Double Nine
Double Nine Rulebook
Table of Contents
Table of Contents
Contents
Basic Cards (0–9) ×2
Each card has a front and a back. The card types and their effects are on the back of the cards.
Expansion Cards (0–9) ×2
The expansion card types and their effects are on the back of the cards.
4 Player Boards
Each board has two spots: "Site ×10" and "Site ×1", each with a 0.
4 Victory Tokens
Each token has a "1st Victory" side and a "2nd Victory" side. The tokens are reversible.
Setup
- Place the "victory tokens" in the center of the table.
- Place one "00 card" in front of each person. This is the board on which each player plays their cards.
- Choose 20 of the 40 cards (from the basic and expansion decks) and use them to form a deck.
- Remove 1 card from the deck. (Be careful, this is easy to forget!)
- Deal one card to each person. Only you may see the card in your hand.
- Determine the starting player by any suitable method. It is good to have someone familiar with the game to start.
(The manual illustrates an example setup for a 4-player game.)
Turn Flow
Players take turns in clockwise order, starting with the starting player.
- Draw one card from the deck and add it to your hand. (You will have 2 cards in hand.)
- Choose 1 card and place it on your 00 board, in "Site ×10" or "Site ×1". Stack the following cards so that the numbers beneath can be seen.
- Use the effect of the card you drew. (This always activates when you draw it.)
- Your turn ends and passes to the next player.
Repeat steps 1–4 until the deck runs out. The game ends at the end of the turn when the draw pile is exhausted. That is, each player ends with one card in hand.
Victory Judgment
After the game ends, the winner is judged.
The winner is the person with the highest two-digit number when comparing the top cards of each board. (In case of a tie, everyone who is tied wins.)
The winner receives a "victory token": the first win uses the "1st Victory" side, and a second win uses the "2nd Victory" side.
Once the winner has been judged, return to "Setup" and repeat from step 3.
The starting player of the next game is the player to the left of the winner.
The player who first obtains two victories is the overall winner.
Selection Rules
These optional rules are called "Selection Rules". They can also be combined.
1. Team Rule
When playing with 4 players, the players sitting opposite each other form a team and fight 2 vs 2.
In the victory judgment, add the numbers of both teams. The team with the highest total wins. (The team game is fun.)
2. Random Number Rule
At the start of setup, randomly choose a two-digit number. This is called the "target value".
The game is then played normally, but the winner is not the person with the highest two-digit number. The winner is the person closest to the target value. (The strength of the cards changes, for a fresh feel.)
3. Expansion Rule
Once you are used to the game with the basic cards, use the expansion cards for a dynamic and deeper game.
The recommended combinations are:
- Use only the expansion deck (20 cards).
- Use one basic deck and one expansion deck (20 cards).
- Use 10 cards from the basic deck and 2 expansion decks (40 cards). Remove 10 cards in the same way (30 cards).
(The source lists option 2 as "un 1 mazo y 1 mazo expansión"; "un 1" is read here as "one basic deck".)
4. Competition Rule
Play the game 3 times. At the end of each game, record your numbers as your score. Compete for victory or defeat by the total score of the three rounds.
(The four selection rules above can also be combined.)
Card Explanations: Basic Deck
Card text printed on each card is shown in italics, followed by the manual's explanation.
0 – Reaper
Soul Hunt: Take a top card of another player and place it beside this card.
After being placed on your board, choose a top card of another player and steal it, placing it beside Reaper. (If Reaper is in "Site ×10", the other card goes in "Site ×1".)
1 – Hacker
Duplicate: Use the effect of the card beside this card. If the effect is [Constant], it cannot be used.
When used on your board, it creates an identical copy of the effect of the card beside it, using that effect immediately. This excludes cards whose description includes [Constant]. (In that case Hacker only counts as its numeric value.)
2 – Aiko
Love Letter: Place this card on another player's board, in "Site ×10" or "Site ×1".
A card that, when played, must be placed on another player's board with the intention of reducing their total number or cancelling some ability, as in the case of Sister. (You cannot use it on your own board.)
3 – Clown
Juggling: Choose left or right. All players pass their hand in that direction.
After this card is played, whoever played it must say a direction, left or right. Then all players pass the card in their hand in that direction. (This includes the player who played this card.)
4 – Necromancer
Resurrection: Take a card beneath this card and place it beside this card.
Use this card on your board to "Revive" another card beneath it. That is, if you place Necromancer in "One's Place" (as the source text reads), any card in the same place can be placed beside it, as with Reaper. (The effect of the revived card is not used; it only counts for scoring.)
5 – Sister
God's Blessing: [Constant] While this card is the top card, the spot beside it cannot be harmed by any other effect.
When used, Sister "Blesses" the card beside it, protecting it from any attack: no effect can make anything happen to that card. Because it is [Constant], if on another turn Sister is still the top card, the protection continues. (Sister does not protect itself.)
6 – Fallen Angel
Lost Paradise: All other players must swap the top cards of their sides.
When activated, its effect forces each other player to swap the top cards on their boards. So if a player had a 90, it will now be a 09. (The effect does not go to your board.)
7 – Medusa
Petrification: All other players lose a turn.
When this card is used, the other players become "Petrified", so the player who played it takes another turn, drawing and discarding one of the two cards they have in hand. (If the other player is another Medusa, Medusa gains another turn.)
8 – Elf
Pacifism: Nothing happens.
A pacifist card that performs no effect and simply counts for scoring. (The source asks: "Does anything else need explaining?")
9 – Luna
Enchanted Moon: Place this card in your "Site ×1".
Luna is a card that is forced to be played in "Site ×1" by its effect, so whether or not it is used, it will give only 9. (When lowering it, try to find an effect that benefits it, to make it a 90.)
Card Explanations: Expansion Deck
0 – Nine-tailed Fox
[Constant] At the end of the game, this card's number will equal the number of the card beside it. (Transform)
Using this card means copying the card beside it, using only its numeric value. It scores if it ends up as the top card like any other. (That is, if you have a 9 beside this 0, it becomes a 9, creating a 99.)
1 – Magician
Cheat & Swap: Choose someone (you may choose yourself). Swap the top cards of each side. (Only if each side has one.)
The Magician is placed only on your board and then activates, for only one player, the effect of swapping top cards. This effect can also be used on your own board. (For example, an 18 would become an 81.)
2 – Shaman
Possession: Use the effect of the top card in "Site ×1" of another player. If it is [Constant], it cannot be used.
When used, choose the effect of a top card of another player. The card you choose must not have a [Constant] effect, and it must be placed in "Site ×1". (You only use the effect of the other card; that card still belongs to the other player.)
3 – Sol
Blazing Sun: Choose "Site ×1" or "Site ×10" of any player (you may choose yourself). Remove a top card.
After placing it, choose any top card. This includes your own board. The Blazing Sun effect "burns" that card, removing it from the game; flip it face down. (The card that was underneath would now score.)
4 – Sniper
Bull's Eye: Look at another player's hand. Decide whether to remove their card; if you do, they draw a card.
When placed on your board, you must choose another player's hand and look at their card. Then decide whether that card will be removed or kept, depending on which is more useful. (If you eliminate their card, it goes face down and they draw another from the deck.)
5 – Dark Aiko
Cursed Letter: ♥ Place this card on another person in "Site ×10" or "Site ×1". ♥ [Constant] If this card is the top card, that player must always play the card they draw, if possible.
On another player's board, place a Dark Aiko. That player will be forced to automatically play every card they draw from the deck, as long as Dark Aiko remains the top card, since it is [Constant]. (Only in cases where that card cannot be used, use the other.)
6 – Dark Elf
Naughty Joke: Place the card beside this one in "Site ×10" or "Site ×1" of another player.
Its effect is similar to Reaper, but instead of drawing the top card of another player, your top card beside Dark Elf is given to the player of your choice, in any spot. (If Dark Elf is in "Site ×10", you give the top card of "Site ×1".)
7 – Fortune Teller
Prophecy: Draw a card from the deck, then return one of the cards you have in hand to the deck.
With its "Prophecy" effect, draw a card from the deck and then decide which of the 2 cards you now have in hand to return. (The other players do not need to see it.)
8 – Thera
Reverse World: Flip the deck to reverse the order of the cards. The deck is now visible.
When played, simply take the whole deck and turn it over. All cards will now be visible for the rest of the game. (It returns to normal only with another Thera card.)
9 – Archangel
Angel's Cradle: Take a card beneath this card, place that card on top, and use its effect.
This "Celestial" card, when played, places the card beneath it on top and immediately activates that card's effect. (The Archangel stays beneath the card it brings back, not beside it.)