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More Game of Quotes: Neue Verrückte Zitate thumbnail

More Game of Quotes: Neue Verrückte Zitate

More Game of Quotes: Neue Verrückte Zitate Rulebook

Table of Contents

Table of Contents

  • Before You Start
  • The Story (rules as told by the Kangaroo)
  • The Rules in Plain Text
    • Game Components
    • Setup
    • Object of the Game
    • A Round of Play
    • End of the Game and Winner
    • Note

Before You Start

You have 3 ways to learn this game:

  1. Read the following story, in which the Kangaroo explains the game to you.
  2. Read only the short instructions on the back.
  3. Follow the QR code to the video instructions (game-of-quotes.de).

Have fun!

The Story (rules as told by the Kangaroo)

The Kangaroo, Krapotke, Herta and I are sitting at Herta's regulars' table.

"So listen up, you noses," says the Kangaroo. "Marc-Uwe and I have thought up another game." "You've got nothing better to do, have you?" asks Herta. The Kangaroo takes a stack of cards out of its pouch.

"The cards have a red side and a blue side. Which one do you want to play with?"

"Red!" says Herta. "As they always said so nicely in the East: better red than dead!" The Kangaroo lays the stack down with the blue side up. "I've always said red!" Herta complains. "We're playing with red too," says the Kangaroo. "But the stack is face down."

"What's the difference between the red side and the blue side?" asks Krapotke. "The red side is red," says the Kangaroo. "The blue one isn't."

"It only matters that you know which side is played with and which side is the back," I say.

"On each of these cards," says the Kangaroo, "there is a quote at the top, and at the bottom, upside down, the source, that is, the real originator. That has to change!"

"In our game it is about assigning quotes to the wrong source," I explain. "You don't need a game for that," says Krapotke. "For that you have the internet." "It's not about assigning quotes wrongly, I say. The combinations should also be witty."

"So for example 'What may satire do? Everything.' - Recep Erdoğan," says the Kangaroo. "Who's that?" asks Krapotke. "Well, not everyone can be the brightest candle on the cake," says Herta. "Nobody has to know all the sources," I say. "That's not necessary either. Under the source there is a short description of the person."

"You may also use the description as the source at any time instead of the name," says the Kangaroo. "That can be witty too. Give an example." "Er ...," I say. "'They incite people with facts that do not correspond to the truth.' - An AfD politician."

"Now everyone first takes the 4 stamp markers and the round overview of one colour," says the Kangaroo. "And then draws 7 quote cards," I say. "Whoever grabs the marker with the Kangaroo on it," says the Kangaroo, "becomes the first round leader." "Every round goes a little differently," I say. "I may explain that," says the Kangaroo. "I lead this round!" "Please."

Round 1: Search your cards first for a nice quote, and place it face down in front of you. When everyone has done this, pass your remaining 6 hand cards clockwise.

"Which way does the clock go again?" asks Krapotke. "It always shocks me," says the Kangaroo, "that really all adult Germans are allowed to vote. You're allowed to vote, aren't you?" "Sure," says Krapotke. "That really is worrying ..."

"So you now have 6 cards from your right-hand neighbour," I say. "Pick from these one source that can be combined wittily with your quote, and place that card with the source face down on your quote."

"Now everyone should have 2 cards in front of them," says the Kangaroo. "Everyone does. Except Herta. She has only one." "Just a moment," she says. "Just a moment. Old lady isn't an express train." She lays a card down. Now everyone has two cards in front of them. Except Krapotke. He has three in front of him. The Kangaroo slaps its paw against its forehead. I take Krapotke's third card and kindly put it back into his hand. The Kangaroo sighs. "Maybe one could introduce a kind of voting licence," it says. "One that sets a qualification test of minimum standards ..."

"Be that as it may," I say. "We now read our combinations aloud in turn. The round leader begins." "It is important that you ALWAYS read out the quote first and only then name the source," says the Kangaroo. "If you name the source before the quote, it is as if you tell the punchline before the joke." "Something like this," I say. "A mumbler. What lies on the beach and is hard to understand?" "You should also reveal your source only after you have read out your combination," says the Kangaroo. "If you reveal the source beforehand," I say, "it is as if you tell a joke and hold up a sign saying 'Mumbler' the whole time." "And please name as the source either the name or the description," says the Kangaroo. "On no account both." Otherwise your combination is an explained joke, and it is no longer funny. "Something like this," I say. "What lies on the beach and is hard to understand? A mumbler, because on the beach lie shells (Muscheln), and mumbling is hard to understand, and that is funny because the words sound similar." "Thank you very much, Captain Obvious," says the Kangaroo. "I don't know what I would do without you."

The Kangaroo reads its combination first: "'When it takes a bit longer again.' - Robinson Crusoe." My combination reads: "'Who's going to go up in the air straight away?' - Osama bin Laden." Herta reads: "'Don't trust any statistic you haven't falsified yourself.' - Volkswagen." "Oh, I see," says Krapotke. "Now I've understood it," and refuses to read out his combination. "Fine," says the Kangaroo. "On to SCORING." "You have 4 FUNNY stamps in front of you," I say. "Three of them count once, one counts double. You secretly give one stamp of your choice, face down, to the combination you found funniest. If you found the combination extremely funny, give the double stamp." "And you all do this at the same time," I say. "The round leader counts to 3, and off we go."

"Darf ick och ...", begins Herta. "No," says the Kangaroo, "of course you may not reward your own quote." "What if I don't find any quote funny?" asks Herta. "Except mine, of course." "Then give a stamp to the least unfunny quote," says the Kangaroo. "And what if I only have a double stamp left?" Herta considers. The Kangaroo audibly sucks air in through its nostrils. "Fine, fine. Then I'll have to give it to the least not funny quote anyway." "Why is there no NOT FUNNY stamp?" asks Herta. "Market research has shown that some people start to blubber when, at the end of the game, they turn their stamps over and find they have only received NOT-FUNNY stamps." "I didn't cry," I say. "I was just a little sad." The Kangaroo counts "One, two, three!" and we hand out our stamps at the same time. I give the Kangaroo a face-down simple FUNNY stamp for its Crusoe, and I receive from Herta and Krapotke a face-down stamp for Bin Laden. Then it says: "At the end of each round the Kangaroo marker hops one place further clockwise, i.e. we get a new round leader." "Cool," I say, and take the marker.

Round 2: "In round 2 the sequence is swapped," I say. "Everyone draws up to 7 cards. Each of you first places a SOURCE face down in front of you. Then pass your remaining 6 hand cards clockwise."

"Why do we always have to pass the cards on?" asks Krapotke. "Firstly," I say, "it is fairer. If you unfortunately only have poor sources in your hand, at least you can look forward to it being the Kangaroo's problem in the next round." "And secondly," says the Kangaroo, "it is relatively easy to pick the funniest quote out of seven cards. But if you know you have to combine this quote with the remaining six sources, you suddenly have to choose from 42 possibilities. Market research data has shown that with some people this can lead to a so-called analysis paralysis." "So far I haven't needed that long," says the Kangaroo. "I've unloaded the dishwasher," says the Kangaroo. "I was in the toilet, went out of the house to the kiosk, bought myself a döner, chatted five minutes with Friedrich-Wilhelm, picked up a parcel from the post office, and by the time I came back you were still thinking." "When the Lord distributed patience, the Kangaroo had already gone." "Yes, that took far too long for me!"

"Be that as it may," I say. "You now have the 6 cards of your right-hand neighbour in your hand and look through them for a funny quote for your source. When everyone is finished, each reads out their combination." "We remember," says the Kangaroo. "First the quote, then the source." "The round leader reads first. When everyone has read out, scoring follows again."

At the end of the round the Kangaroo collects 2 stamps. Its combination was: "'Good friends are given a little kiss' - Judas." The other two stamps go to Herta for: "'Come on, you too, grab some' - Beate Uhse."

Rounds 3 and 4: "In rounds 3 and 4 the notepad comes into play," says the Kangaroo. "You now get to think up a source yourselves." "Little tip," I say, "if you choose a source that nobody at the table except you knows, you'll have a hard time collecting stamps." "You don't necessarily have to write down famous people," says the Kangaroo. "You could write down Marc-Uwe, for example." "Excuse me?" I ask. "I'm famous." "True," says Herta. "Aren't you the one with the Kangaroo?" "What I mean is," says the Kangaroo, "you can also write down friends, colleagues, family members, your form teacher, your cuddly toy, or whoever else you can think of."

Round 3: Herta takes the Kangaroo marker. "I'm the group leader." "Round leader," I say. "Yes, I said that." She looks at her round overview and says: "First everyone draws up to 7 cards again. Then everyone writes a source on the notepad. Then you pass your 7 cards on and choose a quote that fits your source." After Herta has read through the cards I handed her, she says: "This is just rubbish here. Nothing but footballers." "Ah yes," I say. "Important rule. I almost forgot. Once per game you may swap as many cards as you like with the stack. After that, turn your round overview to the side with 'You have already swapped' at the top." Herta swaps. "Better," she says. "Better." At the end of the round, though, Krapotke sweeps the board with the combination: "'The advantage of cleverness is that you can play dumb. The opposite is harder.' - Axel Krapotke." That is even worth a double stamp to me.

Round 4: "Round 4 is the hardest," says the Kangaroo. "First you draw up to 7 cards again. Then you pass your cards on. Now choose any quote you like and write a funny source for it on the notepad. When everyone has done that, they are read out and scored." "What if no source occurs to me at all?" asks Herta. "Take the funniest quote and let yourself be inspired by the sources on your remaining cards," says the Kangaroo. "Look at the back as well." "And what if still nothing occurs to me?" "Then just write down Donald Trump," says the Kangaroo. "That's always funny." At the end of the round I give my stamp to Herta for "'Everybody knows the apes, but the ape knows none.' - Donald Trump."

Scoring: "So," says the Kangaroo after the last scoring. "Now all the stamp markers have been handed out. You may turn yours over and count them. Whoever has the most WITZIG stamps wins." "How many do the doubles count for?" asks Krapotke. "They count double," says the Kangaroo with a sigh. "They count double." "It turns to me." "This voting-licence test wouldn't even have to be particularly hard," it says. "It would probably be enough that there is a test and that you have to register for it ..." After counting, Herta and the Kangaroo are in the lead with 7 FUNNY stamps each. "And now?" asks Herta. "If at the end two people have collected equally many FUNNY stamps, whoever has collected more stamp markers wins," says the Kangaroo. "We've got just as many markers too." "Then whoever did not swap wins," says the Kangaroo. "So that means you win?" asks Herta. "Correct."

The Rules in Plain Text

(Back of the sheet, "Die Regeln im Klartext".)

Game Components

  • 24 stamp markers (in 6 colours)
  • 1 Kangaroo marker
  • 6 round overview cards
  • 170 quote cards: The cards have a red side and a blue side. Each side shows a quote, the matching source, and a symbol (the category of the source). The small Kangaroo symbol in the corner only distinguishes these from the quote cards of the original Game of Quotes.
  • 4 blank cards: write your favourite quotes, the funniest sayings of your friends, or the dumbest utterances of your boss on them, and mix them in with the other quote cards.
  • 1 notepad (block)

Setup

Place the stack of cards in the middle of the table. Decide whether you play with the red or the blue side of the cards. If you play with the blue side, all cards should lie with their red side up. The red side is then not used and counts as the back.

Each player chooses a colour and takes the 4 stamp markers and the round overview card of that colour. Place the stamp markers stamp side up in front of you, i.e. the WITZIG lettering is covered. You may look at the stamp markers of your own colour at any time. Lay out your round overview card so that you can read "You may swap once" ("Du darfst 1 Mal tauschen").

Each player also takes 1 sheet of the notepad (for rounds 3 and 4) and has a pen ready.

Whoever grabs the Kangaroo marker becomes the round leader ("Rundenleiterin" or "Rundenleiter").

Object of the Game

The main aim is to create witty combinations of a quote and a false source, so as to trigger as much laughter at the table as possible. In this way you can win stamp markers from the others, which are worth 1 or 2 FUNNY points. Whoever has the most FUNNY points at the end of the game wins. (This is only a big joke, folks. Don't take the scoring too seriously ...)

A Round of Play

The game is played over 4 rounds, each with a slightly different task. You all play at the same time. Each round has the following sequence:

1. Draw hand cards. At the start of each round, draw as many cards as needed until you have 7 cards in hand.

2. Create a combination. Now a quote must be combined with a new source. The task differs slightly in each round.

TIP: Are you dissatisfied with your cards? Then you may, once per game, put as many of your hand cards as you like onto the discard pile and draw exactly as many cards again. Then turn your round overview card over to its back side to mark that you have already swapped.

  • Round 1:
    • Choose a quote and lay it face down in front of you.
    • Pass your remaining 6 hand cards to the left.
    • Choose a source from these and lay it face down in front of you.
  • Round 2:
    • Choose a source and lay it face down in front of you.
    • Pass your hand cards to the left.
    • Choose a quote and lay it face down in front of you.
  • Round 3:
    • Write a source on the notepad and lay it face down in front of you.
    • Pass your hand cards to the left.
    • Choose a quote and lay it face down in front of you.
  • Round 4:
    • Pass your hand cards to the left.
    • Choose a quote and lay it face down in front of you.
    • Write a source on the notepad and lay it face down in front of you.

3. Read aloud. In turn, everyone reads out their own quote combination. The player with the Kangaroo marker begins. Then lay the cards on top of each other in front of you.

TIP: When reading aloud, it is important that you always read the quote first and then the source. The source is your punchline, so keep it hidden for as long as possible. You may also read out the description instead of the source at any time. That can also be very witty.

4. Scoring. Everyone secretly gives one of their own stamp markers to the person whose combination they found funniest. Everyone does this at the same time: the round leader counts to three and then you go. Once per game, a double WITZIG marker must be given for a particularly witty combination. This is given face down as usual, i.e. with the stamp side up. So you only learn at the end of the game, after everything has been turned over, who really won.

5. Discard. Place all cards used in combinations this round onto the discard pile, but not your remaining hand cards.

6. The Kangaroo marker hops one place further to the left, and there is a new round leader.

End of the Game and Winner

The game ends after 4 rounds.

Turn over the stamp markers you have received:

  • Each WITZIG stamp counts 1 point.
  • Each WITZIG WITZIG (double) stamp counts 2 points.

The player with the most WITZIG points wins. In case of a tie, whoever did not swap wins.

Note

More Game of Quotes can be played together with the blue Game of Quotes.