2005 Puesto n.º 11246 en BGG

Cowabunga

2–5 jugadores 30 min A partir de 7 años 1.3/5 de complejidad 5.6/10 de valoración

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In Fettnapf by Reinhard Staupe, the object of the game is to avoid collecting Fettnapf cards. Sounds simple, but as the game title suggests, little problems arise everywhere. In turn order, cards are played out and the values added together or subtracted: 24…29…32…25… but beware: if you say a number that someone has in hand, then you’ve put your foot in it. Those with a talent for this will learn how to ship a Fettnapf around and win the game. Each player receives 3 cards (valued 0 to 9) and an island card (10 to 30). In turn order, each player plays a card and draws a new one into his hand. The played-out cards get added (up to 30) or subtracted (down to 10) and announced out loud: 24-28-32-26-18-9-12. Whenever a player goes over the limit, the right-hand player gets an island card. When a player announces a number that another player has in hand as an island card, then he’s put his foot in it and receives a Fettnapf card. The game ends when a player has collected 4 Fettnapf cards. The winner is the player with the fewest Fettnapf cards.

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Preparación

1. Shuffle the 58 number cards and deal 3 to each player. Place the remaining number cards face-down as the draw deck. Flip the top card of the draw deck face-up to start the discard pile. 2. Shuffle the 21 island cards. Deal 2 island cards to each player (with 4 or 5 players, deal only 1 island card each). 3. Each player shows their island card(s) to all other players so everyone knows the full set of island values in play, then takes the card(s) into their hand. 4. Stack the remaining island cards face-down near the draw deck. Place the stew pot cards in a supply nearby. 5. The oldest player takes the first turn; play proceeds clockwise.

Flujo del turno

On each player's turn they must perform these three actions in order: 1. PLAY: Choose any one number card from their hand and place it face-up on the discard pile. 2. ANNOUNCE: Calculate and announce the new running total (add or subtract the card's value depending on the current direction of counting). 3. DRAW: Draw one new card from the number draw deck to replenish their hand to 3 cards. If a player forgets to draw, they may draw at any time before their next turn begins. DIRECTION CHANGE INTERRUPT: If the announced total exceeds 30 (while counting up) or falls below 10 (while counting down), play is briefly paused. The right neighbor of the player who caused the direction change draws the top island card from the island deck, shows it to all players, and adds it to their hand. Play then resumes with the next player in clockwise order, now counting in the new direction. STEW POT INTERRUPT: If the announced total matches any island card value held by another player, that player immediately shows the matching island card to everyone (then returns it to their hand), and the announcing player takes one stew pot card from the supply. Play then continues normally with the next player.

Puntuación y victoria

Fewest stew pot cards at game end wins. In case of a tie, all tied players win. Puntuación objetivo: No target score; minimize stew pot cards. Game ends when any player reaches 4 stew pot cards or the island card deck is exhausted. Fuentes de puntuación: Stew pot cards (penalties) — fewer is better. Collected whenever you announce a total matching another player's island card value.

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Turn structure

On your turn, play one number card to the discard pile, announce the new total, then draw a replacement card.

A player's turn has exactly three mandatory steps performed in order: (1) Play any one number card from your hand face-up onto the discard pile. (2) Calculate and announce the new running total aloud (adding or subtracting the played card's value based on current counting direction). (3) Draw one card from the top of the number draw deck to restore your hand.

Special

If you forget to draw a card after your turn, you may draw it at any point before your next turn begins.

The draw step is mandatory but if a player forgets, it is not a forfeit. The player may draw their replacement card at any time before their next turn starts. They do not draw at the start of their next turn if they already drew late.

General

The running total increases (counting up) until it exceeds 30.

When counting upward, each played card's value is added to the current running total. This continues until a player plays a card that causes the total to exceed 30 (i.e., reach 31 or higher). At that moment, a direction-change interrupt occurs, and counting switches to downward.

General

The running total decreases (counting down) until it falls below 10.

When counting downward, each played card's value is subtracted from the current running total. This continues until a player plays a card that causes the total to fall below 10 (i.e., reach 9 or lower). At that moment, a direction-change interrupt occurs, and counting switches to upward.

Special

When the total exceeds 30 or falls below 10, play pauses: the triggering player's right neighbor draws and reveals a new island card, then play resumes in the new direction.

Immediately after a player announces a total that exceeds 30 (going up) or falls below 10 (going down): (1) The player seated to the right of the player who caused the change draws the top card from the island card deck. (2) That neighbor shows the drawn island card to all players, then places it in their hand. (3) Play resumes with the next player in clockwise order, now counting in the reversed direction. The player who caused the direction change does not draw or receive any island card themselves.

Special

If you announce a total that matches another player's island card value, you take a stew pot card as a penalty.

After a player announces the new running total, all players must check whether that total matches the value on any island card held by any other player. If it does match: (1) The player holding the matching island card immediately shows it to all players, then returns it to their hand. (2) The player who announced that total takes one stew pot card from the supply and places it face-up in front of themselves. Play then continues normally. If the total matches island cards held by multiple players, the announcing player takes one stew pot card per matching island card.

Restriction

A player is NOT penalized for announcing a total that matches their own island card.

It is legal for a player to play a number card that causes the total to equal a value on one of their own island cards. The player does not announce or show anything; play simply continues. Only landing on another player's island card value triggers the stew pot penalty.

General

Island card values are known to all players at all times; cards are shown briefly to all whenever received.

Whenever a player receives an island card — either during setup or during a direction-change interrupt — they must immediately show it to all other players before placing it in their hand. This means all players always have full information about which island card values are in play, though cards are physically held in hand.

Informe estratégico

Avoid triggering direction changes on dangerous totals

When the running total is approaching 30 (counting up) or approaching 10 (counting down), be careful which card you play. If you cause the direction change, YOUR right neighbor receives a new island card, expanding the danger zone. Playing a card that lands just under 30 or just over 10 safely passes the problem to the next player.

Memorize all island card values in play

Island cards are always shown to all players when received, so you have full information. Mentally track the complete set of dangerous values. Cards played that would land on an unoccupied number are always safe choices — save high-value cards for moments when many values are 'clear'.

Exploit your own island card values

You are immune to your own island card values. If the total is heading toward a number you hold, you can freely play a card that lands there — other players cannot use this value to hurt you, while it may be a risky value for them to play toward. Use this asymmetry to navigate safely.

Force direction changes strategically

Causing a direction change gives your right neighbor an island card — increasing the number of dangerous values for future players. If your right neighbor already has many island cards, forcing another direction change can further pressure them and the player across the table who must now navigate more hazards.

Hand management around 0 cards

The deck contains eight 0-value cards — more than any other value. A 0 card never changes the total, making it a 'free' safe play whenever the current total is not itself a dangerous island value. Hoarding 0s gives flexibility to pass dangerous totals without risk.

Watch the island deck size near endgame

The game can end abruptly when the island deck runs out — not just when someone takes a fourth stew pot card. If the island deck is running low and you are losing, try to cause direction changes quickly to exhaust it before your opponents trigger a fourth stew pot penalty. Conversely, if you are winning, avoid triggering direction changes that drain the deck.

Preguntas frecuentes y casos límite

A player plays a card that both causes a direction change (total exceeds 30 or falls below 10) AND the new total matches another player's island card. Does the stew pot penalty apply?

Yes. The announced total must always be checked against all island cards, regardless of whether it also triggers a direction change. The player takes a stew pot card for the matching island card, the direction-change interrupt also occurs (the right neighbor draws an island card), and then play continues in the new direction.

A player plays a card causing a direction change, and the new total happens to match one of their own island cards. Do they take a stew pot card?

No. A player is never penalized for announcing a total that matches their own island card. The direction change still occurs (their right neighbor draws an island card), but the triggering player takes no stew pot penalty.

Is it always the player to the RIGHT of whoever triggered the direction change who receives the new island card — even if that neighbor is the next player in turn order?

Yes. The rulebook explicitly states the RIGHT neighbor of the player who caused the direction change receives the island card — regardless of turn order. That neighbor may thus receive an island card just before it is their turn to play.

A player announces a total that matches island cards held by two different players. How many stew pot cards do they take?

The rulebook states a stew pot card is taken for each player whose island card matches. Each matching player shows their card, and the announcing player takes one stew pot card per match. (Note: stew pot cards are 'all identical' and collected cumulatively.)

A player takes their fourth stew pot card mid-game. Does the current turn finish?

No. The game ends immediately when the fourth stew pot card is taken — even if other actions remain in that turn. Players immediately count their stew pot cards to determine the winner.

The last island card is drawn during a direction-change interrupt and no one has four stew pot cards yet. Does the game end before play resumes?

Yes. Drawing the last island card triggers an immediate game end regardless of stew pot counts. The player with the fewest stew pot cards at that exact moment wins.

A player forgets to draw after their turn. On their next turn, can they draw two cards (one makeup draw plus their normal draw)?

No. The forgotten draw should be taken at any point before the player's next turn begins. Once their next turn starts, they play and draw normally — they only ever have one card to draw per turn. The makeup draw covers the missed draw from the previous turn.

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