Dodelido Extreme
Dodelido Extreme Rulebook
Table of Contents
Table of Contents
Components
90 cards:
- 10 x sloth
- 5 x alarm clock
- 15 x flamingo
- 15 x lion
- 15 x giraffe
- 15 x monkey
- 15 x snake
The idea of the game
You have to think fast for this speedy card game! The player whose turn it is places the top card from his hand face up on one of the four discard piles. As in the original game, he then calls out: "animal species", "colour", "nought" or "Dodelido" as fast as he can! Sounds quite easy, except that in this extreme version you also have the words "Dodo" and "Didelidi" to deal with! Tongue twisters are inevitable especially since the sleepy sloth and the disruptive alarm clock make the whole thing more complicated. The player who makes the least mistakes wins!
Preparing for the game
All the cards are shuffled covertly and then dealt equally to the players. Surplus cards are put back in the box. Each player then picks up their cards face down in the form of a pile. The game is played clockwise. The youngest player begins.
How to play
When it is a player's turn, he places the top card of his hand pile face up in the middle of the table as fast as he can and without hesitating, makes a statement. Then it is the next player's turn.
Important: Irrespective of the number of players the cards are always placed on 4 discard piles. These are served alternately in clockwise direction: 1, 2, 3, 4, 1 ... etc.
Possible statements
1. No matching characteristic: "Nought!"
If there is no match, i.e. neither a colour nor an animal match (that is at least 2 cards with an identical characteristic), the player calls out "Nought!" as fast as he can. There is no match and therefore no majority for colour or animal species. This rule also applies when playing the first card in a new round.
2. There is a majority: "animal species" or "colour"
If there is a match which appears more frequently than the others, the player calls out the animal species or colour as fast as he can.
- 2x black: there is a match and majority for the colour. Call "Black".
- 3x blue: there is a majority for the colour. Call "Blue".
- 2x monkey: there is a majority for the animal species. Call "Monkey".
- 3x snake: there is a majority for the animal species. Call "Snake".
3. Delayed statement with "Oh"
Sloths are very slow animals and need a little more time for everything they do. So, you have to put an "Oh" in front of the statement for every sloth placed face up on the table. Regardless of whether the sloth has just been played or was already on the table.
Important: The sloths are special cards and are not counted to the majorities.
Careful: An "Oh" without a sloth on the table is forbidden!
Examples:
- 2 sloths and a majority of pink cards (2x): "Oh, oh, pink".
- 1 sloth and a majority of lions (3x) on the table: "Oh, lion".
- 3 sloths on the table: "Oh, oh, oh, nought".
4. Several characteristics appear in equal numbers: "Dodo", "Dodelido" or "Didelidi"
If there are several characteristics (at least two) that appear in equal numbers, the player calls out "Dodo", "Dodelido" or "Didelidi" as fast as he can.
If the characteristics which appear in equal numbers consist of 2 cards, the player calls out: "Dodo!"
- Examples: 2x flamingo and 2x pink are equally frequent on 2 cards: "Dodo". 2x monkey and 2x blue are equally frequent on 2 cards and there is one sloth on the table: "Oh, Dodo".
If the characteristics which appear in equal numbers consist of 3 cards, the player calls out: "Dodelido!"
- Examples: 2x flamingo and 2x pink appear equally often on 3 cards: "Dodelido". 3x lion and 3x green appear equally often on 3 cards and there is 1 sloth on the table: "Oh, Dodelido".
If the characteristics which appear in equal numbers consist of 4 cards, the player calls out: "Didelidi!"
- Examples: 2x giraffe and 2x black appear equally often on 4 cards: "Didelidi". 3x flamingo and 3x pink appear equally often on 4 cards: "Didelidi". 2x snake, 2x yellow, 2x blue appear equally often on 4 cards: "Didelidi".
Special card alarm clock
If the alarm clock card is played, all players hit the alarm clock as fast as they can so that the sleepy sloth can carry on snoozing. The slowest player, that is the one with his hand on top, came too late again and gets all the cards on the table. Then he starts the next round.
Mistakes
Every wrong word, every stutter, every incorrect "Oh", every hesitation lasting more than three seconds counts as a mistake! If a player makes a mistake, he must pick up all the cards laid out and put them in his hand pile and start a new round.
End of game and winner
The player who has played all the cards from his hand ends the game and is the winner!