XXL
XXL Rulebook
Table of Contents
Table of Contents
Components
55 cards, each showing two different values from 0 to 10. The number in the middle shows the total value of the card, that is, the sum of its two values.
You also need a pencil and paper to record the points.
XXL pur
Play all six variants. After each variant, record the players' points. If two players have won the same amount of points, they share the same place, and the next place does not exist. After the last variant, add up the points. The player with the fewest points wins.
Montées et descentes
Setup
Each player receives six cards. The remaining cards form the draw pile. Turn over the first two cards of the draw pile.
Goal
Play cards in two directions.
The aim is to be the first to play all of your cards.
Play
You may play one of your cards onto one of the four numbers shown by the two cards. You must form runs of consecutive numbers of the same colour.
The first card played after the face-up card of the draw pile may be played either ascending or descending. This card fixes the direction of the run.
Example: Card A: yellow 7 and red 0; card B: blue 4 and yellow 7. You may play yellow 6, yellow 8 or red 1 onto card A, and blue 3, blue 5, yellow 6 or yellow 8 onto card B.
After that, each run offers only three possibilities. Either you continue one of the runs already begun in the fixed direction, or you start a new run with the second number of the card just played, in any direction. In that case, the run followed so far no longer matters.
If a player has no suitable card, he must take one from the draw pile. If that card is suitable, he may play it immediately. Then the player to the left continues.
If there is a 10 as the first card of a run, the next card must be a 9 (as 10 is the highest number). If there is a 0 as the first card of a run, the next card must be a 1 (as 0 is the lowest number).
If someone finishes a run by playing a 10 or a 0, the second number can only be used to form a new run.
End of game and scoring
The game ends when a player manages to play his last card, or when the draw pile is exhausted and nobody can play a suitable card. Each player counts the total value of his cards. The player with the smallest sum has won.
À moins
Setup
Each player receives six cards. The remaining cards form the draw pile. Turn over the first card of the draw pile.
Goal
The aim is to be the first to get rid of your cards.
Play
The player with the most points begins. He may get rid of one of his cards if one of the values on that card is lower than the value of the same-coloured number on the face-up card. The 0 is the lowest value. If the face-up card shows a 0, you may only get rid of a card using its second number.
Example: The first player plays red 6 / green 0. The next player must get rid of a card with a red number lower than 6. He plays, for example, green 0 / red 2. The next player must play green 0, red 1 or red 0.
If a player has no suitable card, he must take one from the draw pile. If that card is suitable, he may play it immediately. Then the player to the left continues.
End of game and scoring
The game ends when a player manages to play his last card, or when the draw pile is exhausted and nobody can play a suitable card. Each player counts the total value of his cards. The player with the smallest sum has won.
Permis de refuser
Setup
Each player receives 8 cards. The remaining cards are set aside.
Goal
The aim is to win the most cards.
Play
The game is played in two parts. In the first part, the player with the most points begins by playing a card and saying which of its two colours will count in this trick. Each player must in turn add a card of that colour. If someone cannot play that colour, he plays any card. The player who played the highest card wins the trick. He plays the first card of the next trick and chooses one of the colours. If two cards have the same value, the card with the higher total value wins.
The first part consists of eight tricks, because each player has eight cards. After the first part, each player counts the cards in his tricks. He may choose one of them and keep it for the second part.
If the game is played with 2 or 3 players and one of them has won no trick, the game ends early. If the game is played with 4 or more players and two of them have won no trick, the game also ends early.
In the second part, shuffle the cards except those the players kept. Deal them so that each player receives as many cards as he won in the first part, including the card he kept. The remaining cards are set aside.
The player with the most cards begins. If several players have the same number of cards, the one with the most points begins. Play follows the rules of the first part. However, if a player has fewer cards than the others, he may refuse to play a card.
End of game and scoring
The game ends after the second part.
The second part is over when one player has no cards left (2 or 3 players), or when two players have no cards left (4 or more players). Add up the total values of the cards in each player's tricks. The player with the highest sum has won.
Fournir des séries
Setup
Each player receives 4 cards. The remaining cards form the draw pile. Turn over the first two cards of the draw pile.
Goal
Each player tries to obtain runs of high value.
Play
The player with the most points begins. On his turn, the player may once carry out one of the following actions, or both.
- He may try to make a run of three cards of the same colour (e.g. green 6, 7, 8). To do this, he may use his own cards. He may also use one or two of the cards exposed on the table to form a run with the cards in his hand. He places the run on the table. Then he draws cards until he has four again. If he used cards exposed on the table, new cards are turned over.
- He may exchange one of his cards for one of the cards exposed on the table. He may also place one of his cards next to the others on the table, so that there are now three; then he takes a new one from the draw pile. The player may also decline to carry out one of the actions. If all players have declined, the first card of the draw pile is turned over and placed next to the others on the table.
End of game and scoring
The game ends when the last card of the draw pile has been used and nobody can form a run. Each player now adds up the total values of the cards in his runs. The player with the most points wins.
L'un après l'autre
Setup
If playing with 2, 3 or 4 players, each player receives 9 cards. If there are more players, each player receives 7 cards.
Goal
The aim is to be the first to play all of your cards.
Play
The player with the most points begins. If he has a 10, he may play it and so begin a descending run.
The next player may either play a 10 of another colour, or continue a run already begun by playing a card of a lower value (in this case a 9). A 0 ends a run, as it is the lowest card. Only then may a new 10 of that colour be played. For example, if red 10, 9, 8, 7 have been played, the next player may only play a red 6 or a 10 of another colour.
If a player has no suitable card, he must take one from the draw pile. If that card is suitable, he may play it immediately. Then the player to the left continues.
End of game and scoring
The game ends when the last card of the draw pile has been used and nobody can form a run, or when a player has no cards left. Each player now adds up the total values of the cards in his runs. The player with the fewest points wins.
Déterminer la couleur
Setup
If playing with 2, 3 or 4 players, each player receives 12 cards. If playing with more players, each player receives 9. The remaining cards are set aside.
Goal
The aim is to win tricks worth many points.
Play
The player with the most points begins by playing a card. The others must then play one of this card's colours. If the next player plays a card that has only one of the colours of the first card, that colour is determined and the others must follow suit. If someone cannot follow, he may play any card. There is no trump, meaning no card can trump another.
Example: The first player plays green 1 / red 2. The next player must play a red or green card. If he plays, for example, green 2 / blue 5, the colour of the trick is green. All others must follow, if they have a green card.
If all cards of a trick have the same two colours, the colour of the trick is the colour of the higher number on the last card.
If everyone has played a card, the player who played the highest card of the determined colour takes the trick and plays the first card of the next trick.
If two cards have the same number in the determined colour, the card with the higher total value wins the trick.
End of game and scoring
The game ends when all players have played all of their cards. The player who won the tricks with the highest total value has won.
Classement général
After each variant, record the players' points. If two players have won the same amount of points, they share the same place, and the next place does not exist. After the last variant, add up the points. The player with the fewest points has won.
XXL individuel
It is also possible to play all the variants separately. You may play your favourite variant and record the points. The player with the fewest points after a set number of games has won.
6+. Variante de "Déterminer la couleur"
Play with a trump. The first player sets a trump. Each card with a number in the trump colour counts as a trump; the other colour plays no role. This variant should be played as many times as each player has had one opportunity to set the trump colour.
Tuyau
There are numbers from 0 to 10 in four colours. Each combination of numbers exists only once. Each card shows two different numbers in two different colours.
The Game in Brief
Montées et descentes
- Each player receives 6 cards; 2 cards face up; the rest is the draw pile.
- Play cards of the same colour in an ascending or descending manner (keep the direction), or take a card from the draw pile.
- End: a player has no cards left, or there is no draw pile left and nobody can play.
- Add up the total values of the cards that could no longer be played. The player with the fewest points wins.
À moins
- Each player receives 6 cards; 1 card face up; the rest is the draw pile.
- Play cards of the same colour with a lower value.
- End: a player has no cards left, or nobody can play.
- Add up the total values of the cards that could no longer be played. The player with the fewest points wins.
Permis de refuser
- Each player receives 8 cards; the rest is set aside.
- First part: play a card saying which of its two colours counts for the trick; play that colour.
- Count the cards won in the first part and keep one of them.
- Second part: each player receives as many cards as he won in the first part. Play the announced colour. Refusal is permitted if you have fewer cards than the others.
- End: with 2 or 3 players, 1 player has no cards left; with 4, 5 or 6 players, 2 players have no cards left.
- Add up the total values of the cards in your tricks. The player with the highest sum wins.
Fournir des séries
- Each player receives 4 cards; 2 cards face up; the rest is the draw pile.
- Carry out one or two actions, or do nothing.
- Actions: form a run, possibly substituting cards; exchange a card with one of the cards on the table or from the draw pile.
- If all players did nothing, turn over one more card from the draw pile.
- End: the draw pile is empty and nobody can form a run.
- Add up the total values of the runs. The player with the highest sum wins.
L'un après l'autre
- With 2, 3 or 4 players: each player receives 9 cards; with 5 or 6 players: each player receives 7 cards.
- Play 10s to start descending runs, or play cards of the same colour and a lower value (10, 9, 8, 7...).
- End: a player has no cards left, or the draw pile is empty and nobody can play.
- Add up the total values of the cards that could no longer be played. The player with the fewest points wins.
Déterminer la couleur
- With 2, 3 or 4 players: each player receives 12 cards; with 5 or 6 players: each player receives 9 cards.
- Play the colour. The highest card of the trick wins.
- End: nobody has cards left.
- Add up the total values of your tricks. The player with the highest sum wins.