Gauner raus!
Gauner raus! Rulebook
Table of Contents
Table of Contents
Components
- 36 crook cards
- 1 die with faces of 6 different colors
- 1 die with 6 different letters
- 1 notepad (with player tables)
- rules
Object of the Game
Using two dice, learn more and more information about where the crooks are hiding. Then each player must combine all the facts to discover the opponents' crooks one by one. The game ends as soon as all the crook cards of one player are revealed. The player who discovered the most cards wins!
Setup
- Each player takes a pen.
- Each player tears 1 table out of the notepad and places it in front of them.
- Thoroughly shuffle all the crook cards face down and deal them according to the number of players:
- 2 players: 12 cards each
- 3 players: 10 cards each
- 4 players: 8 cards each
- Put the surplus cards back in the box without looking at their faces.
- Players take their cards in hand without showing them to the others.
- Before the game starts, the participants must establish the starting information:
- Clockwise, each player in turn rolls both dice. These results apply to all players!
- After each roll, all players count the total number of cards in their hand matching the result on each die, and mark it in their table.
- In a 2-player game, each player rolls the dice twice during setup, to obtain 4 results.
Example: On one die red comes up, on the other the letter "B". Players look in their hands for red cards and cards with the letter "B", then mark the total number of such cards in the cell at the intersection of the row under the letter "B" and the red column of their table. One player has 2 red cards and 2 cards with the letter "B" in hand, so writes the number "4" in the corresponding cell of their table. Another player has no red cards in hand but has 1 card with the letter "B", so writes the number "1" in the corresponding cell of their table.
Cards in Hand
The color of a player's cards and the letter on them are the coordinates of the cells on the player's table where crooks are hiding.
On their turn a player tries to find out which cards their opponents hold. If one of the cards is discovered, the owner of that card places it in front of themselves face up.
Player Table
The player table shows a plan of the building; each "room" has two coordinates: one of 6 colors and one of 6 letters.
The player writes the total number of cards in their hand matching the result on the dice at the intersection of these coordinates.
Each cell of the table contains a small circle, which the player either crosses out (if the crook's hiding place was guessed incorrectly) or fills in (if the crook's hiding place was guessed correctly).
Cards of caught crooks are laid on the table face up.
Gameplay
Once everyone has marked their first results in their tables, the oldest participant starts the game. A turn consists of two (and sometimes three) actions:
1. Roll the dice
On their turn the player rolls both dice at once, and only they (!) count the matching cards in their own hand and then mark the number in their table.
Counting cards
- The player rolls the dice: red comes up on one and the letter "B" on the other. They count the matching cards in their hand (all red cards and all cards with the letter "B").
- The player marks the resulting number in the corresponding cell of their table (at the intersection of the red column and the row "B")!
- If the player has already laid cards on the table that match one or both dice, these cards are also counted.
- If the player has a card matching both dice (a red card with the letter "B"), it is counted only once.
- If the dice show the coordinates of a cell the player has already filled in, they roll the dice again until they land on an empty cell of the table.
- If the player rolls the dice but has no matching cards, they write "0" in the appropriate cell of the table and circle the number.
2. Make a guess
On their turn the player asks any opponent of their choice about one of the "rooms" (for example, "Is one of your crooks hiding in the 'room' at the intersection of row 'B' and the red column?").
The player is wrong:
- Their opponent crosses out the circle in the corresponding cell on their own table, since they have no such card in hand.
- The other players mark nothing.
- The turn ends.
The player is right:
- The opponent lays the caught crook card face up on the table.
- The opponent fills in the circle in the corresponding cell of their table.
- The other players cross out the circle in this same cell, but on their own tables.
- The player checks how many numbers need to be circled in the opponent's table.
- The player may now ask any other opponent about crook cards.
- If the player is wrong or forgets to circle all the numbers, their turn ends!
- The player records the number of crook cards they have caught.
3. Circle
If a player has laid face up on the table as many cards as is indicated in a cell of their table, it is obvious that they have no more cards of that color or with that letter.
To show this to the other players, they:
- Circle the number in that cell,
- Cross out all empty circles in the column of that color,
- Cross out all empty circles in the row with that letter.
- The player may also cross out the square of that color and that letter.
End of the Game
The game ends as soon as one of the players is forced to lay their last card on the table.
The player with the most points wins! Congratulations to the best investigator!
Tips
- The higher the number, the greater the chance of guessing it by accident (and vice versa)!
- Players are expected to enter only correct data into their tables: only then can crooks be caught!
- If any player has written an incorrect number in their table, the mistake is corrected and the game continues!
Variant for Brave Investigators
If on their turn a player has found one or more crook cards, they record the corresponding number of points.
As soon as a player makes a mistake (makes a wrong guess or forgets to circle all the numbers), they lose all points earned that turn.
The turn passes to the next player. All other rules remain in force.
If you wish, you may add your own rules. How to fill in the table, and whether players may consult each other, is up to you!
Good luck!