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Ritter Kunibert's 12er Stich

Ritter Kunibert's 12er Stich Rulebook

Table of Contents

Table of Contents

  • 1. Components
  • 2. Game Description
  • 3. The Cards
  • 4. Setup
  • 5. Gameplay
  • 6. End of a Round
  • 7. Scoring
  • 8. End of the Game
  • 9. Note
  • 10. Variant
  • 11. Pro Rule

1. Components

  • 46 playing cards
  • 1 special die (faces 2-3-3-4-4-5)
  • 1 ballpoint pen and 1 notepad
  • 1 rulebook

2. Game Description

By playing cards, the players try to win tricks (Stich) and to be the first to play out their last card. The first player to exceed the number of points determined by the special die wins the game.

3. The Cards

The game consists of:

  • A) 23 cards with black numbers. Black numbers are added (+) to the running total each time they are played.
  • B) 23 cards with red numbers. Red numbers are subtracted (-) from the running total each time they are played.

Distribution of card values:

Value# Black# Red
144
233
3-92 each2 each
1222

4. Setup

Before each round, shuffle all the cards thoroughly. The dealer deals 6 cards face down to each player. Each player takes their cards into hand. The remaining cards form a face-down draw pile on the table.

5. Gameplay

Play proceeds clockwise, one player at a time. The player to the left of the dealer starts.

The first card played must be a black card. After each card is played, the new total is calculated. The played cards form an open discard pile.

The total may never go above 12 or below zero.

After a card is played, the new total must be announced aloud.

If, after a card is played, the new total is exactly '12' or '0', that player wins the trick (Stich). They then take all the face-up cards from the discard pile.

Only if the player whose turn it is cannot play a card from their hand may they take one new card from the draw pile. If they cannot play that card either, the next player's turn begins.

Example for three players

Player A plays a black '8'.

Player B follows with a red '5' and says '3' aloud (8 - 5 = 3).

Player C holds a red '3' and a black '9' in hand. Either card would win a trick. C chooses the '9', says '12' aloud, and wins the trick. C must now play again: C takes a black '5' from the draw pile, places it face up on the table, and announces it.

Player A is back on turn. A holds a black '12' and red '6-7-8-9'. With these cards A cannot play anything that would stay between 12 and zero, so A must draw a card from the pile. A draws a black '8', which also gives no playable option. Player B's turn now comes.

Overview of playing options

  • Leading (uitspelen) If there is no open card on the table, the first card played must be a black card. This situation always occurs at the start of a round or after a trick has been won.

  • Following (bedienen) When a player places a card on the open discard pile, they must announce the new total (or difference) aloud. Note: no intermediate result may go above '12' or below '0'.

  • Winning a trick (slag slaan) If a player's card brings the running total to exactly '12' or '0', that player wins the trick and takes all the face-up cards on the discard pile. The player who won the trick then leads with a new black card.

  • Drawing (trekken) If a player cannot play a card, they take the top card of the face-down draw pile. If that card can be played, or wins a trick, it is allowed.

  • Passing (passen) If the player cannot play the newly drawn card, they keep it in hand, and the next player's turn begins.

6. End of a Round

A round ends the moment a player plays their last card, whether by following or by winning a trick. That player receives a bonus of 30 points.

A round also ends if the face-down draw pile runs out and no one can play a card. The cards on the open discard pile are set aside and no longer count. In this case there is no bonus for ending the round.

7. Scoring

All the cards a player collected from tricks won count as positive points. (The source reads "skagen" here; this is read as a typo for "slagen", tricks.)

  • 1 to 5 (red or black): 5 points
  • 6 to 9 (red or black): 10 points
  • 12 black: 15 points
  • 12 red: 20 points
  • Last card played: 30 points

Cards that players still hold after a player has played their last card are set aside and no longer count.

It is best to note each player's points on a sheet of paper.

8. End of the Game

Before the game begins, the target score is determined. The special die is rolled and the result is multiplied by 100. The game is played until a player reaches or exceeds 200, 300, 400, or 500 points. That player wins the game.

If several players reach the target in the same round, the player with the highest score wins.

9. Note

A player who leads with a black '12' does not win a trick.

The red '12' serves only to capture a black '12'.

10. Variant

Cards that a player still holds in hand at the end of a round are subtracted from that player's score as negative points.

11. Pro Rule

The player who wins a trick may decide to swap the positive and negative colours. In that case the black cards are used for subtraction, and the red numbers are added to the previous running total.