Cracked
Cracked Rulebook
Table of Contents
Table of Contents
Contents
- 10 code cards
- 110 playing cards
- 80 number cards: two each of the values 0 to 9 in four colours
- 30 action cards:
- 6 × "Swap" (Tausch)
- 5 × "Reverse" (Richtungswechsel)
- 6 × "Skip" (Aussetzen)
- 4 × "Joker"
- 4 × "+2"
- 4 × "Gift" (Geschenk)
- 1 × "Reset"
Object of the Game
Each player tries to fulfil their code card. To do so, they must collect the number cards shown on it and get rid of all their other hand cards.
Setup
The oldest player is the card dealer. They shuffle all the code cards and deal one face down to each player. The remaining code cards are set aside face down. The dealer then shuffles the playing cards and deals each player 7 cards face down.
Code cards and playing cards are kept secret from the other players. The remaining playing cards are placed in the middle of the table as a face-down draw pile. The top card is turned face up and placed beside the draw pile: this is the first card of the number discard pile. If it is an action card, further cards are turned over until a number card is on top of the discard pile. The turned-over action cards are shuffled back into the face-down draw pile.
Note: If you want a less cruel game, play without the action card "Reset".
Note: During the game a separate discard pile for action cards also builds up.
Turn Sequence
The player to the left of the card dealer begins. Play then continues clockwise.
On their turn, a player chooses one of three options. They may either:
- A) place one or two matching number cards,
- B) draw a card, or
- C) place an action card.
Then the next player takes their turn.
A) Place number card(s)
The player places either one card whose number or colour matches the top card of the number discard pile, or places exactly two cards whose values add up to the value of that card (the colour then has no significance). The top of the two cards placed determines the colour and number for the next player.
Example: A red 4 lies on the discard pile. Any 4, any red number card, or any combination of cards 0 + 4, 1 + 3 or 2 + 2 (regardless of the colours of the cards) may be placed.
Example: A blue 5 lies on the discard pile. The player draws a red 1 and places it together with the yellow 4.
B) Draw a card
If a player cannot or does not want to place a matching card or cards, they must draw a card from the face-down draw pile. If this card matches, they may place it. They may also place the card they have just drawn together with one other card, if the sum of the two equals the value of the top card of the discard pile.
Then the next player takes their turn.
Note: In the rare case that the draw pile runs out, all cards from both discard piles, except the top card of each, are shuffled together to form a new draw pile.
C) Place an action card
Instead of placing one or two number cards, a player may play an action card. It is not placed on the number discard pile but on a separate discard pile for action cards. (The action cards are explained in detail on the reverse side.)
End of the Game
The game ends immediately when a player fulfils their code with their last four hand cards. The player shows their 4 number cards / jokers and their code card and has won.
Code Cards
Each code card shows a four-digit code, which must be fulfilled to win the game. At the end, the player may hold only the four number cards (or "Jokers") indicated on their code card in hand.
Playing Cards
Number cards
Red, blue, yellow and purple cards are available with the values 0 to 9. They are needed to fulfil your own code and win the game.
Joker
A player may use a Joker only to fulfil their code. It may replace any number card. Several Jokers may be used to fulfil the four-digit code.
+2
When this card is placed, the next player must either draw 2 cards (and may not play any cards this round!) or likewise place an action card "+2". In that case the next player must draw four cards, unless they in turn place an action card "+2" …
Swap (Tausch)
When a player plays this card, they must take into their hand the top card of one of the two open discard piles (number or action). Then they place this card on the action card discard pile.
Reverse (Richtungswechsel)
This card changes the direction of play. So if play was clockwise, after this card is placed play continues anticlockwise, and vice versa.
Gift (Geschenk)
When a player places such a card, all other players must place one of their hand cards face up in front of them. The active player may take one of the laid-out cards into their hand. The player whose card was chosen draws a card from the draw pile as a replacement. All other players take their card back into their hand.
Skip (Aussetzen)
When a player places such a card, the next player in turn order must skip, i.e. they are "passed over", and the player after them takes their turn.
Reset
When a player places this card, they choose another player, who must discard their current code card and draw a new code card.