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Danger 13

Danger 13 Rulebook

Table of Contents

Table of Contents

  • Components
  • Object of the Game
  • Setup
  • Course of the Game
  • 13!
  • ... Scoring
  • A New Round ...
  • End of the Game
  • The Different Cards
    • Number card (value only)
    • Number card with "+" sign
    • Arrow card
    • 13 to 18 card
    • Card-draw card
    • Hand card
    • "+" card

Components

  • 109 cards
  • 1 "1st player" card

Most cards show a value (top) and a symbol (bottom).

Object of the Game

Over several rounds, the players try to keep the good cards for themselves and pass the bad ones on to the others. Most cards show a value between 0 and 5 and a symbol, for example a "+" or a "hand". The higher the value of a card, the worse it is. The symbols are mostly positive, especially the "+" signs, because the winner at the end of the game is the one who has the most of them.

Setup

Form a draw pile with all the cards, well shuffled.

The "1st player" card is placed in front of the youngest player; he starts the first round.

Shuffle the 109 other cards well and place the draw pile, face down, in the centre of the table.

Course of the Game

The first player begins: he is the first "dealer". He draws a number of cards equal to the number of players and places this small packet, face down, in front of him. (With 2, 3, 4 or 5 players, the player therefore draws 2, 3, 4 or 5 cards respectively.)

Important: Nobody may see the front of the cards, including the dealer!

The dealer then turns over the top card of his small packet. He must now decide to whom he gives it: he may either keep it or give it to another player.

During the round, each player lines up all the cards he receives in front of him, face up, placing each new card to the right of those already placed.

The dealer then turns over the second card of his small packet and again gives it to a player. However, he may not give a card to a player who has already received one this turn (himself included)!

The dealer therefore always distributes all the cards of his small packet among all the players (himself included), so that each has one and only one.

His left neighbour becomes the new dealer; on his turn he draws the necessary number of cards...

The game continues in this way until a player reaches...

(Margin: When it is his turn, the player draws as many cards as there are players, without looking at them, turns them over, and gives them out, card by card, so that everyone always has exactly one card.)

13!

Each time a player receives a card, everyone checks whether the sum of his cards reaches or exceeds 13. If not, the game continues as before.

But if a player's total reaches or exceeds 13, the round stops immediately: the dealer stops dealing any remaining cards of his small packet and returns them to the draw pile without looking at them. It is time for the...

(Margin: As soon as the value of a player's cards reaches or exceeds 13, a scoring takes place.)

... Scoring

The player who has reached or exceeded 13 puts all the cards turned over in front of him on a discard pile next to the draw pile. All the other players start by turning over all their cards with "+" signs, face down, in front of them. They have won these cards and the cards stay in front of them, face down, until the end of the game. If one of these players reaches or exceeds 13 in a later round, he will not have to discard them either.

Finally, all the remaining cards (without a "+" sign) are also discarded.

(Margin: The player concerned discards all the cards turned over in front of him; the other players, only those without a "+" sign. They win the cards with "+" signs and place them in front of them, face down.)

A New Round ...

... can begin. The player who holds the "1st player" card passes it to his left neighbour, who thus becomes the first dealer of the new round: he again draws a number of cards equal to the number of players, deals them...

End of the Game

When the draw pile is exhausted, all the cards in the discard pile are well shuffled and form the new draw pile. The game continues until the next scoring. This scoring is still carried out as explained previously, then the game is over. Each player adds up the "+" signs on the cards turned over in front of him. The winner is the one who has the most. In case of a tie, the winner is the one whose cards total the highest value.

(Margin: The game ends with the last scoring. The winner is the player with the most "+" signs.)

The Different Cards

Number card (value only)

The player who receives such a card places it to the right of his row. Nothing happens (unless he reaches or exceeds 13...).

There are 21 cards of this kind in all, with values from 1 to 4.

Number card with "+" sign

The player who receives such a card places it to the right of his row. Nothing happens (unless he reaches or exceeds 13...).

There are 39 cards of this kind in all: 21 with one "plus" sign and values from 0 to 4, and 18 with two "plus" signs and a value from 1 to 5.

Arrow card

The player who receives such a card must discard it as well as the last card of his row.

If a player receives such a card when he does not yet have a visible card in front of him, it has no effect and is simply discarded. There are 6 cards of this kind.

13 to 18 card

The player who receives such a card places it to the right of his row. This player's fatal limit passes from 13 to 18: for him, the round only stops if the sum of his cards reaches or exceeds 18.

If a player receives several of these cards, it changes nothing. There are 5 cards of this kind.

Card-draw card

The player who receives such a card places it to the right of his row and must, in addition, draw the top card of the pile and follow its indications, that is, respect the symbol of the new card!

For example, if he draws such a card again, he must place it to the right of his row and draw another card from the pile...

If a player already reaches 13 (see page 9) with the 1st card that was given to him, the round stops immediately; he does not draw an additional card.

There are 21 cards of this kind in all, with values from 0 to 4.

Hand card

The player who receives such a card places it to the right of his row. It allows him to refuse any card he receives later: he then places the "hand" and the refused card on the discard pile.

The "hand" can be used against any card, including a card that a player would be forced to draw from the pile (see above). There are 8 cards of this kind.

"+" card

The player who receives such a card does not place it to the right of his row, but wins it immediately and places it on his packet of cards turned over face down.

The player can no longer lose these cards, even with an "arrow" card (see page 11). There are 9 cards of this kind in all, 6 with one and 3 with two "+" signs.

In plain terms: Whatever the effect of a card a player receives, he has received his card from the dealer and cannot receive another one this turn!