is the target card (of round 1). An opening is now visible on the outside of the circle.

Example: The 67 lies clockwise next to the 1 and is shifted a little toward the center (= target card). The gap that has arisen in the circle runs from the number 1 to the number 38.

Gameplay

The following four actions are carried out one after another:

Action 1: Each player places any hand card of their choice face down in front of themselves. Once everyone has done this, all of these cards are revealed.

Example: Anna reveals the 4, Paul the 32, Max the 63, and Linus the 70.

Action 2: The player whose played number is closest (smallest difference) to the number on the target card takes the target card and places it face down as a prize on top of their collection card — this is good, because every pop pepper shown on it counts one plus point at the end of the deal. The player's played card is placed face up in the middle of the circle (i.e. where the target card was).

Example: Max played the 63 and thus has a distance of 4 to the target card 67. Linus, with his 70, has a distance of 3 to the target card and is therefore closest to the target card. He takes the target card with the number 67 from the middle of the circle and places it face down as a prize on his collection card. He places his played 70 face up in the middle of the circle.

Special case "equally close": Should two players have the same smallest difference to the target card with their played card, then the higher card counts as being closest.

Action 3: All cards that show a number that fits into the gap are placed face down, with no further effect, on a shared discard pile at the edge of the table.

Example: The gap currently runs from the number 1 to the number 38. Anna's 4 and Paul's 32 fit into the gap and are immediately placed on the discard pile at the edge of the table.

Action 4: Every player who still has a played card lying in front of them must place it face down on the discard pile and then draw as many cards from the draw pile as there are pop peppers shown on the card they just discarded. They take these cards into their hand.

Example: Max's 63 is still left over — it shows two pop peppers. Max places it on the discard pile and must therefore take two cards from the face-down draw pile into his hand.

The Next Round

Now the next round is played. The card from the middle of the circle is pushed back into the arc of the circle. Now the next card clockwise is shifted a little toward the middle (and thus becomes the new target card). Now the 4 actions are carried out again as described.

Example: The 38 is shifted a little toward the middle and is thus the new target card of the second round. The gap that has now arisen in the circle runs from the number 70 to the number 100.

Play continues round after round in the manner described.

End of the Deal and Scoring

The deal ends when a player has no card left in hand after Action 4. The deal also ends if the draw pile should be completely used up.

Note: Should the draw pile be used up and a player still needs to draw cards, then the discard pile is shuffled and the player receives the still-outstanding cards from it.

Now scoring takes place:

  • Each player reveals all the cards lying on their collection card — every pop pepper shown on them counts one plus point.
  • Every card a player holds in hand counts minus points according to the pop peppers shown on it.
  • The minus points are subtracted from the plus points. The players' results can be positive or negative and are noted on a sheet of paper.

Example: Anna has four cards in hand showing a total of 6 pop peppers — that gives 6 minus points. Face down next to her, Anna has six cards lying on her collection card. These show a total of 14 pop peppers, i.e. 14 plus points. Anna's result is thus 8 plus points (14 – 6 = 8).

Two complete deals are played. The setup and course of the second deal are exactly as in the first deal. The winner is whoever has the most points overall afterward. Of course, you can also agree to play more than two complete deals.