With /join 3-6 players can enter the game. With /start the game begins. Alternatively, you can use the game management use.
Scoops over five rounds. In each round each player gets 15 cards. At the beginning of the round, each player must choose a card that defines his own "breathing color". After that, tricks are played. In this case, All Colors - Other the played - Trumpf. The higher the number on a card, the higher its value in the stitch. With several trumps the highest (Tiebreaker is the first placed card). Cards with value 0 never stick. A 0 only makes a trick when it was played and all other players also set a 0. There is no obligation to use as in other card games! You can always Other Place a map.
TORBEN plays a red four. dynamism sets a red 1. Currently the stitch is still at TORBEN. Now Niknase puts a red 7 and takes over the stitch. Romario can sting and get the stitch with any non-red card that is not 0. If he doesn't want to have it, he has to put a 0 or a red card that is smaller than 7. The maps next to the names show the anger color.
Speedy plays a yellow 3. dynamism stands with a green 3. Now Excalibur can get the stitch when he puts a non-yellow card higher than 3. He doesn't get the stitch when he puts a yellow card or a card smaller than 4.
When all 14 stitches are played, the round is evaluated. Each card not the color of her own anger color counts a point. All maps of your own anger color count with Map value negative; this also includes the map designed at the beginning for determining the anger color.
Example: red was chosen as an anger color (1 ), you make the following four stitches:
3 - 6 - 2 - 8
0 - 3 - 8 - 9
1 - 7 - 5 - 4
2 - 4 - 9 - 8
Here you have 13 non-red cards; they score 13 points. For this you get -10 points (0+2+8) for the red cards, as well as the red 1 ( -1 point). The round result thus amounts to 2 points.
The game ends after 5 rounds. The points from the individual rounds are added. It wins who has most points.
Trouble Color: Usually you choose a color to the anger color from which you have many cards on your hand. You should figure out a small number, because the map is out.
Stitching is necessary for card players themselves. A few examples are to be given here, which facilitate entry.
Speedy plays a brown 5. dynasty also puts brown so he doesn't make the stitch. The following players could otherwise put a green card that can count negatively for him. Excalibur, with brown as an anger color, doesn't want the stitch at all. It therefore lays the brown 3rd Madmax with the blue 7 because so far no red is in the stitch. He chooses the color blue to stick so that TORBEN does not overstitch. That would be -7 points. Therefore, TORBEN now best places a red 7 or a smaller red card to give Madmax at least a few minus points.
Madmax plays the brown 4. TORBEN stands with the green 3. So he reduces the interest of the players behind him to get the trick, because they all have brown or green as anger color. Speedy- can safely get rid of its brown 13 thanks to TORBEN, dynamics sting deeper with the green 2. Since Excalibur does not want -17 points (4+13), he also places a brown card, which is harmless for him, since TORBEN holds the stitch by his non-brown currently. TORBEN then also takes the stitch that brings him 5 points because no blue contain.
Dangerously, it may be too early to play a high card of your own anger color. Here comes TORBEN with the blue 13. All other players "dry" and play a smaller blue card. If Madmax still plays blue, there are at least 30 minus points for TORBEN!
The examples show that it is advantageous to keep an eye on the maps of your own anger color. Then you know what time you can stand with what height without danger.
Only four rounds are played instead of five rounds.