Mü & More
Mü & More Rulebook
Table of Contents
Table of Contents
Contents
60 cards in 5 different colours, each comprising a set of 12 cards numbered 0-9 with two of each 1 and 7 cards. Each card also has 0, 1 or 2 triangles on it which show the points value of the card. 24 wooden markers in 4 different colours.
Mü
A tactical, trick-taking game for 3-6 players (best with 4 or 5) of 12 years or more. Time required: 60 minutes.
Overview
Mü is a trick-taking game. Before the first trick though, there is an auction to determine which player will choose trumps. Players bid by laying cards face up on the table. The two players who, at the end of the auction, have laid the most cards, become the Chief and the Vice, and each chooses one type of card to be trumps.
At the end of the game each player scores the number of points on the cards that they have won. In addition, the Chief and their chosen partner have a chance to score extra bonus points. But the more cards the Chief has played during the auction, the harder it becomes to get the bonus points, and if they fail, then the Chief has to pay the consequences.
Preparation
With three players, two of the five colours (suits) are removed from the game. With more than three players, all five colours are used. The cards should be well shuffled and dealt out fully to all the players.
Auction
Starting with the dealer, each player in turn either passes, or takes one or more cards from their hand and places them, face-up, on the table in front of them. The number of cards played, regardless of their face value, makes up the value of the bid. A "0" or a "9" both count as one card.
Most auctions will consist of more than one round. Normally, each turn, a player may only play as many cards as will give them one more card bid than any other player. If however the player whose turn it is, already has more cards in front of them than any other then they may play one more card in that turn. This also applies to the dealer at the start of the auction, they may only play one card in their first turn. After the first bid the next player may then play up to two cards and so on.
Players need not raise the level of the auction. They may play a smaller number of cards to stay in the auction without taking the lead.
Players may pass whenever it is their turn. Players who have passed may rejoin the auction at a later stage.
Example: The table on page 3 of the rules shows a typical auction: Anna opens with one card, Beate passes and Conny stays in the auction without raising. Dagmar raises by playing two cards (1). Emma could play up to three cards but chooses to pass (2). Anna now matches Dagmar's bid, Beate decides to enter the auction with a bid of one card (3). Conny raises to three by playing two cards and after Emma and Anna have improved their bids by one card, Dagmar raises the level to four by playing two cards. This is too high for the rest of the players and all now pass ending the auction.
Auction End
An Auction ends when all players in turn have passed.
Chief and Vice
If, at the end of the auction, one player has bid (laid) more cards than any other, they become Chief.
Example 2: In the auction above, Dagmar would become Chief.
Eklat (sensation or dispute)
If at auction's end, no one player has bid more cards than any other, then the round ends in an Eklat. The player or players who have the largest number of cards in front of them each receive 5 points per card that they have bid. However, the one of them who played the last card loses 10 points per card bid. The round ends at this point, the points are noted and the cards are reshuffled and redealt.
If in the previous example, Dagmar had only played one card rather than two in the penultimate round, she would have lost 30 points and Anne and Conny gained 15 points each. Beate and Emma wouldn't have scored anything.
If all players pass on the first round then it counts as an Eklat for 0 points, and the cards are redealt without any plus or minus scores.
Vice
If there's been no Eklat, then, as well as a Chief, there must be a Vice. The Vice is the player who has laid (bid) the second largest number of cards. If more than one player has bid the same number of cards to come second, then the player who has bid the highest value individual card counts, If these are tied, then the second highest, and so on.
Example 4: In the original Auction, Conny would become Vice since she and Anna have each laid 3 cards, and although their best card in each case is a 9, Conny's second best card (8) is better then Anna's (6).
In the rare case that no one player is definitely second then there is no Vice. This normally only occurs in the rare case that only one player has bid a card. Or, in games with 3 players, there is no Vice.
Choosing Trumps
The Vice is the first to choose a type of card to be trumps. Once they have chosen the Chief chooses. The choice may be a number (ie "5") or a colour. The Chief and Vice may only choose a type of card which they have already laid during the Auction. For example, in our auction earlier, Dagmar as Chief could choose Green, Blue, 1, 7 or 8 as trumps. The Chief has a further possibility available, they may choose no trumps. In this case the only trumps would be those chosen by the Vice, or in a game without a Vice, there would be no trumps at all. The Chief's choice of trumps ranks higher than the Vice's and the Chief should make this clear when choosing by saying for example "Red over Green" if they choose Red as trumps to the Vice's Green.
The Chief's Team
In games with more than three players, the Chief chooses one of the other players as a partner. The Chief's choice is often influenced by which cards have been played in the Auction. The Chief may not choose the Vice as their partner. The Chief and their partner make up the Chief's team. To gain a bonus, the Chief's team must win a certain number of points in the round. The number of points that they must win, depends on the number of cards that the Chief has played during the Auction. The more cards the Chief has played, the more points they need if they are to get a bonus. The exact number of points required is shown in the table at the foot of page 5 of the rules. This table is repeated on the back page of the rules.
English speaking players should replace the German words as follows.
- Team Ziel - Chief's Team goal.
- Spieler - Players
- Spielhöhe (=vom Chef gebotene Karten) - Number of cards bid by Chief
- Punkte im Spiel - Total points available.
Example 6: In our example game Dagmar played 4 cards in the Auction in a 5 player game. The target for her team is therefore 33 points.
Tip
One should only try to become Chief or Vice if one has a lot of one type of card, either colour or number, and in general a good hand. In the three player game one bids in order to become Chief, in games with 4 or more players, in order to become Chief or Vice, or to attract the Chief's attention and become their partner! This last aim is a reason for bidding a smaller number of cards than is necessary to raise the bid. It allows the Chief to guess at the value of your hand, without risk of becoming Chief or Vice yourself. The Chief will be interested in a partner with a good stock of trumps. Bluffing doesn't usually work, and it may irritate a fellow player with consequences in later rounds. If you have the Chief's post in view then it's best to bid up to the maximum that your hand allows, taking the strength of potential partners into account. Bidding too low will mean that you become Chief too seldom, and miss bonus-point scoring possibilities when you do.
Card Play
First Round
The Chief leads to the first round. Play continues in a clockwise direction. Players play one card, either from their hand, or one of the cards lying in front of them (their bid cards in the Auction). Each trick consists of one card from each player.
Following Suit
A player must follow suit where possible, ie if they have a card of the same colour as the first card in the trick then they must play it. If a player cannot follow suit then they may play any other card, they do not have to play a trump.
Trumps
If the card led is a trump then all other players must play a trump if they have one. Since both Chief and Vice choose trumps this may not necessarily be a card of the same suit as the card led. One odd situation which may occur is where one or two numbers have been chosen as trumps, rather than colours. The number cards then count as trumps, rather than as cards of their own colour. For example, if the two trump choices have been 6s and Green, and a player has a Red 6, then if a red card is led, this player need not play his red 6 even if it is their only red card. It belongs to the "super-suit", trumps, rather than to the red suit. But if a green card was led, and the red 6 were their only trump, then they would have to play it. The trumps chosen by the Chief always rank higher than those chosen by the Vice. Within a suit, the cards rank by face value as normal, with 0 low and 9 high. If two cards of equal rank, are played in one trick, then the first played wins. If the Chief choses a number as trumps, and the Vice a colour, or vice versa, then there are three ranks of trumps. First come the number cards in that colour, then the Chief's choice, then the Vice's choice. For example, if the Chief chooses 0 as Trumps and the Vice Green, then the Green 0 ranks as the highest trump. The 4 "0"s in the other colours then rank next, and finally the green suit from green 9 down to green 1.
After the first trick, the player who won the last trick leads to the next.
The round ends once all cards, both in hand and on the table, have been played.
Scoring
Scoring is done in two stages. Firstly, each player counts the number of triangles on the cards which they have won. The total is the number of points that they have won in that round. Then, in the second stage, players check whether the Chief's team have reached their target, and so receive a bonus, or not. The bonus is dependent on the number of cards which the Chief bid in the Auction, and on the Chief's choice of trumps. The various possibilities can be seen in the table on page 8 of the rules (This table is repeated on the back page).
- Erfülltes Spiel = Successful Game
- Cheftrump = Chief's Trump choice.
- Farbe = Colour (Suit)
- Ohne = No trumps
- Höhe = vom Chef gebotene Karten = Number of cards played (bid) by Chief
- Bonus = Bonus
The more cards the Chief has played (bid) during the Auction, the better the bonus for a successful game. Likewise the fewer Trumps they nominate, the better the bonus. If the Chief's team achieves their target, both Chief and Partner receive the bonus.
Example 7: If Dagmar in our original auction had chosen a colour as trumps, then with 4 cards bid, the bonus for a sucessful game would have been 40 points for her and for her partner.
Lost Games
If the Chief and their partner fail to reach their target, then the Chief pays the penalty. The penalty depends on how far short of their target the Chief's team fall. Players should look at the team target (Teamziel) table on page 5 and see how many bid cards short of the target they are. The Chief pays a penalty of 10 points for every card short of the bid. The opponents receive a bonus of 5 points each for every card. The Chief's partner neither pays a penalty nor do they get a bonus.
Example 8: If Dagmar plays as per example 6, (5 players, 4 cards bid), then she and her partner would need to achieve 33 points. If instead, Dagmar managed to get 20 points and her partner 9, then they would have a combined total of 29 points. Looking at the Team Target (Teamziel) table we can see that this is not enough for a 4 card bid, but would have been enough if they had bid 2 cards, therefore the difference between bid and result is 2. Dagmar must therefore pay a 20 points penalty, and each of her three opponents receives a bonus of 10 points. If Dagmar and her partner had only managed to get 18 points, then they would have had less than they needed for a bid of 1, this counts as a bid of 0 and so the difference would have been 4.
Recording Scores
The individual points won, and any bonuses or penalties are then written down. The player to the left of the previous dealer shuffles the cards and deals for the next round. Play should continue until one or more players reach a previously agreed goal, (A game to 200 points lasts for about 60 minutes). The player with the most points has won.
Summaries and Tables
[Ken: I include the following rules summaries and tables from the back of the Mü and more booklet that are not part of John's original rules translation.]
Team Score
| Players | Rank 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | Points in play |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | - | - | - | 36 |
| 4 | 30 | 32 | 34 | 36 | 38 | 40 | 42 | 44 | 46 | 48 | 50 | 52 | 54 | 56 | 58 | 60 |
| 5 | 24 | 27 | 30 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 | - | - | - | 60 |
| 6 | 20 | 24 | 28 | 32 | 36 | 40 | 44 | 48 | 52 | 56 | - | - | - | - | - | 60 |
Fulfillment Bonus
| Boss Trump Colour | Rank 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10+ |
|---|---|---|---|---|---|---|---|---|---|---|
| 1, 7 | - | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9+ |
| 0, 2-6, 8, 9 | - | - | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8+ |
| None | - | - | - | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
| Bonus | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 |
Failed Game Scores (per rank failed)
- -10 for the Boss
- 0 for the Partner
- +5 for each of the opposition
Stalemate Scores (per card)
- -10 for the player that provoked the stalemate
- +5 for the other players tied most revealed cards
- 0 for all others
Calcory
For 2 - 4 players, 7 years or older (best with 2 or 4).
Overview
Players attempt to collect as many cards as possible, by turning cards over so that the sum of the numbers on them is as close to 13 as possible.
Preparation
The cards are well shuffled and dealt out onto the table face down so as to form a 6 x 10 rectangle. Each player takes all the marker pieces in one colour.
Course of Play
First choose a player to start. Play proceeds in a clockwise direction. The player whose turn it is turns over cards, making sure that all players can see which cards they have turned over. As they turn over the cards, they must add the numbers on the cards together. They are trying to get as close to a sum of 13 as possible.
Turning Over Cards
As soon as the sum of the cards turned over exceeds 13 then the player's turn is over. They must turn all the cards back as they were. Their turn also ends in the same way if they turn over 2 "0" cards.
If a player manages to turn over cards so that their sum is exactly 13, then they must pick up all the cards that they have turned over. They then return one of them, face down, onto any free space on the table, the rest are placed in a pile face down in front of them. The next player then takes their turn.
A player who has not yet reached 13 may decide to stop. In this case they mark every card that they have turned over with a wooden marker in their colour. Play then passes to the next player. The marked cards remain face-up.
Raising
Once there are marked, face-up, cards on the board, then the next player must attempt to better the sum of the face-up cards. They may not use the marked cards to do this. If they fail to reach the sum of the marked cards, or they exceed a sum of 13, then their turn is over, they turn all the cards that they have played back face-down, and the next player takes their turn.
If however they manage to turn over cards with a higher sum than the marked cards, without reaching or exceeding 13, then the marked cards are turned back over, and the markers returned to their owner, while the newly turned cards are marked. These now make up the new target.
If the newly turned cards total exactly 13, then the player takes the cards, returns one to the table, face down, and piles the rest up in front of them as above.
If a player reaches the same sum as the already marked cards, but uses more cards to get there, then this counts as an improvement, the new cards are marked and the previously marked cards are turned back over.
If a player's turn comes round again, and his markers from the previous round are still on the table, they pick up all those cards and place them face down in a pile in front of them, except for one, which they return face-down, to the table as above. This completes their turn for this round, they do not turn over any cards. The next player then takes their turn.
Game End
If a player only turns over one card, and this remains face-up with a marker for a full turn, then the player picks up that card, and adds it to their pile of scoring cards. The game is then over and the player with the most cards in their pile in front of them has won the game.
In the last round it might happen that players can not turn over cards, since all cards on the table are marked.
The Last Panther
For 3-8 players, ten years or older (best with 3).
Overview
This is a game of tricks, but it is not always a good idea to win all the tricks, since several cards score minus points rather than plus points. In addition, there is a healthy bonus for the player who takes the last trick.
Preparation
With 3 players first remove all "1" and "2" cards from the pack. With 7 or 8 players remove all the "2"s except for the yellow "2". With 4-6 players the whole pack is used. Shuffle the remaining cards well and deal them out equally to all the players.
Course of Play
First all players simultaneously pass on 3 cards (with 6 or more players 2 cards), face down, to their left hand neighbour. Then, starting with the player to the left of the dealer, the cards are played out in a series of tricks. There are no trumps, players must follow suit if they are able, the highest card in the led suit wins the trick. If two cards of the same value are played in a trick, then the first played wins. The player who won the last trick leads to the next.
Scoring
Once all the tricks have been taken the points for the round are noted. Points are scored as below.
- Winning the last trick: +50 points
- Every yellow card: +5 points
- Every red card: -10 points
- Every black "7": -50 points
Play continues, with the player to the left of the last dealer becoming the dealer for the next round, until one player has a score of -200 or lower. The player with the least minus points, (or most plus points), wins the game.
Wimmüln
For 3-6 players, 8 years or older.
Idea of Game
A simple trick-taking game. Each player plays alone, and must decide before play how many tricks they will win.
Preparation
With three players, first remove two colours (suits) from the game. Then shuffle the remaining cards and deal out equally to all players.
The Dealer takes the last two cards which they have dealt to themselves and turns them face-up for all to see. The trump suit for this round will be the suit of the lower valued of the two cards. There are no number trumps in this game. If both cards have the same number or colour, then there are no trumps for this round.
Once trumps (or no trumps) has been decided, the Dealer returns the lower valued of the two cards to their hand. The other card stays face up and is the first card in the first trick.
If there are no trumps, the Dealer may inspect their hand and decide which card to leave on the table.
Course of Play
Before any further cards are played, each player lays two of their cards face down in front of them. The cards should be placed so as to form a cross. The numbers on these two cards make up two estimations of how many tricks that player will win during the round. All players then simultaneously turn over the topmost of the two cards. The lower card remains face down. These two cards are not used to take tricks. If one or both numbers correspond with the number of tricks that that player wins, then the player gets a bonus. Once all cards have been turned over, play of the first trick resumes. Each trick consists of one card from each player. Players must follow suit if possible, the highest number in the suit led wins unless a trump is played. Players need not play a trump if they choose not to. If two identical cards are played, the first played is high. The winner of each trick leads to the next.
Scoring
Each player scores the number of triangles on the cards that they have won. If, in addition they manage to win exactly the number of tricks that they have estimated they get a bonus. The bonuses are as follows.
- If the number of tricks won is equal to the number on the lower valued of the two cards: 5 points
- If the number of tricks won is equal to the number on the higher valued of the two cards: 10 points
- If the number of tricks won is equal to the number on the face up card: twice the bonus above (lower valued card: 10 points, higher valued: 20 points).
- If both cards have the same number on them and this equals the number of tricks won: 25 points.
The points for each round are recorded. Play continues until one or more players get a score of 200 or more. The player with the highest score wins.
Rummü
For 3-6 players, 8 years or older.
Idea of Game
In this game each player tries to get rid of their cards both as fast as possible, and in high-scoring combinations. Play can be individual, or if there are 4 or 6 players, in partnership with the player opposite.
Game Start
The cards are shuffled, and each player receives cards according to the following table
- 3 players: 9 cards
- 4 players: 8 cards
- 5 players: 7 cards
- 6 players: 6 cards
The remaining cards are placed face down in the centre of the table. One card is drawn from this face-down deck and placed face-up next to it to form a discard pile. The player to the left of the dealer starts the game.
Course of Play
The player whose turn it is must carry out three actions during their turn in the following order.
- They must draw a card.
- They may play a card or cards.
- They must discard one card.
Drawing Cards
At the start of their turn, a player must draw a card from the face-down deck or one or more cards from the discard pile. If they draw from the discard pile they must start with the top card and work downwards.
Playing Cards
Cards must be played in combinations. A combination consists of at least three cards. Combinations may consist of several cards of the same number, or of a run of cards ie 3,4,5. Combinations may also be all from one suit or from a mix of suits but in this case no suit may be represented twice in the same run. No combination may contain two identical cards.
Yellow Jokers
Yellow cards may be used as jokers, ie they may replace a card of the same number from another suit. A combination of all one suit must always have more "normal" cards than jokers, ie in a 4 card sequence, only one may be a joker, with a 5 card sequence two. Combinations with a mix of suits may only contain one joker.
Examples
- Red 5, Yellow 6, Red 7 is a Single suit combination with a joker.
- Red 5, Yellow 5, Blue 5, Black 5, Green 5, is a legal 5 card combination.
- Blue 6, Yellow 7, Blue 8, Red 9 is not legal, since it can't be a mix with two blue cards, but is also not a single suit combination.
- Red 2, Red 3, Yellow 4, Red 5, Red 6, Yellow 7, Yellow 8 is a legal 7 card sequence in Red.
- Yellow 3, Yellow 4, Yellow 5 is not legal, it contains too many jokers.
In the first round a player must "come out" with at least 4 cards, ie their first play onto the table must be of at least 4 cards. In later rounds the minimum number of cards required to come out is dependent on the player's or team's score:
| Individual Score | Team Score | Cards required to come out |
|---|---|---|
| Less than 0 | Less than 0 | 3 cards |
| 0 - 100 | 0 - 200 | 4 cards |
| 100 - 150 | 200 - 400 | 5 cards |
| 150 plus | 400 plus | 6 cards |
Once a player has "come out", they may play cards from their hand either as combinations, or add to their own combinations on the table, or to other player's. If they have a card which has been replaced in a combination by a joker, they may exchange the card for the joker. The joker may be used immediately in another combination or put back to the player's hand cards. Combinations already on the table may only be added to. Players may not rearrange them nor combine two or more.
Discarding Cards
At the end of their turn a player must discard a card. The next player then takes their turn. The discard pile should be kept tidy so that only the uppermost card is visible. The round ends when a player discards their last card and so has no more cards in their hand.
If a player plays all their cards onto the table, so that they no longer have a card to discard, then they must take all the cards back that they have laid and reorganise their play.
Scoring
Once the round is over the player's reckon up their scores. The various point values are listed beneath:
| Scoring event | Points |
|---|---|
| Going Out | 10 points |
| Every red card remaining in hand | -10 points |
| Every other card remaining in hand | -5 points |
| Three card combinations, all one number | 0 points |
| Four card combinations, all one number — Pure | 30 points |
| Four card combinations, all one number — Mixed | 10 points |
| Five card combinations, all one number | 50 points |
| Number combinations with 7s or 1s | half points |
| Three card runs — Mixed | 0 points |
| Three card runs — Pure | 10 points |
| Four card runs — Mixed | 10 points |
| Four card runs — Pure | 20 points |
| Five card runs — Mixed | 40 points |
| Five card runs — Pure | 20 points |
| Each additional card | +10 points |
It is important for scoring whether a combination is "pure". A run in different suits is never pure. Runs in one suit or combinations of all one number are pure if they do not contain any jokers. All players count the number of points they have scored and add them to their total from previous rounds. If players are playing in teams, cards left in the hand of the partner of the player who went out do not score minus points.
The player's or team's score is noted down. Play continues over several rounds until one player scores 200 or more, or in team play, one team scores 500 or more. The player or team with the highest score wins.
Safarü
For 2-4 players, ten years or older (best with 2 or 4).
Overview
Each player attempts to "catch" as many of the available cards as possible and combine them with cards in their hand. If they are not able to catch anything, they must "release" one of their own cards "into the wild" ie onto the table. Naturally, there are some animals (cards) that one doesn't want to catch.
Preparation
The cards are shuffled and four dealt to each player. Additionally, four cards are placed face up in the middle of the table. The rest of the cards are left as a face down pile next to these four. With 4 players, players should play in partnership with the player opposite. With 2 or 3, players play as individuals.
Hunting
Beginning with the player to the left of the dealer, each player takes their turn consecutively. The player whose turn it is must play one card onto the table. They may use this card to "catch" another card, or they may let it "go free".
Catching
There are three methods of catching a card: adding, totalling or pairing.
Adding
If the numbers on two or more of the four "wild" cards add up to the number on the player's card, then they may take the cards so "caught" and place them face down in front of them. If the number on the card played can be arrived at in more than one way, then the player may decide which combination of cards they catch, but may only catch one such combination. The player's card remains on the table, it is "released into the wild".
Totalling
If the number on the player's card can be added to one or more of the cards on the table so as to make a total of 17, then the player may catch the table cards and put them face down in front of them. The card that they played remains on the table.
Pairing
If the player plays a card with the same number as one or more of the cards on the table, they catch one of the table cards and their own card.
A player may use one, two or all three of these methods to catch cards in one turn but may only use each method once per turn.
Releasing Cards
A player who is unable to catch a card, or who chooses not to, must instead "release one of their cards into the wild". A card cannot be released though if it would allow another card to be caught, ie you may only release cards which do not catch table cards by any of the three methods outlined above. If a card would catch cards in more than one way though, the player need not use all possible methods, but must use at least one if it is available. Should a player overlook a possible capture, and their opponents do not immediately point it out, then there is no penalty. A player must release a card if the previous player has caught all the cards on the table.
If there are "0" cards on the table, and a player chooses to catch cards by addition or totalling, then they must take at least one of the "0" cards.
New Rounds
After 4 rounds, the players have no more cards in their hand. The next player should now deal a further four cards to each player, and a further four cards face-up onto the table (if there are more cards available). Then the player to the left of the new dealer starts the next round. In this way, every player gets the chance to play first.
Game End and Scoring
When all cards in hand have been played and there are no more to be dealt the game is over. Cards remaining on the table are not scored. Points are scored as follows:
| Scoring event | Points |
|---|---|
| The player with the most unicorns (blue) | +24 points |
| The player with the most hedgehogs (yellow) | -12 points |
| Each baby animal ("0" cards) | -5 points |
| Each triangle on the cards caught (including "0" cards) | +1 point |
If two or more players have the same number of Unicorn or Hedgehog cards, then the points are split equally between them.
Players should play several rounds to a previously agreed score for example 100 points. The first player to reach this score, or if several achieve it, the player with the most points, wins.
Reverse Safarü
A possible variant game is one where you attempt to release as many animals as possible. Players attempt to score as few points as possible. The same rules apply as in the main game, but with one exception, where a card could catch "wild" cards using more than one method, the player to the left of the player who played the card decides which one method should be used. With four players this should again be played as a partnership game, each player making a team with the player opposite. The following scoring system is used:
| Scoring event | Points |
|---|---|
| The player or team with the most cards in total | +24 points |
| The player or team with the most hedgehog cards (yellow) | +12 points |
| Every triangle on the cards caught | +1 point |
Players should play a previously agreed number of rounds. The player or team with the lowest score wins.
Acknowledgments
Many thanks to our games testers, Michael, Holger, Uwe and the E workers, who've already tried and enjoyed the "15 cards on the table" version. Klaus our Bridge teacher. Johannes and his family, who have principally tested Calcory for us. Ralf and Sabine as always. Basti, who knows how clever Hedgehogs can be. Jens, Martin; Bernhard (and his friends) and Ottmar, who corrected most of the rules. Dagmar and Mattes, who thought that Mü was unexplainable; Friedhelm and Co. Thomas and Beate, who have the longest journey, Another Holger and several unknowns, who enjoy Skat more than Mü. Sabine; Werner and Anneli; Hinnerk, The Hippodice games club; and lastly our apologies to all that we have forgotten.
Many, many thanks to John Webley for doing this translation. Any mistakes probably inserted by Frank (or Ken) during final typesetting.
Questions, Criticism, Suggestions, Praise and Orders to:
Doris and Frank Obere Büch 24 91054 Buckenhof Germany
Tel. 09131/55045 Fax 09131/55085.