NJET!
By Stefan Dorra
Published by Goldsieber 1997
English translation by Richard Ingram
Distributed from The Rules Bank by Mike Siggins
A trick taking game with a sophisticated prologue for 3 or 4 'No'-
sayers aged 10 and up.
Idea of the game
The cards will be played out and tricks won with a partner. However the
teams can change after each round. Before the real trick- making game,
everyone makes their wishes known with considerable weight, so that the
rules may be arrived at, and lays down their stipulations. For example,
whoever has no red cards, states with a loud strong 'no' that red will
not be trumps.
Contents
1 board
4 character cards ( Bear, Wolf, Hawk, Dove )
40 game cards
(in four colours, 2x1, 1x 2, 3, 4, 5, 6, 7, 8, 9, in each colour)
15 Njet stones
1 Njet writing pad
The game for 4 players
(Rules for 3 can be found at the end of the rules)
Preparations
Each player takes a character card of his choice and lays it face up in
front of him.
Place the board in the middle of the table and the stones nearby.
The oldest player shuffles the cards thoroughly and deals 10 cards to
each player. His left hand neighbour begins the first game phase and
play passes clockwise.
One player takes the pad and a pen. He writes the name of the player
above the picture of their character card and later notes the resulting
points for all players.
The board
The sections of the board show which light grey spaces remain empty with
respect to the following matters:
Start player: The player with the appropriate character card is the
start player and can seek out a partner. The other two players form the
opposing team.
Laying cards: Before the trick taking game, each player must lay one or
two cards to the side, face down. They play no part in the following
trick-taking-game. If the only space left free is the Njet space, no
cards will be put aside.
Trumps: Either red, black, blue or green cards are trumps.
Supertrumps: Cards marked with a 1 in any colour are supertrumps. If the
only space left free is the Njet space, there will be no supertrumps.
All 1 cards which are not supertrumps, will count as the lowest cards in
their colours.
Number of points ( per trick/per booty card ): The value of the cards
does not count, but each trick won and each captured booty card is worth
1, 2, 3 or 4 points.
Course of the game
Several rounds will be played. Each round consists of two phases. In
the Njet phase the rules for the following trick-taking game are decided
upon.
The Njet phase
The players look at their cards and seek to place the Njet stones to
their own liking and so set the conditions for the following
trick-taking game.
Whoever's turn it is takes a stone from the stockpile and places it on
an empty light grey space on the board. He says for example, "No! Blue
is not trumps", and lays the stone on the blue sickle in the Trumps row.
Accordingly this space will play no part in the following trick-taking
phase.
Players take turns until all 15 stones have been placed.
IMPORTANT: In each row, one light grey space must be left empty.
Example: (see German rules booklet)
The 15 stones are placed as shown.
The Hawk is the start player. He chooses a partner for himself.
Each player must set aside one card.
The start player will begin the trick-taking phase.
In the following phase, all blue cards will be trumps and black 1s will
be supertrumps.
At the end, each trick and each booty card will be worth 3 points.
The trick-taking phase
After the start player has chosen his partner and players have set aside
the specified number of cards, the start player places down any card
face up. The other players on their turn also lay a card. The start
colour should be followed if possible. If you cannot follow, you can
play a trump or a supertrump.
If the start card is a trump, other players must play trump cards or
supertrump cards. The same is true if a supertrump is led.
If a player cannot follow the start colour or play a trump etc., play
any card.
Which card wins the trick is as follows:
The highest value card in the start colour unless a trump or supertrump
has been played. If both 1s of a colour have been played, the second 1
is higher than the first.
If one or more trumps but no supertrumps are in the trick, the trump
with the highest value wins.
If a supertrump has been used, that wins.
If both supertrumps have been used, the second supertrump played wins.
The winner takes the trick cards and places them face down in a pile in
front of him. Lay each trick won down separately. Winner leads in the
next trick.
Booty cards
All cards with a value of 1 can become booty won from opposing teams.
This is true also of supertrumps. "Booty" is claimed if a player wins a
trick in which a player has played a card with a value of 1. Each
captured 1 should be placed face up near the won trick cards. It is
possible to capture two booty cards in one trick.
Scoring
When all tricks have been played and players no longer hold any cards,
scoring takes place. Each team counts the number of tricks won and the
amount of the booty captured. This total will be multiplied by the
points number showing on the bottom row of the board. The final score
of each player will be recorded on the writing pad.
Example: Alf and Betty have made three tricks and captured one booty
card. Claus and Dotty have 5 tricks and 2 booty cards. ( Other cards
were set aside at the start ). The points per trick/booty card for this
round is 3. So Alf and Betty have [3+1] x 3=12 points. Claus and Dotty
have [5+2] x 3=21 points.
After a scoring phase, the board is cleared of stones. The player to
the left of the previous dealer shuffles the cards and deals out ten
again to each player. A new round begins with a Njet phase and then a
trick-taking phase.
End of the game
The game ends after eight rounds. The player with the highest points
total wins.
The game for three players
The rules for 4 players are still used with only the following changes:
The unused character card is returned to the box and a Njet stone is
placed on the appropriate picture in the top row on the board throughout
the game.
The four cards worth 2 are removed permanently. Players will receive 12
cards each.
The start player decides whether to have a partner or not. In this
version, two players will always play against one.
When scoring, the single player's score will be doubled.
Example: Angy plays alone and wins 5 tricks and 1 booty card. Biggy
and Chris have won as partners 7 tricks and 2 booty cards. Each
trick/booty card this round is worth 2. Angy's points, [5+1] x 2 = 12,
are doubled, making 24. Biggy and Chris have [7+2] x 2 = 18 points.
The game ends after six rounds.
Shortened game
If you want a shorter game, play 3 rounds with 3 players and 4 rounds
with 4 players.