Kumppani
Kumppani Rulebook
Table of Contents
Table of Contents
- Quick Rules
- Sample Card Types
- All Rules
- How to Play
- Who Plays Next?
- Who Draws the Card?
- Why Are Some Cards Blue?
- How Do I Use a Blue Card to Steal or Pass?
- How Do I Know if I Need to Use the Paddle or the Timer?
- What If There Is a Tie, or the Teams Cannot Agree Who Won?
- Do I Always Have to Give the Right Answer?
- When My Teammate and I Are Challenged by Another Team, Can We Talk Between Ourselves?
- How Long Does a Game Last?
- Tip
Quick Rules
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Form teams of two people each.
Note: if one person is left over, they join one of the teams. A team may then have more than two people, but before drawing a card it must choose in advance which two of its members will answer the challenge. Each challenge can be answered by only two people from each team.
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The pair that met most recently starts the game by drawing a card.
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Take turns with your teammate reading the card.
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Each card explains the challenge you must complete.
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Teams play in clockwise order.
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Win the game by collecting 6 yellow cards.*
BLUE CARDS: ALL TEAMS PLAY AT THE SAME TIME!
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Blue cards do not count toward a team's total number of cards.
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If there is a tie, there is no winner and the card is discarded.
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Use at most one blue card per turn.
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If your team has blue cards, you can use them to:
Steal: Before drawing a card, discard your blue card and steal a yellow card from another team!
- You cannot win the game (by taking your 6th card) by stealing a yellow card.
Ignore a challenge: After drawing a card, if you do not want to play it, you can ignore that challenge by discarding a blue card and drawing a new card.
Important: You may use "Steal" or "Ignore a challenge" only once in your turn.
WHAT DO THE SYMBOLS ON THE CARDS MEAN?
- Use one paddle to write or draw.
- Use two or more paddles. Note: in challenges where everyone plays (blue cards), if there are not enough paddles for everyone, each team may use only one paddle, and each player writes on one side of it.
- You may talk during this challenge.
- You may not talk during this challenge.
- Use the hourglass once (duration of 20 seconds).
- Use the hourglass twice (turn it over after the first 20 seconds have run out).
The symbols at the bottom of the cards show immediately what you need to use. Check the symbol at the bottom of the card to see whether you need the hourglass and for how long (20 or 40 seconds).
Sample Card Types
The following card types are printed in the rulebook as examples. Each card's own text and symbols are the authority for its challenge.
- MATCH (COINCIDE): Choose the same answer as your teammate to win the card. The answer does not have to be correct. Check the # in the bottom left corner and consult the answer sheet afterward. No peeking!
- DRAW AND GUESS (DESENHA E ADIVINHA): Each team chooses an artist, who looks secretly at the card, and a guesser. The first to guess what is written below while the artists draw wins the card. No words or symbols may be drawn, and no gestures or sounds may be made.
- TIME CHALLENGE (CONTA O TEMPO): Working together with your teammate, say aloud 5 alternative uses of a pin. Be creative! Start the timer!
- CLOSEST ANSWER (RESPOSTA MAIS PRÓXIMA): Two players from each team write their answer to the question below without anyone seeing. The team whose pair has the two answers closest to each other wins the card.
- SAME ANSWERS (MAIS RESPOSTAS IGUAIS): Two players from each team write, without anyone seeing, an answer to each of the questions below. The team whose pair has the most identical answers wins the card. The answers do not have to be correct; it is enough that they are the same. No looking at your partner's answers!
- TEAMWORK (TRABALHO DE EQUIPA): Working together with your teammate, say aloud 5 colours that are not on the flag of Portugal. Start the timer!
- COMPLETE THE DRAWINGS (COMPLETA OS DESENHOS): Quickly draw the incomplete figure below on two different paddles. Then, each on their own and without anyone seeing, complete the drawing with whatever you think it is. If you draw the same thing as your teammate, you win the card. Talk is not allowed!
All Rules
How to Play
You need at least four players. Form pairs.* The pair that met most recently is the first to play. You or your teammate draws a card. Complete the challenge successfully to win the card; otherwise, discard it. If you win 6 yellow cards, you win the game!
*Note: if one person is left over, they join one of the teams. Teams may then have more than two people, but before drawing a card they must choose in advance which two people from that team will answer the challenge. Each challenge can be answered by only two people from each team.
Who Plays Next?
The team on the left is the next to play. Play continues in this way, clockwise.
Who Draws the Card?
On each turn, you alternate with your teammate.
Why Are Some Cards Blue?
When you draw a blue card, all teams play and have a chance to win! Blue cards do not count toward your team's total of cards, but they are very important. You can use them to steal a yellow card from another team or to ignore a challenge. There is no limit to the number of blue cards a team may have, but you may play only one per turn.
Important: You cannot win your 6th yellow card by stealing!
How Do I Use a Blue Card to Steal or Pass?
Steal: Before drawing a card, discard your blue card and steal a yellow card from another team! That yellow card now counts toward your team's total. Continue the game by drawing a new card.
Ignore a challenge: After drawing a card, if you do not want to play it, you may ignore that challenge by discarding a blue card you have and drawing a new card.
How Do I Know if I Need to Use the Paddle or the Timer?
The symbols at the bottom of the cards show immediately what you need to use.
What If There Is a Tie, or the Teams Cannot Agree Who Won?
In these rare cases, settle it in one of two ways:
- Yellow cards: Play Rock, Paper, Scissors, best of 3. Simple and quick!
- Blue cards: No team wins, and the card is discarded.
Do I Always Have to Give the Right Answer?
EKIPAS is less about what you know and more about how you think. On many cards, it does not matter whether your answers are correct, only that they are the same as your teammate's! However, if you are curious about an answer, look at the answer sheet after your turn. Only some cards may require correct answers. The text on the cards and their symbols make this clear!
When My Teammate and I Are Challenged by Another Team, Can We Talk Between Ourselves?
Yes! EKIPAS is a social game, and you should try to work together whenever possible. However, there are cards where you must give the same answer as your teammate. On those, of course, you may not talk to them. Again, the text on the cards and their symbols make this clear!
How Long Does a Game Last?
A game can take about 60 minutes, but it may take more or less time depending on how much you talk!
Tip
Steal from the most powerful team at the right moment, and you can change the game that way.