Beitragvon Udo Möller » 10. Juni 2004, 18:51
Hallo Juliane,
hier die (englischen) Originalregeln:
HAGGLE by Sid Sackson
The setup for Haggle varies with the number of players, with the preferences
of those preparing the game, and also with the necessity of making changes if
part, or all, of a group has played before. The following actual game, one
that involved fifteen participants, illustrates the equipment required and the
general rules of play. You can take it from there.
Equipment:
Small blank cards in five different colors. 3'' x 5'' index cards cut in half
make an ideal size. They can be obtained in yellow, blue, red, orange and, of
course, white. (Green is also obtainable, but it is not a good idea to use
both blue and green since they can be confused.) You will need twice as many
of each color as there are players in the game. (Thus for 15 players, 30 cards
of each color were prepared.)
Secret Information sheets:
These are slips of paper on which information concerning the values attached
to the colored cards are typed or printed. One piece of information is
required for each player in the game and two slips are prepared for each piece
of information. (Thus for 15 players, 30 information sheets were prepared.)
The following are the information sheets used in the actual game:
1. Orange cards have a basic value of 4 and are equal to a red card and a blue
card.
2. White cards have the highest basic value and are equal to a red card and a
yellow card.
3. Blue cards have a basic value twice that of yellow and half that of orange.
4. If a player has more than 3 white cards, all of his white cards lose their
value.
5. A player can only score as many orange cards as he has blue cards.
6. If a player has 5 or more blue cards, 10 points are deducted from every
other player's score.
7. A set of 3 red cards protects you from one set of 5 blue cards.
8. The player with the most yellow cards gets a bonus of the number of cards
squared. (For example, if most yellow cards are 5, bonus is 25.) If two or
more players tie for most yellow, they are eliminated and bonus goes to the
next highest.
9. If a player hands in 7 or more cards of the same color, he is eliminated
from the game.
10. Each set of 5 different colors gives a bonus of 10 points.
11. If a "pyramid" is handed in with no other cards, the value of the hand is
doubled. A pyramid consists of 4 cards of one color, 3 cards of a second
color, 2 cards of a third color, and 1 card of a third color.
12. The player with the most red cards doubles their value. In case of a tie,
no player collects the extra value.
13. Each set of 2 yellow cards doubles the value of 1 white card.
14. Each set of 3 blue cards quadruples the value of 1 orange card.
15. No more than 13 cards in a hand can be scored. If more are handed in, the
excess will be removed at random.
Preliminary:
All of the cards are well shuffled and then dealt into piles of 10 cards each.
Each pile of cards is placed in an envelope together with two information
sheets (chosen at random, except that duplicates should not be placed in the
same envelope).
The play:
As early as possible in the evening the envelopes are distributed, one to each
guest, with the following explanation:
The object of the game is to collect the most valuable hand of cards. In order
to learn what constitutes a valuable hand you will have to read as many of the
information sheets as possible. As you begin to obtain information you will
want to get hold of certain cards and, possibly, to get rid of others. You are
free to approach any other player at any time with a proposition to trade
information or cards, or both. And, of course, it pays to haggle over the
terms in an attempt to gain the most and give up the least.
At an appointed time (midnight is usually a good choice) you will place your
cards in an envelope, mark it with your name, and hand it in for scoring. If
you feel it is to your advantage, it is permissible to omit some of the cards
you hold at the end of the game from those submitted as your hand.
Scoring the hands:
Each hand is scored taking into consideration all the data supplied on the
information sheets.
Using the 15 pieces of information from the game we have been following, let's
take a look at the scoring of some of the hands. The basic value of the colors
(which can be deduced from the first three information sheets) are: yellow =
1, blue = 2, red = 3, orange = 4, and white = 5.
Hand # 1 consists of 6 B, 1 R, 3 O, 1 W. The 6 blue cards score 12 points. The
red card scores 3 points. 2 orange cards score 16 points each (see information
sheet 14) and the third scores 4 points. The white card scores 5 points. The
total score is 56 points. The blue cards also cause every other player to lose
10 points (see information sheet 6).
Hand # 2 consists of 3 Y, 2 B, 2 R, 3 O, 3 W, 13 cards, which is the maximum
that can be scored (see information sheet 15). The 3 yellow cards score 3
points. The 2 blue cards score 4 points. The 2 red cards score 6 points. Only
2 of the 3 orange cards can be scored (see information sheet 5) at 4 points
each for a total of 8 points. One white card scores 10 points (see information
sheet 13) while the other two score 5 points each for a total of 20 points.
There are 20 points in bonuses (see information sheet 10) but there is also a
deduction of 10 points for player # 1's 5 blue cards. The final score is 51
points.
Hand # 3 consists of 2 B, 5 R, 2 O, 2 W. The 2 blue cards score 4 points. The
5 red cards are the largest number of this color in any hand and double their
value (see information sheet 12) to a total of 30 points. The red cards also
protect against the deduction for 5 blue cards (see information sheet 7). The
2 orange cards score 8. The 2 white cards score 10. The total score is 52
points.
Hand # 4 consists of 4 Y, 2 B, 3 R, 1 W. The 4 yellow cards score 4 points.
The 2 blue cards score 4 points. The 3 red cards score 9 points, and protect
against a deduction. The 1 white card scores 10 points (see information sheet
13). This totals to 27 points and since the hand is a pyramid (see information
sheet 11) this doubles to 54 points, the final score.
Hand # 5 consists of 6 Y, 1 R, 2 W. The 6 yellow cards (one more would have
voided the hand - see information sheet 9) score 6 points. The 1 red card
scores 3 points. The 2 white cards score 20 points. The six yellow cards are
the largest number of this color and earn a bonus of 36 points (see
information sheet 8). This adds up to 65 points, but there is a 10-point
deduction for the 5 blue cards, so the final score is 55 points.
A few final remarks:
For obvious reasons the host and/or hostess cannot participate actively in the
game. They should be available for answering questions and, particularly at
the start of the game, there are bound to be plenty of these.
The first thing a player has to do in order to do well is to gain information
as quickly as possible. Deals for exchange of information can take many forms.
Players can agree to trade sheets, sight unseen, but run the risk of getting
information they already have. Or players can tell each other the sheet number
before trading. The deal can involve reading another player's sheet without
actually gaining possession of it or even being told about the contents of a
sheet without seeing it. In the latter case it is possible to obtain
misinformation either by accident or by design.
A player should keep track of the sheet numbers he has seen and, unless he has
a good memory, it is desirable to make notes about their contents. It is not
always possible to obtain all the information nor is it always necessary. A
player with a little information and a lot of luck can collect a hand of cards
that just happen to fit together well enough to win.
A clever but dirty trick is for a player to obtain possession, early in the
game, of two information sheets with the same number. He can then drive a hard
bargain from those who want to see this information or can simply refuse to
let anyone see it.
A player can ask for a card or cards as part of a deal in exchanging
information. He can also stipulate, providing of course that the other player
agrees, that he can choose the card or cards at a later time.
The above is not meant to cover all the possible forms that trading can take
since any deal that two, or more, players agree on can be made. The ultimate,
to my knowledge, in hard dealing occurred in one game when a player insisted
upon, and received, the prize as payment for helping the other player win it.
LUdo ergo sum