Rebel Princess 2
Rebel Princess 2 Rulebook
Table of Contents
Table of Contents
Components
- 9 Princess cards (6 of them for Team Mode)
- 13 Round cards (6 of them for Team Mode)
- 2 Helper cards (a spinning wheel and a poisoned gift, which you need in two special cases)
- 1 scoresheet pad
All cards of this expansion are marked with a "2". Cards marked with the team-mode symbol (a small team figure) can only be used in Team Mode. Cards marked with the hourglass symbol are recommended for round 5.
Gameplay
Rebel Princess: Doppelt Rebellisch can be played in two ways.
Standard Mode
Shuffle the new Princess and Round cards of this expansion into the cards of the base game to experience new challenges and innovative strategies.
Note: Cards marked with the team-mode symbol cannot be used in this mode.
At the start of the game, each player is dealt 2 Princess cards. Each player chooses one of them and returns the unchosen Princess cards to the box.
Then prepare the 5 Round cards as usual. We recommend the cards marked with the hourglass symbol for round 5.
The gameplay is the same as in the base game.
Team Mode
You can use all Princess and Round cards from the base game and from this expansion. However, we especially recommend the cards marked with the team-mode symbol for this mode.
Team Mode Rules
Setup
You play in teams of 2, either with 4 people (2 teams, A and B) or with 6 people (3 teams, A, B and C). Sit around the table so that the teams alternate (A-B-A-B or A-B-C-A-B-C). This way, no one sits directly next to another member of their own team.
Then set up the game as usual.
The rulebook shows a seating diagram for 3 teams in Team Mode (teams A, B and C alternating around the table); the diagram is not reproduced here.
Scoring
Except for the team scoring, all the usual rules of the base game Rebel Princess apply in this mode. At the end of each round, each player determines the requests they received, and the individual results are added together to form the team result. Record your results on the scoresheet, on the sheets for team scoring.
Example: Sönke (Team A) finishes the last round with 3 requests, and his teammate Mina receives 5. As the team result, the two of them record a total of 8 requests. Laia (Team B) manages a round with 0 requests, but her teammate Albert receives 7. Therefore, the two of them record 7 requests as their team result. Team B, with Laia and Albert, wins the whole game at the end, because over 5 rounds they received fewer requests in total.
| Round | Sönke | Team A | Mina | Laia | Team B | Albert |
|---|---|---|---|---|---|---|
| 1 | 8 | 13 | 5 | 0 | 2 | 2 |
| 2 | 4 | 5 | 1 | 5 | 6 | 1 |
| 3 | 6 | 12 | 6 | 2 | 3 | 1 |
| 4 | 3 | 3 | 0 |
(In the example scoresheet, the middle column of each team is the team result, and the outer columns are the individual results of each player. Team A totals 41 requests; Team B totals 30.)
Effects of Round and Princess Cards
Effects that affect the tricks won by individual people and their results continue to affect only those individual people. Only after that are the team results for the respective round determined.
If you play with the Round card Frischmachen (Refreshed), in this round all teams receive double their team result, except for the team that has received the most requests up to that point.
Communication in the Team
At no point may you give specific information about your hand cards (colors, numbers, number of cards, etc.). All communication within a team must be open, so that the other teams can hear it.
End of the Game
After 5 rounds, the team with the fewest requests wins. In case of a tie, the team that received the fewest requests in more individual rounds wins. If there is still a tie, the teams share the victory.
Round Cards
Shuffle the Round cards of this expansion freely with the Round cards of the base game. Note: Round cards marked with the team-mode symbol can only be used in Team Mode.
Die alte Leier (The Old Tune) — hourglass symbol
Each Prince counts as −1 request in this round. It is therefore advisable to win tricks with Princes. The Frog, on the other hand, still counts as 5 requests.
Vererbt (Inherited) — hourglass symbol
If you win the last trick, you give all your won tricks to the person on your left.
Hochzeitsüberraschung (Wedding Surprise)
Whoever leads a trick plays the first card face down and only announces the color of the card played. Only when everyone has played a card is the face-down card turned over and checked to determine who won the trick.
Mulan and the Younger Stepsister can only exchange the first card of the trick for a card of the same color.
Durchzug (Draft)
Before the first trick, each player chooses 2 cards from their hand and places them face down in front of them. Then they pass the remaining cards to the person on their left. Repeat this with the cards you received from the right, until you can no longer pass cards. Then take all the cards in front of you into your hand and begin the round.
Vergiftetes Geschenk (Poisoned Gift) — hourglass symbol
At the start of the round, each player places one card face down on a common pile. Place the helper card Vergiftetes Geschenk (Poisoned Gift) on this pile and give it to the person who will lead the first trick. If the person holding the pile wins a trick, they give the pile with the poisoned gift to any other person of their choice. At the end of the round, the pile counts as one won trick for the person who holds it at that moment.
Illustration caption on the card: "Place this card on the Poisoned Gift card pile."
Geheimes Gebot (Secret Bid)
Before the first trick, after the passing of cards, each player places one card from their hand face down under their Princess card. If possible, this may not be a Prince or the Frog. Only at the end of the round, after the last trick, do you reveal your card. If the number on the card matches the number of tricks you won in this round, you ignore all requests you received and instead count −1 request for each trick won. Otherwise, you count the requests received as usual.
Ein verzauberter Abend (An Enchanted Evening)
Before the first trick, after the passing of cards, each player simultaneously places one card with a value less than 8 from their hand on the table. Add the values of these cards to the target sum, and then set the cards aside. They are no longer needed in this round. During each trick, you now add up the values of the cards played in that trick. If a person's played card takes the sum past the target sum, that person wins the trick. If the sum of the values in the trick does not exceed the target sum, you check who won the trick as usual.
If, after the passing of cards, at least one person has no card with a value less than 8, you restart this round. Shuffle all cards and deal them again.
Example: In a 4-person game, a 3, a 4 and two 5s are placed. The target sum is therefore 17. Sönke leads the first trick with 10, Laia follows with 7, Mina with 3 and Albert with 5. Mina's card takes the sum past the target of 17, so she wins this trick.
Snow White can use her ability during a trick as usual and change the value of a card to 0 so as not to exceed the target sum. Mulan, the Queen of Hearts and the Younger Stepsister, however, cannot use their abilities to change who has exceeded the target sum in a trick. They can use their abilities when the trick is resolved under the usual rules.
Team Mode Round Cards
These Round cards can only be used in Team Mode with 4 or 6 people.
Böse, aber willkommen (Evil, but Welcome)
The passing of cards at the start of the round only takes place between the members of the respective team. This Round card is recommended for the first game in Team Mode.
Partnerlook (Matching Outfits)
If at the end of a round both members of a team have the same number of won tricks, they receive −3 requests for their team result. Otherwise, they receive an additional 3 requests.
Yin und Yang (Yin and Yang)
In each trick, the first person of a team plays their card either face up or face down, as they choose. The second person plays their card in the other way. Only at the end of a trick are all face-down cards revealed. If a person leads a trick with a face-down card, they must announce the color played.
Doppel-Date (Double Date)
At the end of each trick, the team members add up their played cards of the trump suit. The team with the highest total wins the trick. In case of a tie, the team with the higher-value single card wins. The team member with the higher-value single card in the trump suit also receives the trick.
Seelenverwandt (Soulmates)
If both team members cannot follow the trump suit in a trick, their played cards count as trump suit. In case of a tie, whoever played their card first wins.
Lieber Single (Dear Single)
At the end of the round, compare the tricks won within your team. For each number pair for which each member of the team can contribute a card, you receive an additional 1 request for the team result.
Princess Cards
Shuffle the Princess cards of this expansion freely with the Princess cards of the base game. Note: Princess cards marked with the team-mode symbol can only be used in Team Mode.
Rotkäppchen (Little Red Riding Hood): Demaskierung (Unmasking)
When it is your turn, ask for a specific card (color and number, except the Frog). The person who has that card in hand must give it to you. In exchange, you give back a card of the same color. If nobody has the requested card, you have still used Little Red Riding Hood's ability. If the requested card is face down on the table due to an effect, it does not count as being in hand. If the requested card is face up on the table due to the Glass Slipper, it counts as being in hand.
Schwanenmädchen (Swan Maiden): Abgetaucht (Dived Under)
When it is your turn, you may play your card as the last person in this trick. If you would have led the trick, the person to your left leads it instead.
If Pocahontas or the Little Mermaid has been activated and you must lead the next trick, you cannot use the Swan Maiden's ability for that next trick.
Belle: Verzauberte Karten (Enchanted Cards)
Immediately after playing your card, swap two cards of the current trick with each other (except the Frog). You cannot use this ability if you led the trick. Belle does not change the trump suit by an exchange.
Team Mode Princess Cards
In Team Mode you can use any Princess cards, or these special traditional villains, who team up in pairs at the party. For a good balance, you may not separate them. As a team, you always choose one of the pairs: The Stepsisters, Their Majesties or The Witches.
If you play with the special Princess cards for Team Mode, do not shuffle them together with the other Princesses within a game.
The Stepsisters
The Elder: Envy. Use this ability when your team leads the trick (except with the Frog). All other teams must, if possible, play cards in the following priority: cards of the trump suit with a higher value, then any cards of the trump suit, then any cards with a higher value. The ability cannot be used if your team leads the trick with a face-down card.
The Younger: New Shoes. At the end of the trick, before it is awarded, exchange the card played by your teammate for a card of the same color or number from your hand, except the Frog. You do not have to follow the trump suit when doing so.
Their Majesties
The Evil Queen: Mirror, Mirror. When it is your turn, give a card from your hand to your teammate. That person immediately plays a card from their hand into the trick for you. This may, but does not have to, be the card you gave them. A card that lies on the table through the effect of a Round card may not be passed on by you.
The Queen of Hearts: Foul Play. At the end of the trick, before it is awarded, change the value of your teammate's played card by exactly 3, up or down. For example, you can turn a 9 into a 6 or a 12. The highest possible value is 12, the lowest 0. If this causes a tie, the Queen of Hearts decides who wins the trick.
The Witches
The Sea Witch: Shady Dealings. At any time of your choice, after the passing of cards at the start of the round, choose two cards from your hand and give them to the other person in your team. That person simultaneously gives you two cards of their choice in return. Cards that lie on the table through the effect of a Round card cannot be exchanged.
The Dark Fairy: Prophecy. Before a trick, and as long as the Frog has not been played, prophesy that a person from an opposing team will have the Frog at the end of the round. Give this person the helper card Spinnrad (Spinning Wheel) as a reminder. If your prophecy is correct, you receive −4 or −6 requests for this round, depending on the number of players (4 or 6).
Note on the source: the German text reads "solange der Frosch nicht nicht gespielt wurde" (a doubled "nicht"); the meaning, "as long as the Frog has not been played", is taken as intended.