E.T. The Extra-Terrestrial Card Game
E.T. The Extra-Terrestrial Card Game Rulebook
Table of Contents
Table of Contents
Goal
The goal of the game is to be the first to collect E.T.'s 4 adventure cards.
The card types named on the card are: SSST!, AU!, OPBELLEN, BLUF.
Components
The card states a game of 36 cards. The counts listed below add up to 35 playing cards, plus the rules card.
- 6 × SSST!
- 6 × AU!
- 6 × OPBELLEN
- 6 × BLUF
- 6 × VLIEG (flight)
- 5 × GEVAAR (danger)
- 1 card with the rules
Setup
- Shuffle all the cards together and place them in a face-down pile in the middle of the table. This is the draw pile.
- Choose a player to start. Play then continues in turn, moving to the left of each player.
Playing the Game
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On your turn, take 2 cards from the pile on the table. WITHOUT LOOKING AT THEM, take one card in each hand and hold them against your forehead, so that the other players can see them.
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Your opponents will tell you what is printed on the cards, but they will not tell you which card is which. Example: they may say "AU!" and "OPBELLEN".
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Then take the card from your left or right hand and hold it facing forward (DO NOT PEEK). Try to work out which of the two topics called earlier is printed on the card you are now holding forward. Example: you hold your right-hand card out in front of you (the other card is still against your forehead) and ask: "is this AU!?" The other players will then tell you whether you are right, or they will try to mislead you. This is of course because they want you to guess wrong!
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Decide which card you think it is that you have picked. Say so, and lay the card on the table in front of you, face up with the correct side showing.
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I. If you guessed correctly, you may (if you wish) keep both cards. Lay them face up on the table in front of you, with the correct side up.
You may not hold more than one card of each kind. If you do, lay the duplicate card face up, with the correct side up, next to the draw pile. This is the discard pile.
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II. If you guessed wrongly, you must lay both cards on the discard pile.
Exception to rule II: if you guessed wrongly, but one of the two cards is GEVAAR, you must keep that card. Unfortunately, this is exactly the card you must avoid. You may never hold more than one GEVAAR card, so any further GEVAAR cards you receive go on the discard pile.
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Getting Out of Danger
The VLIEG card. As long as you have a GEVAAR card lying in front of you, you cannot win the game, even if you already have the 4 adventure cards lying in front of you. You may, however, collect the 4 adventure cards [unclear: the rest of this sentence is only partly legible in the photograph; the visible fragments are "zolang" (as long as), "-kaart voor je ligt de 4 avontuur-kaarten" and "verzamelen.)". The wording must be checked against a clearer copy.]
To get out of danger you must get a VLIEG card. To get a VLIEG card, you must, when you are on turn, guess correctly, whether you have a VLIEG card in one of your hands.
As soon as you get a VLIEG card, lay the GEVAAR card(s) and the VLIEG card on the discard pile. [unclear: the exact GEVAAR wording at the hyphen ("GEVAAR- en") is not resolved in the photograph.]
If you already have a VLIEG card and you receive a GEVAAR card, you are out of trouble straight away: discard both cards.
[The photograph shows a closing bracket after "verzamelen." and after "aflegstapel." with no matching opening bracket. These are transcribed as printed.]
Winning
The winner is the player who is first to have the 4 adventure cards and has no GEVAAR card.