RulesPal
Chat
Rulebook
So typisch! thumbnail

So typisch!

So typisch! Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Game Flow
  • How the Clue Giver Decides
  • How the Guessing Group Decides
  • Evaluation
  • End of the Game
  • Variants

Components

  • 53 Person cards (blue)
  • 53 Object cards (red)
  • 4 Number cards (with the values 1 to 4)
  • 10 Number chips (with the values 0 to 4, each in red and blue)
  • 1 Plus chip
  • 1 Minus chip

Setup

  1. Shuffle the Person cards and the Object cards separately. Depending on the number of players, a different number of cards is needed; place them in 2 separate face-down stacks.

    PlayersPerson cardsObject cards
    32424
    43232
    54040
    62424
    72828
    83232
  2. Place the 4 Number cards side by side in ascending order in the middle of the table.

  3. Sort the Number chips by colour and place them separately next to the play area.

Game Flow

The most talkative player is chosen as the first Clue Giver. The other players are the Guessing Group for this round.

Each round proceeds as follows:

  1. The Clue Giver takes the 5 red chips and places them face down in front of themselves. The Guessing Group receives the 5 blue chips and places them face up, within easy reach of everyone, in the middle of the table.

  2. The Clue Giver draws 4 Person cards and places them face up in random order under the Number cards, so that it is clear which number belongs to which person. The Clue Giver then draws 4 Object cards and places them face up, in random order, under the Person cards.

    Important: The Clue Giver does not yet assign the objects to the persons. The order of the persons and objects should be purely random.

  3. The Clue Giver must now decide which object fits best with which person. Each person must be assigned a different object.

    When the Clue Giver has decided, they place 1 Number chip face down under each Object card. The number determines which person the Clue Giver wants to assign the object to.

    Important: As long as the Clue Giver has not placed a chip under every object, the Guessing Group must not talk among themselves or discuss, because this would influence the Clue Giver.

  4. Now the wild speculating, discussing and guessing in the Guessing Group may begin! The players should guess which combination of person and object the Clue Giver chose. The Guessing Group must confer among themselves and finally agree.

    Important: The Clue Giver may not interfere or give hints. Facial expressions and gestures are not allowed either, even when that is sometimes hard …

    Once the Guessing Group has settled on an answer, the players place their blue Number chips face up under the red chips. Again, only 1 chip goes under each Object card. The 5th chip remains unused.

How the Clue Giver Decides

The Clue Giver is completely free in their decision and may associate in any way they like. Naturally, they should try to make the assignment of an object to a person such that the Guessing Group can follow their reasoning, because only when there is a match do the players earn points toward winning the game.

The chips show values from 0 to 4. The Clue Giver may assign the chip with the 0 to an object which, in their opinion, fits none of the persons. They do not have to use the 0 if the 4 objects fit well with the 4 persons from their point of view. However, they should always consider whether the Guessing Group will see it the same way. The 5th chip that the Clue Giver did not use (whether it is the 0 or another number) is placed face down in front of the Clue Giver.

How the Guessing Group Decides

The Guessing Group is also free in its decision. However, the players should consider how the Clue Giver most likely decided.

If the Guessing Group cannot reach agreement, the player to the left of the Clue Giver decides how the blue Number chips are assigned.

Evaluation

The Clue Giver turns over their red Number chips one after another and compares the numbers with the blue chips. The Clue Giver may also give an explanation of why they assigned which object to which person.

  • If the numbers on both chips match, the corresponding Object card is placed under the Plus chip.
  • If the numbers do not match, the Object card is placed under the Minus chip.

The 4 Person cards go onto a separate discard pile.

Example: At the end of a round, the Guessing Group has achieved 3 matches with the Clue Giver. The Guessing Group correctly assigned 2 persons to the slippers and the gramophone, and they agreed that the bicycle card fits none of the persons. These 3 Object cards are placed under the Plus chip.

For the compass, the Guessing Group guessed a different person than the Clue Giver did. This Object card therefore goes under the Minus chip.

After the round ends, the next player clockwise becomes the new Clue Giver and a new round begins. By the end of the game, every player should have been Clue Giver the same number of times.

End of the Game

When both stacks of Person and Object cards have been used up, the game ends after that round.

  • If there are more Object cards under the Plus chip than under the Minus chip, the players have won the game. Congratulations!
  • If there are more Object cards under the Minus chip, all players together have lost the game.

Variants

  1. The game is slightly easier if the chip with the 0 is not used. In this case, only 8 Number chips are used in total, and the two chips with the 0 go back into the box.

  2. The game is likewise slightly easier if all chips are used, but 2 Number chips may be placed under one Object card.

In both variants, the Clue Giver does not place a chip in front of themselves.

  • Place the Plus chip and the Minus chip at the edge of the table. During the game, the cards for matches (Plus chip) and mismatches (Minus chip) are collected here.