Traumland (Dreamland) A Piatnik game for 2-4 players Designed by Hartmut Witt Rules Translation by Chris Mellor Typed by Mike Siggins Distributed from The Rules Bank by Mike Siggins Version 1.0, 6th May 1996 Contents 53 fantasy playing cards. 1 rulebook The Cards Value Cards: These have the value 1-11 with four different corner illustrations and in four colours - red, blue, yellow and green. There is also one card with a value of 12 which is only used to designate the highest rank in the last round, and it not used at other times. The Divine Card: There are four of these in the game. The Dreamer: There are four of these in the game also. It can be used as any value, even as a divine card. The Aim of the Game All players start the game on ranking one. During the game rounds they attempt to gain tricks with which they will then rise up the rankings. Each trick won corresponds to an extra ranking. If a player arrives at level 12, he has almost won. But only almost, since if another player reaches 12 later that round, he is deemed the victor. So it pays to arrive at the right time. Preparation The 12 card is separated out and placed to one side. For each player, take one 1 card from the deck and place it in front of them (the colour is not important here). This designates that they are at rank, or level, 1. The remaining cards are shuffled and dealt out. With 4 players, deal all the cards - 12 each. With 3 players, there is one card left over - 16 each. With 2 players, 10 cards are not dealt - 20 each. The Game The player to the left of the dealer plays any card. The next player, if he wishes to win the trick,must play a higher card of the same colour. He can also kill off the colour with a divine card, or set a higher value with a dreamer card. The highest value in a colour is 11. However, a divine card beats an 11. This is the only card that can do this. A divine card can be played on any colour and any value, but NOT on another divine card. The only cards that can be played on a divine card are a) a 1 of any suit or b) a dreamer card. Both of these cards revive the trick from divine intervention. If a dreamer card is played in this way, the player laying it chooses freely which suit colour it will represent. The Trick If you cannot, or do not wish to, beat a previously laid value card or divine card then you may pass. Your turn is passed by and it is the next player's turn. If all the players pass and it is again the turn of the player who laid the top card, he wins the trick. He takes the pile of cards (which can be any number, even one) and places it in front of him. He then leads any value card to start the next trick. NB Each trick counts only one point, or level, regardless of how many cards it contains. End of the Round A round ends as soon as one player has played his last card or has completed and won a trick with a divine card. All the remaining cards are placed in the middle of the table. Each player counts the number of tricks he has won and adds this number to his current level. He then takes a new card from the deck showing his new level and places it in front of him, returning the previous 'marker' card to the deck. The cards are again shuffled and dealt. The new round begins with the player with the lowest dream level card. In the case of a tie, the player to the left of the highest ranked player begins. End of Game As soon as a player reaches level 12 (present level plus tricks won), he retires from the game. He takes the 12 card and places it above his previous rank. If the player were to receive another trick, he would have to go back to level 1 and begin again [Which begs the question what does retire mean? Presumably he takes the 12 card but keeps playing in that round? Or is it optional to retire?] If a player retires, which is only possible by reaching rank 12, the player to his left starts the next trick. The round continues until one player has played his last card or a divine card wins a trick. Should another player reach level 12 in that round, he takes the 12 card from the first 'winner', who now loses. Should more than two players reach 12 in the same round, the last one to do it wins. Official Variant The player with the most tricks beyond 12 wins.