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Stop Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Components
  • Setup
  • Playing the Game
    • Exception: Interjecting (Dazwischenwerfen)
    • Calling "Achtung!"
    • Calling "Stop!" – End of the Round
  • Scoring
  • End of the Game
  • Card Explanations
    • Number Cards
    • 0 = Stop
    • 2 = Draw Two Cards
    • 6 / 9 = Six on Nine and Vice Versa
    • Symbol Cards
    • Skip
    • Card Exchange
    • +X = Draw X Cards
    • Free Choice

Object of the Game

Each player tries to be the first to get rid of all of their cards.

Components

  • 1 rulebook
  • 112 cards: 26 cards in each of 4 colours (2 of each), and 8 "Free Choice" cards with a black background

Setup

  • The player who read the rules is the dealer of the first round.
  • The dealer shuffles the cards well and deals 7 cards face down to each player.
  • The dealer then turns 1 card face up on the table. This is the first card of the discard pile.
  • The remaining cards are placed face down next to it as the draw pile.

Playing the Game

Play proceeds clockwise. The dealer begins the round. When it is a player's turn, they must play 1 matching card from their hand onto the discard pile. This card must match the top card of the discard pile in colour, or in number, or in symbol. After playing, that player's turn is over and their left-hand neighbour takes a turn.

Example: On a blue 4, any blue card or any 4 of any colour may be played.

If a player cannot or does not want to play a matching card, they must take 1 card from the draw pile as a penalty. After that, their turn is over and their left-hand neighbour takes a turn.

Note: When the draw pile runs out, the top card of the discard pile is set aside as the new discard pile. The remaining cards of the old discard pile are shuffled and placed in the middle as the new draw pile.

Exception: Interjecting (Dazwischenwerfen)

If any player holds exactly the same number card (same colour and same number) as the card currently on top of the discard pile, they may play it immediately, even if it is not their turn. This does not apply to symbol cards; they cannot be interjected. The difference between number cards and symbol cards is described under "Card Explanations" at the end of the rules.

Example: On the blue 4 on the discard pile, the second blue 4 from the hand of any player may be interjected.

After an interjection, play continues with the left-hand neighbour of the player who interjected the card. Interjecting can therefore skip players!

Calling "Achtung!"

When a player plays their second-to-last card, they must call out "Achtung!" loudly. They must call it before their card lies on the discard pile. Otherwise, as a penalty, they must draw 2 cards from the draw pile and add them to their hand.

Calling "Stop!" – End of the Round

When a player plays their last card, they must call out "Stop!" loudly. The round ends immediately after the card is placed. They must call it before their card lies on the discard pile. Otherwise, as a penalty, they must draw 2 cards from the draw pile and add them to their hand. In this case the round continues.

Scoring

When the round ends, the remaining players score negative points (minus points) for each card still in their hand:

  • Each number card without a special function counts its number value as minus points.
  • The cards with special functions are scored as shown in the scoring illustration in the rulebook, from left to right: Free Choice -50 points, Draw X -40 points, Card Exchange -30 points, Draw 2 -20 points, Skip -10 points, 9 -9 points, 6 -6 points, Stop 0 points.

After scoring, the next round begins. The left-hand neighbour of the dealer of the round just finished becomes the dealer of the new round.

End of the Game

The game ends when a player reaches 500 minus points.

The winner is the player with the fewest minus points!

Card Explanations

Number Cards

The number cards 1, 3, 4, 5, 7 and 8 have no special function. The 0, 2, 6 and 9 are number cards with special functions.

0 = Stop

A "0" may be played like any ordinary number card. It may also be used as a defence card. With it, a player can protect themselves from the effects of the cards Skip, Card Exchange, 2, and +X. The "0" must have the same colour as the card you want to protect yourself from.

2 = Draw Two Cards

The next player clockwise must take 2 cards from the draw pile and skip their turn. Their left-hand neighbour is then the next to play.

The affected player can protect themselves in two ways:

  1. They play a matching-colour "0". Play continues as usual with their left-hand neighbour.
  2. They extend the effect by playing another "2", of any colour. The number of cards to draw then increases by 2. In this case the left-hand neighbour must now draw 4 cards, and so on.

Note: If any player interjects a "2", the left-hand neighbour of that player must draw the cards, unless they can protect themselves.

6 / 9 = Six on Nine and Vice Versa

A 6 may be played on a 9, and a 9 on a 6, regardless of colour. In this case they count as the same number. If the colour also matches, they even count as identical cards. Because there are four of each of these two number cards in every colour, they are particularly useful for interjecting.

Symbol Cards

The symbol cards have special functions. Unless stated otherwise, the normal playing rules apply to them. However, symbol cards cannot be interjected.

Skip

The next player is skipped and may not play a card, even though it would be their turn.

The affected player can protect themselves in two ways:

  1. They play a matching-colour "0". Play continues as usual with their left-hand neighbour.
  2. They play another Skip card, of any colour. In this case their left-hand neighbour must be skipped, and so on.

Card Exchange

When a player plays this card, they must choose:

  1. All players pass their hand cards to the left, or
  2. All players pass their hand cards to the right.

If any player plays a matching "0" before the exchange, all effects of the Card Exchange card are prevented. Play continues as usual with the left-hand neighbour of the player who played the "0".

+X = Draw X Cards

The next player clockwise must turn over the top card of the draw pile. Depending on whether it is a number card or a symbol card, they must then do the following:

  1. If it is a number card, they must take as many cards from the draw pile as the number shows. They add them to their hand together with the card turned over.
  2. If it is a symbol card, they only take the turned-over card into their hand.

In addition, the player must skip. Their left-hand neighbour is then the next to play.

The affected player can protect themselves against the "+X" card by playing a matching-colour "0". Play continues as usual with their left-hand neighbour. They may not play another "+X" card to protect themselves.

Free Choice

This card may be played on any card lying on top of the discard pile, regardless of its colour, number or symbol. With this card, the player must name a colour by immediately playing an additional colour card onto the Free Choice card. So with "Free Choice" you always play two cards! If a player has no additional colour card in hand, they may not play "Free Choice".