Lecker Mammut!
Lecker Mammut! Rulebook
Table of Contents
Table of Contents
Components
- 49 animal cards (7 different animals, each with seven different background colors)
- 1 club
The animals are: Cave bear, Wild boar, Sabre-tooth tiger, Giant sloth, Megaceros, Mammoth and Wooly rhino.
The Goal of the Game
Turn over cards and hit the club whenever three of the same animal or three animals with the same background color are visible on the table. The fastest player earns all three animals as their prize. But they're far from safe: You'll take prizes from each other again and again! The player with the most animals at the end of the game is the winner.
Setting Up the Game
- Shuffle all 49 cards and deal them to all players as evenly as possible.
- Put your cards in an individual face-down pile in front of you, without looking at them.
- Place the club card within easy reach of all players.
And off you go!
Playing the Game
The hairiest player goes first. When it's your turn, flip over the cards in your pile one after the other and spread them out in the middle of the table, face up. Once you've turned over all of your cards, it's the next player's turn to flip over their cards. Play continues in a clockwise direction. You can choose how quickly or slowly you turn over your cards.
Always flip your cards facing away from you.
Important!: You must play the whole game using only one of your hands! At no point during the game are you allowed to use both of them.
Hit the Club!
Each card has two features: The kind of animal shown and the background color. At any time during the game (no matter whose turn it is!) that there are at least three cards showing the same animal or the same background color visible on the table, all players have to hit the club as quickly as possible. Call out the name of the animal or color when you do.
Example: Felix goes first and flips over the cards of his pile one by one. When he turns over the third wild boar, Mia reacts quickly, hitting the club and naming the animal: "Wild boar!"
If you are the first player to hit the club, take all cards showing the feature you called out and put them in front of you as a new face-up prize pile. You get to pick which card you put on top of your prize pile. Each time you collect cards, create a new prize pile.
Example: Mia collects the three wild boars and puts them in front of her as a prize pile. She decides to use the wild boar with the green background as her top card.
Note: Take a little pause after someone hits the club, so everyone can get good and ready before you continue flipping over cards.
Steal Prize Piles!
Your prize piles are never quite safe before the round ends. These cards remain in play! The top card of every prize pile counts as one of the cards visible on the table. Whenever it's one of (at least) three visible cards showing the same feature, hit the club. The fastest player collects all the cards with this feature from the middle of the table and all the cards in any prize piles (including their own) showing that feature on the top card. Create one new prize pile from all the cards you've collected, making sure that the top card shows the feature in question.
Example: The game has progressed a little. Hannah has just turned over a giant sloth with a green background. Immediately, Paul hits the club and says: "Green!" Indeed, there's a cave bear in the center and a wild boar on Mia's prize pile that both have green backgrounds. Together with the sloth, that makes three cards showing the same feature. Paul wins the two cards from the center of the table and all of Mia's prize pile!
Made a Mistake?
If you hit the club when there are not three cards showing the same feature, you get a penalty card: Take the next card that would be flipped over and put it in front of you, face-down. At the end of the round, the player(s) with the most penalty cards has to give back one prize pile of their choice (each) by pushing the cards back into the middle of the table. This pile doesn't earn them any points. If nobody has any penalty cards, nobody has to give back a prize pile.
Points! Let's Start the Next Round!
The round ends when everyone has turned over all of their cards and no one wants to hit the club anymore. Players with the most penalty cards must each give back one prize pile of their choice. Next, note down one point for each card in your prize piles.
Play as many rounds as there are players. Set up each round as described above. The starting player changes each round, going clockwise.
The End of the Game
Once you've played as many rounds as there are players, the game ends. The player who has managed to earn the most points during the whole game wins.