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Schweinebammel

Schweinebammel Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Playing the Game
  • End of the Round
  • Scoring
  • End of the Game

Contents

  • 56 Pig cards (valued 1 to 10)
  • 16 special cards (5 Farmers, 5 Pigs, 3 Lucky Pigs, 3 Dung Heaps)
  • Rulebook

Setup

Shuffle all the cards thoroughly and deal 7 cards to each player. The remaining cards form the draw pile. Turn over one Pig card next to the draw pile. The player who imitates a pig best starts.

Playing the Game

Players take turns in clockwise order.

On their turn, a player performs one of the following three actions:

  1. Play an identical card

    The player plays a Pig of the same value as the top card of the discard pile onto the discard pile.

  2. Play two cards forming an operation

    To play 2 Pigs at once, the player must be able to form an operation using the top card of the discard pile and two cards from their hand. The player may form either an addition or a subtraction.

    Example: Lucas can play a 3 and a 5 if:

    • The discard pile shows a 2 (2 + 3 = 5)
    • The discard pile shows an 8 (8 - 5 = 3)

    The player announces the operation out loud when playing it: "2 plus 3 equals 5."

  3. Play a special card

    If the player does not want or cannot play a Pig card, they may play a special card.

    Caution: apart from the Lucky Pig, played special cards are discarded onto a separate pile, so that the Pig on top of that pile is always visible.

    The 4 special cards are as follows:

    Roger the Farmer

    If a player plays Roger the Farmer, the next player must play a Pig of the same value as the top card of the discard pile. If they cannot or do not want to, they must draw a card. The Farmer no longer applies to the next player.

    The Lucky Pig

    A Lucky Pig takes the value of any Pig from 1 to 10. It may be used, as the player chooses, to:

    • Replace a Pig of the value imposed by the Farmer;
    • Replace any Pig card discarded on the pile;

If a player cannot or does not want to play a card, they draw a card. Their turn is over, and it is then the next player's turn.

Important: When a player has only one or two cards left in hand, they must growl very loudly to announce it: once for one card, twice for two cards. If they forget, they draw 2 cards as a penalty.

When the draw pile is exhausted, the top card of the discard pile is set aside. The discard pile and the special cards pile are shuffled together to form the new draw pile.

End of the Round

A round ends as soon as a player has discarded their last card or has only Dung Heaps left in hand. It is time to count the points.

Scoring

Each player counts the points of the cards they still have in hand:

  • Pig cards cost a number of points equal to their value.
  • Roger the Farmer, the Lucky Pig and Hector the Pig cost 10 points each.
  • Each Dung Heap costs 15 points.
  • If a player holds all 3 Dung Heaps, they gain 30 points.

Points are recorded for each round, then the cards are shuffled and a new round begins. The next player, in clockwise order, starts the round.

End of the Game

The game stops after 4 rounds.

The player with the most points (or the fewest negative points) wins the game.

  • Form an operation with a second card.
  • The Lucky Pig is not discarded onto the special cards pile but onto the normal pile with the Pig cards.

    The Dreadful Pig Hector

    If a player plays Hector the Pig, the next player must draw a certain number of cards. The value of the card they play (if it is identical to the discard pile's value), or the value of the second card of their operation, determines the number of cards they draw.

    Example: Hugo plays a "Hector the Pig" card while the discard pile shows an "8". Lucas is the next player:

    • If he plays another 8, he must draw 8 cards.
    • If he plays a 5 and then a 3 (8 - 5 = 3), he draws 3 cards.
    • If he plays a special card, he must draw 10 cards.

    To avoid having to draw, the player may, on their turn, play a Pig card and pass the obligation to draw on to the next player!

    The Dung Heap

    At scoring, Dung Heaps cost a lot of points (unless a player holds all 3). To get rid of a Dung Heap, the player plays a Pig whose value exactly matches the number of cards one of their opponents has in hand. They place the card on the discard pile (in this case, without regard to the top card already there) and pass the Dung Heap to that opponent.

    Example: Marie has 5 cards in hand. The top card of the discard pile is a 2. Lucas covers it with a 5 and passes his Dung Heap to Marie. During a turn, anyone may ask an opponent how many cards they have in hand.