Duo
Duo Rulebook
Table of Contents
Table of Contents
Goal
The game is played over several rounds. In each round, everyone tries to be the first to get rid of all their cards. The player who succeeds scores points. The winner is the first player to total the number of points needed.
Contents
- 64 Symbol cards (each Symbol card has 3 characteristics: colour, number and shape)
- 12 Jokers (each Joker has only one characteristic: either colour, number or shape)
- 4 Turbo-Jokers (a Turbo-Joker has all characteristics)
Setup
For the basic game, set the 4 Turbo-Jokers aside. Shuffle the other 76 cards well. Deal 7 cards, one at a time, to each player, who keeps them hidden. Place the remaining cards in the middle of the table as the draw pile. Turn over the top two cards and place them face up, one to the right of the draw pile and one to the left. Each of these cards starts one of two discard piles.
Playing the Game
The youngest player starts. Play then proceeds clockwise. On your turn, you may play, one at a time, as many cards as you like onto one of the two discard piles, provided they match. If you cannot or do not want to play any card, you must take the top card of the draw pile. Then the next player takes their turn.
Matching Cards
Each Symbol card has 3 characteristics:
- Colour (blue, red, yellow or green)
- Number (1, 2, 3 or 4)
- Shape (circle, square, triangle or cross)
To play a Symbol card onto another, 2 of the 3 characteristics must match those of the top card of a discard pile: either colour + number, or colour + shape, or number + shape.
Example: Two cards are placed beside the draw pile, as shown on the sheet.
Playing Multiple Cards in One Turn
In one turn, a player may play the following 3 cards, one after the other, onto the left-hand pile. (The sheet's illustration shows a yellow card on the pile, followed by green, green and blue cards.)
Jokers
If the top card of a pile is a Joker, it is enough for the card you play to share that one characteristic with it.
Example: Colour and shape are free.
To play a Joker, its characteristic must be identical to one of the characteristics of the top card of the chosen pile.
Example: Here it is the shape.
Note: Each Joker is different, so a Joker cannot be played onto another Joker.
End of a Round and End of the Game
The round stops as soon as a player has played their last card. That player wins the round and scores one point for each card that their opponents still hold in hand.
Example: Player A has won the round. Player B still has 2 cards and player C still has 3 cards in hand. Player A therefore scores 5 points.
If a player reaches or exceeds the number of points needed (10 with 2 players, 15 with 3 or 4 players, 20 with 5 or 6 players), that player wins the game.
Otherwise, a new round begins: the 76 cards are shuffled again. The player seated to the left of the player who started the previous round starts the new round.
Warning: If the draw pile runs out before any player has played their last card, the round still stops. In that case, each player loses 1 point for each card still in their hand.
Turbo-Duo
Turbo-Duo is mainly intended for games with the youngest players. The basic rules stay the same. The 4 Turbo-Jokers are simply added to the other cards. They make it easier to play cards: a Turbo-Joker can be played onto any card on top of a pile. In the same way, any card can be played onto a Turbo-Joker.