UntitledKlunker by Uwe Rosenberg for 3 to 5 players Contents 94 jewelry cards (14 each of Tongue Bob, Ear Pendant, Gold Tooth, Shoes, Diadem, Monocle, and 10 of Necklace), 5 shop window cards (Schaufenster), 5 purchase cards, 1 starting player card, these rules Preparation Each player has a playing area on the table for his cards. He takes 1 shop window card (these are the cards with the German word Schaufenster on them) and puts it face up on the left side of his playing area. The youngest player takes the starting player card. The starting player shuffles the 94 jewelry cards and gives each player 1 card. They place these cards face down (with the bank note side showing) to the right of their shop windows. This is their starting cash. The players may not look at the jewelry side of their cash. The starting player places 1 purchase card (the cards with the large numbers 1-5 on them) for each player face up in the center of the table. Thus, with 3 players use purchase cards 1 - 3; with 4 players use purchase cards 1 - 4; and with 5 players use all 5 purchase cards. Then, he deals each player 6 jewelry cards face down. Finally, he places the jewelry deck face down in the center of the table. The players may now look at their cards; these are their starting hands. The playing area for each player should look like this at the start of the game: Shop window bank safe Game overview The game is played in several rounds. Each round consists of 3 phases, which are played in the following order: Fill shop windows Store jewelry in safes Purchase jewelry The players display, purchase and sell jewelry, trying to become the player with the most cash at the end of the game. 1. Fill the shop windows: the players place as many pieces of jewelry as they want in their shop windows. Beginning with the starting player and following in clockwise order once around the table, the players may place jewelry cards from their hands in their shop windows. All the cards placed in shop windows must be displayed openly; no card may be hidden by other cards. A player may place any or all of the 6 cards in his hand each turn in his shop window. Note: A player who has no jewelry in his shop window, must put at least 1 card there. A player who has jewelry in his shop window may place more, but is not required to do so. It is required that each shop window have at least one jewelry card at the end of this phase. Otherwise, there is no limit to the number or type of cards in a shop window. The jewelry in the shop windows may be purchased later in the round by fellow players or by the player who owns the shop window. 2. Store jewelry in safes (Each player?s safe is on the right side of their playing area next to their cash). In contrast to putting jewelry in shop windows, the jewelry cards are stored in the safes one at a time. The starting player begins. He may store 1 card from his hand into his safe or he may pass. Play continues in clockwise order with each player choosing either to store 1 card in their safe or to pass. Play continues as long as at least one player wants and is able to store cards in his safe. The first player to pass and not put a card into his safe takes the number 1 purchase card and places it face up in his playing area. The next player who passes takes the number 2 purchase card and so on until all purchase cards have been taken. When this occurs, the next phase of the round begins. After a player has taken a purchase card, he takes no further actions in this phase of this round (i.e. he may store no more cards in his safe nor take another purchase card). A player may only store cards in his own safe. Players store the cards in the safes face up and sorted by jewelry type for all to see. Cards may not be hidden by other cards. Note: Players are not required to store any cards in their safes in a round nor to have any cards in their safes. Also, a player may store several cards in his safe in a round. As soon as a player has 4 cards of the same jewelry type in his safe, he must sell them, converting them to cash. Selling jewelry: If the player has only these 4 cards in his safe, he takes all 4 cards, turns them over to the bank note side and puts them on his cash pile. He has sold them for 4 bank notes. If the player has 2 types of jewelry in his safe when he sells a group of 4, he only receives 3 bank notes, turning 3 jewelry cards over and putting them on his cash pile. The 4th card is discarded from the game. If the player has 3 types, he receives only 2 bank notes, discarding the other 2. Finally, if he has 4 or more types, he receives just 1 bank note, discarding the other 3. If a player has more than 4 cards of a type, the extras are considered as another type. Exception: When selling necklaces, a player always gets four bank notes, regardless of the number of jewelry types in the player?s safe. As with all sales, the player must sell exactly 4 necklace cards. 3. Purchase jewelry from shop windows. Beginning with the player with the number 1 purchase card and following with the player with number 2 and so on, the players may purchase cards from shop windows. On a player?s turn he may purchase cards from any one (and only one) shop window, including his own. When he purchases the cards from another player, he pays this player 1 bank note from his bank, regardless of how many cards were in the shop window. When he purchases cards from his own shop window, he does not pay anything. In each case, however, he must take all cards from the selected shop window; a partial purchase is not allowed. The player must immediately put all purchased cards in his safe. If this results in the completion of a set of 4 cards, he immediately sells the set as described above. If a player has cards in his shop window during his turn to purchase, he must purchase jewelry, either from his own shop window or from the shop window of another player. If a player has no cards in his shop window, he may purchase jewelry from another shop window or may elect to purchase nothing. If he chooses to purchase nothing, the purchase phase ends immediately - players with purchase cards left may not make purchases this round. Otherwise, the phase ends with the last player making a purchase. He sells the tongue bobs first and receives 2 bank notes (he has 3 types of jewelry in his safe). He then sells the ear pendants and receives 3 bank notes (he now has only 2 types in his safe). End of the round Return all purchase cards to the center of the table. The player who ended the purchase phase by not purchasing cards, takes the starting player card. If all players chose to purchase cards, the starting player card remains with the previous starting player. Using the jewelry deck, the starting player deals enough jewelry cards to each player to return their hand to 6 cards, beginning with himself and continuing clockwise around the table. The next round begins as before with the starting player. Game end and the winner! The game ends immediately when there are insufficient cards in the jewelry deck to return all players? hands to 6 cards. Each player counts the cash in his bank - each bank note has the value 1. Cards in players? hands, shop windows and safes have no value. The richest player wins. If two or more players tie, the player among them with the fewest cards remaining in their safe and shop window together is the winner. If there is still a tie, those tying share the victory! ? Hans im Gl?rlag 1999 Author: Uwe Rosenberg Graphics: Oliver Moser English translation: Jay Tummelson and Anthony Rubbo If you have comments, questions, or suggestions, please write us at RioGames@aol.com or: Rio Grande Games PO Box 45715 Rio Rancho, NM 87174 or visit our web site at www.riograndegames.com