RulesPal
Chat
Rulebook
DTC thumbnail

DTC

DTC Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Components
  • Setup
  • Playing the Game
    • 1. Accept the Offer
    • 2. Call the Bluff (Reject the Offer)
  • End of the Game
  • Variant

Goal of the Game

Have the fewest cards once the draw pile is exhausted.

Components

  • 54 cards numbered 1 to 6 (9 cards per value).
  • 12 Joker cards.
  • 4 Summary cards.
  • The rules.

Setup

Before each game:

  • Separate the 4 Summary cards from the other cards and place them near the players.
  • Shuffle the 54 numbered cards and the 12 Jokers thoroughly.

Deal 6 cards to each player. Place the remaining cards face down in a single pile to form the draw pile.

Playing the Game

A player chosen at random is designated first player.

This player chooses one or more cards from his hand and offers them face down to the player on his left, by sliding them across the table. He states clearly the number of cards and their value. He is thus the giver, and he makes an offer.

Example: "I give you four 2s" (four cards of value 2).

An offer must meet two criteria:

  • The number of cards must be easy to identify.
  • The giver must say that all the cards have the same value (even if this is false!).

Example: "I give you four 2s" (even if there is one 2 and three 6s).

Jokers may take any value and count toward the offer.

Example: two 6s and one Joker are announced as "three 6s".

At the end of his turn, and only if he has fewer than 6 cards in hand, the giver refills his hand to 6 cards by drawing the required number of cards.

Then the next player clockwise, the challenger (the player to whom the giver has just made the offer), must either accept the offer or call the bluff (reject the offer).

1. Accept the Offer

The challenger takes the face-down cards into his hand. It is then his turn to play as described above: he chooses one or more cards from his hand and offers them face down to the next player, making an offer. He thus becomes the giver for that player, who becomes the new challenger.

This offer must be stronger than the previous offer. He has two choices:

  • 1a. State the same number of cards as the previous offer, but with a higher value. Example: if the accepted offer was "four 2s", he may say "four 3s", "four 4s", "four 5s", or "four 6s".
  • 1b. State a greater number of cards, with any value (lower, equal, or higher). Example: if the accepted offer was "four 2s", he may say "five 1s", "seven 6s", "twelve 3s", etc.

2. Call the Bluff (Reject the Offer)

The challenger turns the offered cards face up so that everyone can see them. Two cases are then possible:

  • 2a. If the cards match the offer as stated, the challenger picks up the cards of the offer and places them face down in front of him, in his penalty pile. The giver may then proudly shout "DTC !!!".
  • 2b. If the revealed cards do not match the offer as stated, the giver picks up the cards of the offer and places them face down in front of him, in his penalty pile. The challenger expresses his joy by shouting "DTC !!!" at his opponent.

In both cases, the player who picked up the cards starts a new turn.

End of the Game

When the draw pile is exhausted, the game continues even if players can no longer refill their hands to 6 cards.

As soon as a player rejects the offer made to him, that final challenge is resolved and the game ends.

Each player adds the cards still in his hand to his penalty pile. The player with the fewest cards in his penalty pile is the winner.

Variant

To add a little confusion, replace paragraph 2a with the following:

  • 2a (variant). If the cards match the offer as stated, OR ALL HAVE A HIGHER VALUE, the challenger picks up the cards of the offer and places them face down in front of him, in his penalty pile.