- 15 perc ¤ Életkor: 8
évtől ¤ Játékosok száma: 2
- 4 ¤
Grafika: Somogyi Márton
Csanádi József Kiadás:
2009 október 23.
1600 Ft MEGRENDELÉS
Bellica Rules of the Game
(Lat. War Playing Cards) are special kinds of 56 playing cards
with the coats of arms of the Hungarian, German, Turkish and
Polish nations for suits. All the cards portray late 16th
century court officials, soldiers or citizens from contemporary
prints, cuts and paintings. The individual cards numbered
from 1 to 10 are marked with Roman numbers, to be overtrumped
by queens, kings and capital cityscapes of the four nations,
respectively, while priests are seen for aces. They lend themselves
for any traditional game of cards as corresponding to the
four traditional suits (of hearts, spades, clubs and diamonds).
In that case number 1 cards are jokers.
Card values in ascending order: Numbered cards I-X, Priest,
Queen Sovereign, Monarch, Capital. So priests are worth 11,
queen sovereigns 12, monarchs 13 and capitals 14 battle card
values. The cards have been painted by painter-artist Somogyi
Márton. See references on page www.somogyimarton.hu.
For this line of play 4 players are needed. Set the 14 cards
of the 4 nations each apart. Turn the four aces (capitals)
upside down to decide by lot for the nations. One of the players
takes his/her own capital while choosing an ally from the
other 3 cards. The remaining two make up the enemy. All the
four players shuffle their 14 cards and put seven of them
upside down on the table, without having a look. The other
seven are held in the hand.
line of play: The player (let us say Hungarian)
having chosen an ally (let us say Polish) from the 3 other
nations leads an attack by showing the uppermost one of his/her
7 cards on the table. The enemy opposite (let us say Austrian)
shows the uppermost one of his/her cards at the same time.
Now they can see how strong their armies are and the allies
are called to aid (Hungarian-Polish contra Austrian-Turkish
alliance in the example). Both of the allies table one (as
a relief force) of the 7 cards in their hands next to the
one of their own ally to go beyond the total of that of the
enemies’ two cards. Then all the 4 cards are taken by the
alliance with the total (battle card value) higher.
When battle card
values equal, both allies withdraw their relief forces and
draw cards from each other to decide their final relief force.
Next time the other two allies (i.e. the Polish and the Turk)
show the uppermost one of their cards on the table and are
sent relief forces (by the Hungarian and the Austrian, respectively).
The game comes to an end when all the players run out of cards.
Then both alliances count the value total of their cards collected.
The simplest way of doing this is to put out the cards of
the same value on both sides and add no more than the value
of the remaining cards. The winner is the alliance with the
total card value higher.
line of play: It means that certain pairs
of cards have extra battle card values.
- Number 2 cards double the battle card value of their allies.
- In case the total amount of allied cards is 13, it overtrumps
any other pair value (even 10+priest is overtrumped by 9+4).
- A pair (such as two number 4 cards), however, overtrumps
any numbered cards as well
as value total 13 or even a capital+10.
- If both alliances have pairs, the winner is the pair of
a higher value.
- A pair of priests, being „sacred”, is of the highest value,
with an extra 11 card value (i.e. 11+11+11=33).
- Two Court cards of different kind make an élite partner
with 3 extra values added to the total of the two cards (e.g.
monarch and priest: 13+11+3=27). Court cards such as a monarch
in pair with a jester overtrump any other élite partner with
a monarch because élite-mates are overtrumped by a jester-mate
(so jester+capital overtrump queen, sovereign+capital as well
as monarch+capital, priest+capital or capital+capital).
- In case of an élite partner the value13 rule is invalid.
Total amount 13
overtrumps any number card sum, a pair overtrumps total amount
13, an élite partner overtrumps any pair, an élite pair overtrumps
any élite partner, and jester partner overtrumps any élite
pair. But any jester partner is overtrumped by a greater number,
by total value 13, by a pair and by such elite partners which
are not partners of the jester.
For this line of play two, three or four players are needed.
All the players have the cards of one nation, i.e. they have
cards of the same value total. The point is to take the stronger
cards of the other(s).
of Play: Players
take one card and hand it forward back side up, then turn
it over at once. The card of the highest value overtrumps
all the other ones. Players with cards of the same value draw
a card each from one another (putting auxiliary force into
action). The trick is taken by the one drawn the strongest
card from. Players with cards of low value, ninterested in
the battle, drop one card to his/her liking. Tricks are counted
at the end.
Players with cards
of just one card value inferior to the strongest one in that
round (e.g. a number 9 over against a number 10) but having
a horse card in the hand, can help themselves with their horse
by putting a horseman over the card numbered 9 and drawing
a card from the enemy to fight with. Drawing a stronger card,
their number 9 cards as well as horses get lost but in case
of a weaker one it is won along with the number 10 card. In
case of drawing a horse, both horses are retaken and other
cards are drawn from each other instead. (Players uninterested
in the fight drop any one card but in case of more than one
player with only one card value behind the strongest one,
or in the last but one round, no horsemen can be put into
Jester cards overtrump
monarchs as well as queen sovereigns, in case of jester tricks
no horses can attack, and jesters of more than two players
can not be overtrumped but by capitals. Run out of cards,
tricks are counted and the winner is the one with the highest
card values total.