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Fliegen kriegen

Fliegen kriegen Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Playing the Game
    • Cow, Fence or Milkshake Card
    • Symbol Matches
    • Colour Matches
    • Fly Card
    • Example
    • Mistakes
  • End of the Game
  • A Note at the End

Components

  • 1 pasture (board), with three sides
  • 1 fence tile (cardboard)
  • 81 cards: 27 Fly cards, 18 Fence cards, 18 Cow cards, 18 Milkshake cards
  • 1 cowpat (brown bag)
  • Draw pile

Setup

Place the pasture in the middle of the table where everyone can reach it. Place the fence on the marked space on the pasture – the arrows point clockwise.

Each player takes 3 Fly cards from the deck and places them face up in front of them. Shuffle the remaining cards and place them face down as a draw pile where everyone can reach it.

The player who most recently had a milk moustache starts and places the cowpat in front of them.

Playing the Game

Play proceeds clockwise. On your turn, draw a card from the draw pile.

Cow, Fence or Milkshake Card

If the card is a Cow, Fence or Milkshake card, play it next to the pasture.

The pasture has three sides:

  • Cow + yellow background
  • Fence + green background
  • Milkshake + blue background

The first card of the game is always played next to the Milkshake on the pasture; from there play continues in the direction of the arrow. At the start of the game this is clockwise (so the next side is the Cow), but this can change during the game. This creates three discard piles around the pasture.

When you play a card next to the pasture, you must say out loud and clearly the symbol shown on the pasture (not the one on the card). If the symbol and/or the colour of the pasture and the card match, an effect is triggered. Otherwise your turn ends and the next player in the direction shown by the fence tile takes their turn.

Symbol Matches

If the symbol of the card played matches the one on the pasture, the following happens:

Milkshake: Say "One milkshake for the whole herd, please!" – and not only "Milkshake", but also the flavour shown on the card (chocolate, strawberry or vanilla), and do this three times in a row as fast as possible (e.g. three times "Milkshake strawberry").

While you are busy with this, all other players may throw their Fly cards at you, but only with one hand and only one card at a time, until you have finished speaking.

Fence: You don't get in here! Say "Fence" as usual, but turn the fence tile over to the opposite side. The symbols are in the same position, but the direction of play is now reversed: the next cards are played in the opposite direction.

Note: the turn order does not change!

Cow: Away with you! You shake off some annoying flies. Say "Cow" as required and throw one of your Fly cards to each of the other players. If you do not have enough, decide for yourself who gets one and who does not.

Colour Matches

If the colour of the card played matches the one on the pasture, the following happens:

If you have the cowpat, you may throw it to someone else.

If someone else has the cowpat, you receive it thrown from there... if that player is asleep and does not throw it before the next card is drawn, that player is simply out of luck.

If the symbol and colour both match, both effects are triggered!

Fly Card

Fly cards are not played next to the pasture. The cowpat attracts the flies, so the card goes to whoever currently has the cowpat (even if that is you yourself).

The next card is then played as usual, continuing in sequence next to the pasture, unless it is another Fly card.

Example

1 Uwe begins and plays the first card. The symbols match, so he says "Milkshake strawberry" three times while everyone else throws flies at him.

2 Nina is next and plays in the direction of the arrow. She says "Cow". The colour matches – Uwe throws the cowpat over to her!

3 Svea plays a green fence, says "Fence", turns the fence tile over (symbol matches) and receives the cowpat from Nina (colour matches). Now Uwe is up again, but must play in the other direction!

Mistakes

Have you made a mistake (said the wrong word, played in the wrong direction, played a Fly card next to the pasture, etc.)? Then schadenfreude is the order of the day. Everyone may throw you a Fly card. Correct the mistake if possible, and continue playing normally.

End of the Game

When the draw pile is used up, the game ends. The player with the fewest Fly cards in front of them wins. In case of a tie, the player who sits furthest from the cowpat wins. If there is still a tie, nobody wins. By the time you have discussed that, everyone will already have gone home.

A Note at the End

FLIEGEN KRIEGEN is a fun card game with a lot of chaos. Please do not take it too seriously. Of course you should play by the rules and try to get as few Fly cards as possible. But the fun comes first in any case. If there are ever unclear points or borderline cases, decide in whatever way suits you best.