Voll auf die 18
Voll auf die 18 Rulebook
Table of Contents
Table of Contents
Game Material
120 cards, of which:
- 99 Arguments* in 4 colours with values 1-6 (each 5x1, 5x2, 6x3 (except green - only 5x3), 5x4, 2x5, 2x6), printed on both sides. Front: the argument. Back: half of a digital number and the condition for expanding the Library.
- 18 Nazi cards, printed on both sides. Front: the 08/15 side. Back: the super nasty side. Each shows the Nazi's IQ; the super nasty side also shows a special requirement (e.g. "All together" with a brown border, "Colour requirement", "Number ban").
- 2 Razupaltuff cards
- 1 Finale card
Also: 7 character boards (double-sided: one normal and one talented side), 1 coaster, 4 dice in 4 colours (yes, dice!).
You also need: 1 smartphone or tablet with an app (www.vollaufdie18.de).
* They are actually arguments, quotes, jokes and sayings against the right, but that is far too long, and one should not write long sentences in rulebooks; so for simplicity they are just called "Arguments".
Object of the Game
You want to convince Nazis that being a Nazi is silly. All Nazis have an individual IQ. You play Arguments from your hand whose sums must match exactly these IQs. You can do this alone or in a team. Super nasty Nazis often need more concrete persuasion and bring additional requirements for your argumentation into play.
Hurry, because time is short! About every 33-45 seconds a new Nazi appears. Convince these Nazis efficiently and quickly to make the world a good deal better. This road will not be an easy one. (You may also sing this sentence.)
Setup
App
Place your tablet or smartphone in the play area where everyone can see it. Start the "Voll auf die 18" app, choose the chapter (if you are playing for the first time, "1") and select the group size. The app gives you the details of the respective chapter, which are explained below.
Note: The app (actually) knows everything. If you ever get into a situation where apparently no rule applies and the app cannot help either, use common sense or discuss until you have found a solution together.
Arguments
Shuffle the 99 Arguments and split them into 2 roughly equal face-down Argument stacks. Place them so that everyone can easily reach at least one stack.
Characters
At the start of a chapter the app tells you which characters are in play. Each of you takes one of the available character boards. They show different play rules which you must always follow. The character boards have a normal side and a side with talent. The app tells you which side you play with. Put the remaining characters aside; you do not need them in this chapter run.
Nazis
All 18 Nazis are always in play and together form the Nazi stack. They all have an 08/15 side and a super nasty side. You recognise the super nasty Nazis by their brown border and by the fact that they have only a slice of toast instead of a brain. Depending on the chapter you play, certain Nazis must be turned to their super nasty side. The app tells you which ones, according to your chosen chapter. Then shuffle the Nazi stack and place it on the Finale card in the middle of the table.
Note: When shuffling, make sure all Nazis lie in the stack with the prescribed side up and that you do not turn them over accidentally.
Tip: Use the bottom of the box and the box lid as discard boxes for discarded cards. This avoids unnecessary chaos on the table.
Here we go!
Everyone now draws 4 Arguments from the stacks into their hand. Depending on group size, place open Arguments in the middle of the table. The app tells you how many. This is the Library, also called "Bib".
When you are done, press "continue" and listen to what the chapter is about.
Special Rules
If the chosen chapter has special rules, the app will tell you. (More about the special rules of each chapter on the following pages.)
Course of Play
You all always play at the same time, and there is no turn order! You may talk to each other at any time and share all information with each other.
Whenever you hear an "Achtung!" ("Attention!") from the app (this includes the "Achtung!" directly at the start of the game), you must move the top Nazi card of the Nazi stack to a free space left, right, above or below the stack. Do not turn the Nazis over while doing so!
As soon as you have pushed the last Nazi off the stack and the Finale card thereby becomes visible, press the "Finale" button in the app. The app now shows how much time you have left to convince all (yes, really all) remaining Nazis. If you manage it within the time, you have completed this chapter successfully. Some chapters can specify additional victory conditions - you must fulfil those too in order to win.
You lose the chapter run
- if at any time 5 Nazis (including the Nazi card on top of the stack) lie face up. Then you have no chance any more to get at the Nazis in the Nazi stack.
Or
- if time has run out and you have not convinced all Nazis.
Or
- if you no longer have enough Arguments available to convince the remaining Nazis.
During the game you may perform the following actions in any order and as often as you want or can: ARGUE and SWAP.
Arguing
Your argumentation must always consist of at least 2 Arguments. Different rules apply to each character, which you can find on the respective character board.
With the sum of your Arguments you must hit exactly the IQ of a face-up Nazi card in order to convince this person. This can also be the person on the Nazi stack, but that "only" makes the stack smaller. It may not save you from a pressing situation in time.
You have the option to argue either alone or in a team. If you argue together with several characters, simply add up the respective sums of your Arguments.
If you succeed in hitting a face-up Nazi IQ exactly, alone or as a team, immediately put the Nazi card and your used Arguments into one of the discard boxes or far away from the play area. This person has been convinced thanks to you and will never do or think evil again. Yeah!
Important: Used Arguments are no longer available to you for the rest of the game, so use them wisely!
After arguing, draw Arguments from the Argument stacks until you have 4 cards in hand again. If all Argument stacks are empty (and only then!) you may draw cards from the Bib, if there are still cards there.
Example: The Kangaroo likes to argue coherently and needs Arguments of the same colour, whose values you may simply add up. (Example: Arguments with sum 6: a 1 and a 5 of the same colour; the Kangaroo could convince this Nazi alone if he were face up.)
The Kleinkünstler (small-time artist) likes to give gapless lectures and needs consecutive number values, from which he builds streets (straights). With him the colours of the Arguments do not matter. (Example: Arguments 2, 3, 4, 5 = sum 14; the Kleinkünstler could convince this Nazi alone if he were face up.)
Should the Kangaroo and the Kleinkünstler want to argue together, in this example they reach an argumentation of strength 20 - they simply add the sums of their Arguments (6 + 14 = 20).
Do not forget: the individual rules of your character must also be followed when arguing together.
After you have convinced the person, put the Nazi card and all used Arguments into one of the discard boxes and draw back up to 4 hand cards from the stacks.
Swapping
You may swap Arguments with each other as you like. You must make sure, however, that you get back as many cards as you gave - swapping is always 1:1. After each swap, all involved must therefore again have 4 Arguments in hand.
For example: you may swap a green 2 for a yellow 5 with someone else.
You also have the possibility to swap for open cards from the Bib. However, you may only swap equal numbers or equal colours with each other. (Libraries have funny rules.)
For example: you may put a blue 3 into the Bib and take a blue 5 into your hand for it, or put down a blue 3 and take a red 3 for it.
The Emergency Rule
If you absolutely cannot get anywhere with your Arguments, you may once per chapter shuffle all your hand cards back into the Argument stacks and then each draw 4 new cards. The time meanwhile runs on relentlessly - so better hurry!
Everyone must take part and exchange their cards!
Tip: This only makes sense if you would otherwise "get stuck"!
Get Ready!
Now you know all the rules to begin the game. You can now play the first chapter. We wish you much success and believe firmly in you! Press "Start" in the app and off you go.
On the following pages you will find detailed rules for the individual chapters and their particularities.
Chapters
Explanation: In every chapter there will be new kinds of challenges in which new game elements are introduced or known elements are combined with each other. So that you find your way quickly, all elements have different labels. That way, for known elements you know immediately what to do, or can quickly find the corresponding section in the rules.
Chapter 1 - Train Your Arguing
Labels: normal characters; 08/15 Nazis.
We start small: Stand up to the Nazis and convince them all in time. Use the normal side of your character boards.
Turn all Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
Once more as a reminder: When shuffling, make sure all Nazis lie in the stack with the prescribed side up and that you do not turn them over accidentally.
Chapter 2 - Get Smart
Labels: normal characters; 08/15 Nazis; 10 cards in the Bib.
Turn all Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
From now on, besides ARGUING and SWAPPING, a further action is available to you:
Expanding the Bib
On the backs of the Arguments, conditions are shown. Fulfil them in order to place those Arguments face up from the Argument stacks or from your character boards (we will get to that later ...) into the Library. These Arguments are then also available for swapping. Any number of Arguments may lie in the Library.
Condition types shown on the backs:
- Colour combos: One of you must have these 4 colours in hand and briefly show them to all people at the table - they do not have to be discarded.
- Number combos: One of you must have these 4 numbers in hand and briefly show them to all people at the table - they do not have to be discarded.
- Actions: Carry out the action described on the back as stated. This can be a group task or a task for a single person. (Example: "Tell a joke you have not told today.")
Additional victory condition for this chapter: You win this chapter only if you have convinced all Nazis within the time and your Bib additionally consists of at least 10 Arguments at the end of the game.
Reminder: This additional victory condition applies to this chapter, but not necessarily to all following ones. Only where an additional victory condition is stated does it count as a further requirement for your victory.
Chapter 3 - Reinforcements
Labels: normal characters; 08/15 Nazis; Never alone!
In this chapter you meet 2 new characters who argue ... let's say ... in their very own way. Play with them and use their normal side.
Turn all Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
You may not convince any Nazi alone in this chapter! That means you must always argue at least in pairs.
Krapotke gets the 4 dice and receives no hand cards. For arguing he has the dice available, with which he can form either pairs or straights (not both at once). Krapotke may roll each of his dice as often as he likes or set it aside for his upcoming argumentation. Dice used in an argumentation must be rolled again in order to be used again. For Krapotke too, his argumentation must consist of at least 2 Arguments - in this case 2 dice.
Important: Dice showing a 6 may not be used by him, and he must immediately place them on his character board. These dice are blocked. To get them back, he must roll all his dice again.
(Illustrated examples: a pair of 2s = 4; a straight 2-3-4 = 9.)
Maria puzzles digital numbers with the backs of the Arguments. She therefore holds the cards the wrong way round. A digital number must always be formed from 2 card backs. The cards may be laid next to each other head to head or overlapping upright. They may not be turned by 90 degrees.
Maria may play single digital numbers (consisting of 2 cards) or add together 2 digital numbers.
(Illustrated examples: OKAY! (3); OKAY! (8); NOT OKAY! - a digital number made of a single card.)
Chapter 4 - Without Words
Labels: normal characters; Playing open and talking forbidden!; 08/15 Nazis; 10 cards in the Bib.
In this chapter you may not talk to each other. Play with your hand cards open on the table and communicate with hands and feet if necessary. Turn all Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
Note: If an action for expanding the Bib requires you to say something, you must do it in a whisper.
Additional victory condition for this chapter: You win this chapter only if you have convinced all Nazis within the time and your Bib additionally consists of at least 10 Arguments at the end of the game.
Chapter 5 - Neon Nazis
Labels: normal characters; Two-colour Nazis.
Turn the Nazis with the values 7, 9, 11, 15, 16 and 19 to their super nasty side. These are the Two-Colour Nazis.
Turn all other Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
Once more as a reminder: When shuffling, make sure all Nazis lie in the stack with the prescribed side up and that you do not turn them over accidentally.
Two-Colour Nazis must be convinced with Arguments of matching colours. All rule-conforming combinations are allowed as long as they consist of one or both of the prescribed colours.
This woman here, for example, accepts only yellow and red Arguments. Friedrich-Wilhelm and Otto-Von could therefore convince her e.g. as follows: (illustrated example with yellow and red Arguments).
Chapter 6 - Talents
Labels: Two-Colour Nazis; 10 cards in the Bib.
From now on (so in all following chapters too) turn your characters to the talented side (the one with the pink floor and the talent symbol).
Each character now has a special talent that you can use. It must first be activated, however. During setup, place an Argument from one of the stacks face down onto the talent space of your character board.
If you meet the requirements on the back of this Argument, you can place it face up into the Library. The same rules apply for fulfilling them as described under EXPANDING THE BIB. Your talent is now activated for exactly one use. You may choose yourself when you want to use it. Once you have used it, you cover the talent space again with a face-down Argument from a stack. You can activate and use the talent again and again in the way just described. There is no limit to how often you may do this. And since exceptions prove the rule: Herta, the Amazon Queen, has a talent usage limit. She can use her talent at most 4 times and immediately receives 4 Arguments on the talent space of her character board during setup.
By the way: you may also activate the talents of the others if you meet the requirements on the respective cards. However, you may only use your own talent, not that of another person.
Turn the Two-Colour Nazis with the values 7, 9, 11, 15, 16 and 19 to their super nasty side. Turn all other Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
Additional victory condition for this chapter: You win this chapter only if you have convinced all Nazis within the time and your Bib additionally consists of at least 10 Arguments at the end of the game. These 10 Arguments must come from your talent spaces. Exceptionally, you may not expand the Bib with cards from the Argument stack.
Chapter 7 - All Against One
Labels: Never alone!; All-Against-One Nazis; Razupaltuff.
In this chapter you may not convince any Nazi alone. You must always do it at least in pairs.
Turn the Nazis with the values 20, 21, 22 and 23 to their super nasty side. These are the All-Against-One Nazis.
Turn all other Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
All-Against-One Nazis must ALWAYS be convinced by all of you together. This means that all of you must contribute rule-conforming argumentations.
In addition, if you are two or three players, one Razupaltuff card comes into play. If there are more of you, take both Razupaltuff cards. They exist simply to make your life even harder, because they block a card slot in your hand. You can swap the Razupaltuff cards among yourselves during the game, but never put them into the Bib! Razupaltuff is not an Argument! Whoever receives a Razupaltuff card must say "Razupaltuff".
Decide together who takes the Razupaltuff card(s) into hand at the start. Whether one person takes both or 2 people take one each is up to you. During chapter setup you then all draw cards from the Argument stacks until you have 4 cards in hand - including the Razupaltuff cards.
Chapter 8 - Forbidden Numbers
Labels: Number-Ban Nazis; All-Against-One Nazis.
Turn the Nazis with the values 13, 14, 17 and 18 to their super nasty side. These are the Number-Ban Nazis. Also turn the All-Against-One Nazis with the values 20, 21, 22 and 23 to their super nasty side.
Turn all other Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
Number-Ban Nazis can NOT be convinced with Arguments whose values equal one of the two numbers on their ban sign.
Example: To convince this Nazi (IQ 18, banned numbers 1 and 2), you need (individually or together) argumentations with the sum 18. You may not use cards with the values 1 or 2 to form this sum.
Chapter 9 - Monotone
Labels: Number-Ban Nazis; One-Colour Nazis; Swap places.
Turn the Nazis with the values 6, 8, 10 and 12 to their super nasty side. These are the One-Colour Nazis. Also turn the Number-Ban Nazis with the values 13, 14, 17 and 18 to their super nasty side.
Turn all other Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
One-Colour Nazis must be convinced with Arguments of matching colour. All rule-conforming combinations are allowed as long as they consist of the prescribed colour. (Illustrated examples: OKAY! - Arguments all of the one colour; NOT OKAY! - mixed colours.)
In addition, in the course of the chapter you will have to swap places spontaneously. The app will give you a clear signal: "Swap places now!". Thereupon you all move one seat on (to the left, of course) and leave your hand cards as well as your character on your old seat. Everyone continues to play with their new role and the new hand cards.
Chapter 10 - Blind Trust
Labels: 08/15 Nazis; Cards the other way round.
Turn all Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
Everyone holds their hand cards so that only the others can see the front of their own cards. (Note: God therefore holds the cards so that she sees the fronts.) You must now play for the others and help them to argue. As before, you may exchange all information and also cards with each other according to the known rules. Of course this also applies to cards from the Bib.
Note: In this chapter you will be busily fumbling around in each other's hand cards. This may feel a bit strange at first, but you will (have to) get used to it.
Chapter 11 - Razupaltuff
Labels: One-Colour Nazis; Two-Colour Nazis; Razupaltuff; 10 cards in the Bib.
Turn the One-Colour Nazis with the values 6, 8, 10, 12 and the Two-Colour Nazis with the values 7, 9, 11, 15, 16, 19 to their super nasty side. Turn all other Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
With 4 or 5 players you bring both Razupaltuff cards back into play. With 2 or 3 players only one.
Additional victory condition for this chapter: You win this chapter only if you have convinced all Nazis within the time and your Bib additionally consists of at least 10 Arguments at the end of the game.
Chapter 12 - All Super Nasty
Labels: Two-Colour Nazis; One-Colour Nazis; Number-Ban Nazis; All-Against-One Nazis; random characters.
Turn all Nazis to their super nasty side. Shuffle them and place them on the Finale card.
Distribute the characters specified by the app randomly among yourselves.
Chapter 13 - Without Words, but Never Alone
Labels: 08/15 Nazis; Playing open and talking forbidden!; Never alone!; Swap places.
Turn all Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
In this chapter you must play with open cards, may not talk, may not argue alone, and in between, when the app tells you, you must also swap places.
Chapter 14 - No 6s for the Nazis
Labels: All-Against-One Nazis; Two-Colour Nazis; random characters; no 6s.
Turn the All-Against-One Nazis with the values 20, 21, 22 and 23 and the Two-Colour Nazis with the values 7, 9, 11, 15, 16 and 19 to their super nasty side. Turn all other Nazis to their 08/15 side. Shuffle them and place them on the Finale card. Distribute the characters specified by the app randomly among yourselves.
In this chapter you may not use 6 Arguments for arguing. They may however be used regularly for swapping (also with the Bib) or for expanding the Bib.
Chapter 15 - Team Building
Labels: Two-Colour Nazis; One-Colour Nazis; Number-Ban Nazis; All-Against-One Nazis; Never alone!; Swap places.
Turn all Nazis to their super nasty side. Shuffle them and place them on the Finale card.
In this chapter you may not argue alone and, in between, when the app tells you, you must also swap places.
Chapter 16 - Mute vs. Super Nasty
Labels: Two-Colour Nazis; One-Colour Nazis; Number-Ban Nazis; All-Against-One Nazis; Playing open and talking forbidden!
Turn all Nazis to their super nasty side. Shuffle them and place them on the Finale card.
You play with open cards and may not talk to each other.
Chapter 17 - The Arguments Run Out
Labels: 08/15 Nazis.
Shuffle the 99 Arguments and split them into 5 roughly equal face-down Argument stacks.
Turn all Nazis to their 08/15 side. Shuffle them and place them on the Finale card.
In this chapter, when drawing your hand cards you may only take cards that are already in the Bib!!! If it is empty, you therefore cannot draw any hand cards. You may not draw from the Argument stacks!
Chapter 18 - Blind Trust X-treme
Labels: Two-Colour Nazis; One-Colour Nazis; Number-Ban Nazis; All-Against-One Nazis; Cards the other way round.
Turn all Nazis to their super nasty side. Shuffle them and place them on the Finale card.
Everyone holds their hand cards so that only the others can see the front of their own cards. (As in Chapter 10 - Blind Trust.)
Chapter 19 - ???
Wow! Congratulations. How good are you? You have completed all 18 chapters? To that, first a portion of mozzarella sticks! But do not worry! You can keep playing as long as you like. From now on the app generates new chapters with random challenges. Have fun.
Summary
- Prepare the Argument stacks.
- Choose the group size in the app.
- Choose the chapter you want to play.
- Listen to the story.
- Distribute the characters and note which side is played.
- Turn the corresponding Nazis to the prescribed sides.
- Place cards in the Bib.
- Read the special rules for this chapter aloud.
- Press "Start".
- Get! Ready!