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Werner: Volle Socke

Werner: Volle Socke Rulebook

Table of Contents

Table of Contents

  • I. Which Werner Cards Are There?
    • 1) Joy and Misery Cards (Freude- und Elendskarten)
    • 2) Spare Part Cards (Ersatzteilkarten)
    • 3) Okinal Horex Cards (Okinal Horex-Karten)
    • 4) Wheel Cards (Radkarten)
  • II. What Is Werner's "Volle Socke" About?
  • III. Game Setup
  • IV. "Building the Motorbike" (Motorrad bauen)
    • 1. Game Phase
  • V. "Horsepower Contest" (PS-Wettbewerb)
    • 2. Game Phase
    • Basic Rules
  • VI. End of the Game
  • VII. Determining the Points

I. Which Werner Cards Are There?

1) Joy and Misery Cards (Freude- und Elendskarten)

a) Joy cards (Freudekarten)

  • 2 Turbo cards: double the entire engine power.
  • 2 "Fuck for TÜV" cards: make a TÜV card worthless.
  • 2 "Da lach ich doch über" ("I'm laughing at that") cards: make every misery card worthless.
  • 4 Air Pump cards: pump up a flat tyre.

b) Misery cards (Elendskarten)

  • 2 "Motor her" ("Engine over") cards: the player hands over an engine card to the player who played this card.
  • 2 "Rad her" ("Wheel over") cards: the player hands over a wheel card to the player who played this card.
  • 4 TÜV cards: the challenged card is placed face down on the discard pile.
  • 4 Bull cards (Bullenkarten): the challenged card is placed face down on the discard pile.
  • 2 Nail cards: turn a normal tyre into a flat tyre.

2) Spare Part Cards (Ersatzteilkarten)

These cards can be used as jokers. Each spare part card offers three possible uses, of which only one may be used:

a) Rear wheel (4th gear) b) Normal front wheel c) Engine with the power stated on the spare part card

If a spare part card is taken away by another player, that player may use it again as a joker, in any way they choose.

3) Okinal Horex Cards (Okinal Horex-Karten)

  • 12 cards with 10 HP power
  • 12 cards with 20 HP power
  • 8 cards with 50 HP power
  • 8 cards with 100 HP power

4) Wheel Cards (Radkarten)

  • 16 normal front wheels
  • 4 flat front wheels
  • 4 wooden front wheels
  • 16 rear wheels, 4 each for gears 1 to 4

II. What Is Werner's "Volle Socke" About?

It is a real motorcycle race, and the player with the strongest machine wins. A total of 10 rounds are ridden. Each player's horsepower figures are noted on the score pad for each round and added up after 10 rounds. Only the 8 best rounds are counted in the scoring.

III. Game Setup

  • Shuffle all 110 cards well, then deal them one at a time, face down and in turn, to each player: 8 cards each.
  • Exception: with 2 or 3 players, each player receives 10 cards.
  • Place the remaining cards face down on the table as a draw pile. Place the top card of the draw pile face up beside the pile.
  • The player with the longest nose begins.
  • The first time you play Volle Socke, we recommend playing 2 practice rounds. Discuss any unclear points and agree on a common way of playing. You will find that every round brings new surprises. Discussion between the players is intended and is part of the game.

IV. "Building the Motorbike" (Motorrad bauen)

1. Game Phase

In the second game phase the player with the strongest motorcycle wins, so during "Building the Motorbike" the machines are properly upgraded, in order to later beat the rivals with full sock (voller Socke).

  • The player whose turn it is takes a card. They may either take the top card of the face-down draw pile or take the card lying face up.
  • The player then checks which cards they want to keep, and places one card face up beside the face-down draw pile. Then the next player takes a turn.
  • This process repeats until a player wants to end the phase ("Schluss" machen). That player knocks on the table, and each of the remaining players may then take one card and place one card, once each.
  • Knocking is only allowed after taking a card and before placing a card on the pile.
  • In this first phase, each player tries to build an optimal mix of motorcycle cards, misery cards and joy cards.
  • During this phase only the face-up card and the face-down draw pile lie on the table. Each player keeps their 8 cards in hand.

V. "Horsepower Contest" (PS-Wettbewerb)

2. Game Phase

  • The player who called the last round by knocking ("Klopfen") begins by laying out their motorcycle.
  • A motorcycle consists of at least 3 cards: front wheel, engine and rear wheel.
  • In turn, each other player then lays out their motorcycle. Players who cannot lay out a motorcycle are eliminated and may only take part again in the next round.
  • Note: at the start, you will only be able to lay out a weak motorcycle, because in the following horsepower contest engines, wheels or spare parts can be taken away.

Basic Rules

  1. The knocker who ended the first round of play plays the first card.
  2. No new cards may be taken from the draw pile.
  3. Each player must, in turn, play one card, and has 4 options: a) Remove a card from their own motorcycle, or b) play a misery card on another player's motorcycle, or c) place a card face down on the discard pile, or d) place one of their laid-out motorcycle cards on the discard pile and replace it with a card from their hand.
  4. Spare part cards can generally take on all functions, so even after being laid out they may be moved and take on a different property.
  5. When a misery card is played against a fellow player, the affected player must react immediately with a joy card. If the affected player must hand over a card to a fellow player, that player must use the card received immediately, i.e. they may not take it into their hand.
  6. If a player receives a misery card and can react with a joy card, this does not count as playing a card from hand. If that player is next in turn, they must play a card from their hand.

Example: A player shows their fellow player the card "Rad her". If the fellow player does not want to give up the wheel, they can play the card "Da lach ich doch über" (provided they have this card).

VI. End of the Game

The game (round) is over when no player wants to play a card any more.

VII. Determining the Points

The motor power is added up and adjusted by the value of the front and rear wheels. A Turbo card doubles the entire horsepower.

Example:

  • Engine power: 50 and 10 HP gives 60 HP.
  • A Turbo card doubles the value to 120 HP.
  • A third gear triples the value, so 360 HP.
  • A wooden front wheel halves the value.
  • Total value: 180 HP.

This value is noted on the score pad for the first round.