At KrassKariert you try to play your cards as clever as possible to outdo combinations of your fellow players. The aim is to get rid of your own hand maps as quickly as possible.
If you still have cards on your hand, you have to make one of 3 chips. If you can't make a chip first, you lose the game.
The original rules can be used here download.
There are 48 number cards (from 1 - 12 each 4 times) and 6 special cards (X card, postcard, stop card each 2 times).
Each player receives at the beginning 10 hand cards whose order cannot be changed and 2 reserve cards.
In one round each of you play a card combination in the clockwise direction. A combination consists of one, two or three cards that must be located directly next to each other on your hand.
The starter is playing any card combination. The following players must override the last played combination.
Solo: a single card
2nd Street: two cards with consecutive numbers
Pair: two cards with the same number
3 road: three cards with consecutive numbers
Drilling: three cards with the same number
Attention: The two or three cards for a combination must be on hand side by side. The order doesn't matter: 8-10-9 is just as much a 3-way as 9-8-10 or 8-9-10.
If you don't want to overbid, you have to take 1 of the reserve cards instead, where you can choose where to sort them.
Whoever put the highest card combination wins the round and starts the next round by laying a new combination.
If the winner of a round no longer has a card to play on the hand (possibly reserve cards lying in front of him are not taken into account), the player starts the new round with the second highest card combination.
Every special card is 2 times in the game.
The X card can assume any number from 1 to 12. You can play it alone or as part of a combination, but you can only combine it with adjacent number cards.
A click on the played X card shows a choice. After you have chosen, the card(s) is placed by clicking on the arrow below.
Anyone who plays a stop card immediately ends the round and wins it, even if not all players have played a card combination.
With the follow-up card, you are going to overdo the duty. It can therefore be placed at any time.
The following player must then either override the card combination that was played out in front of the postcard or take a reserve card on hand. In one round, both follow-up cards can be played.
The winner of a round in which a draw-down card was played must draw three cards individually from the draw-down stack (six cards when both draw-down cards were played
) and sort them into his handcards as desired.
Those who have no cards on their hands at the end of a round are no longer playing in the current passage. A passage is finished if after a round only one player has cards on his hand. A passage is terminated even if a player can no longer overwrite a reserve card during a round. In both cases, this player has lost the current passage and must make one of his chips.
The next passage starts with new cards. The player who had to make a chip starts the first round.
As soon as a player has delivered his last chip, he continues to play. Only when a player has no chip anymore, even though he has to give one, the game is lost for him. If this happens to multiple players at the same time, there are several losers.