The Great Dalmuti

more than 4 Players


muti is easy

to learn and quick to play.

A game is best played with

5 to 8 players,

though you can play with 4 players,

or with more than 8 players.


The faster you get rid of

your cards,

the higher your social class

will be in the following hand.

Since your social class

is indicated by your seating,

each hand ends with players

changing seats to reflect

the new social order.





<Components>



The deck (80 cards)


The number that appears on

a card is called its rank.

The lower the rank,

the better the card is!


- 12 Peasants

- 11 Stonecutters

- 10 Shepherdess

- 9 Cooks

- 8 Masons

- 7 Seamstress

- 6 Knights

-5 Abbess

- 4 Baroness

- 3 Earl Marshal

- 2 Archbishop

- 1 Dalmuti


A card's rank also corresponds

to the number of cards of

its type in the deck.

The only exceptions are the Jesters,

which are wild cards.

When played alone,

Jesters are the worst ranked cards (13),

but when played along with

one or more other cards,

Jesters take on the value of

the other cards.








<Set Up>



Shuffle and fan the deck,

and let each player draw

and reveal a card.

The person who drew

the best card wins and

takes the seat of his or her choice.

To that person's left sits the person

who drew the second best card,

and so forth around the table.

Treat the Jesters as

the worst cards possible.

The winner of the draw is

the Greater Dalmuti.

The person to his or her left

is the Lesser Dalmuti.

The loser of the draw

is the Greater Peon.

The person to his or her right

is the Lesser Peon.

All other players are varying

classes of Merchants.


The Greater Peon collects

and shuffles the cards and

deals them to all the players,

starting with the Greater Dalmuti,

one at a time, clockwise around

the playing area until

the deck is exhausted.

Some players may get

more cards than others.

Players may collect and

organize their cards.








<Game Progress>



In each hand of The Great Dalmuti,

the object is to get rid of

your cards as soon as you can.

The faster you get rid of your cards,

the higher your social class

will be in the following hand.

If you get rid of your cards first,

you have the title Greater Dalmuti.

If you get rid of

all your cards second,

you take the seat to the left

of the Greater Dalmuti

during the next hand, and so forth.

If you are the last person

to get rid of all your cards

you become the Greater Peon

during the next hand

and are responsible for

shuffling, dealing, and collecting

the played cards.


Tax time gives the Greater

and Lesser Dalmutis

warm fuzzy feelings,

though it is a somewhat

less pleasant time for the Peons.

After examining his or her cards,

the Greater Dalmuti passes

any 2 cards from his or her hand

to the Greater Peon

and in exchange gets

the Greater Peon's best 2 cards

(the lowest).

The Jesters are considered

the worst cards.

Otherwise, the lower the rank,

the better the card.

At the same time,

the Lesser Dalmuti passes

the Lesser Peon any card

from his or her deck and

receives in exchange

the Lesser Peon's best card.


If a player is dealt both Jesters,

he or she may call a revolution.

A revolution means

there is no taxation,

to the disappointment of the Dalmutis,

and to the ill-concealed

delight of the Peons.

If the player declaring a revolution

is the Greater Peon,

then the revolution is called

a greater revolution.

In a greater revolution

all players exchange seats

with their opposites.

That is, the Greater Peon becomes

the Greater Dalmuti,

the Lesser Peon becomes

the Lesser Dalmuti, and so forth.


Each round starts with

the lead player playing

a set of one or more cards

of the same rank face-up.

Each player in order to

the left has the option

of either playing a set of

the same number of cards

of better rank, or passing.

Playing a better-ranked

set of cards is called topping

the previous play.

A player may choose

not to top the previous play.

Players continue topping

the previous plays or passing

until all players have opted to

pass a particular play.

This ends the round,

and the Greater Peon collects

the cards from the table.

The player who made

the last play then gets the lead

for the next round.

The Greater Dalmuti has the lead

in the first round of play.

The Jesters are wild cards

and can be used to extend sets.

A Jester played by itself

counts as a card with rank (13),

that is, a card ranked worse

than even a Peasants (12).


A player who has played

his or her last card is said

to have gone out.

The player who goes out

first wins the hand and

becomes the Greater Dalmuti

in the next deal.

The second person to go out

sits to the left of

the Greater Dalmuti and

becomes the Lesser Dalmuti,

and so on around the table.

If no one tops the last play

a player makes when going out,

then the lead passes clockwise

to the next player who still

has cards in his or her hand.








<How to Finish the Game>



Each hand of The Great Dalmuti

is played for its own sake,

becoming the Greater Dalmuti

is winning and becoming

the Greater Peon is losing,

and all the other players

are somewhere in between.

The Great Dalmuti, like life,

is not fair, and so it is often

difficult to hold your position,

let alone move up in rank.

Players are encouraged to

act out their status

as they see fit,

making the Dalmutis arrogant,

or perhaps magnanimous.

The Peons may be played as

subservient or defiant,

while the Merchants may try

and schmooze with

the upper classes while

snubbing the lower.








<Optional Rules>



Players may wish to

incorporate one or more

of the following variations

into their game :


First Deal Revolution

The first deal automatically

has a revolution,

and so no taxes are collected.

If the Greater Peon

is dealt both Jesters,

he or she may still call

a greater revolution as usual.


More Appropriate Seating

Arrange the playing area

with ranked seating,

so the Greater Dalmuti

has the most desirable or

comfortable seat,

the Lesser Dalmuti,

a nice seat as well,

the Merchants,

fairly ordinary seats,

and the Peons,

less comfortable seats.

Some players have the Greater Peon

sit on something improvised,

such as a suitcase or box,

or even on the floor.


Stripped Decks For

4 or 5 Players

When playing with few players

you may want to strip out

some cards so you

have fewer to hold.

With four players, strip out

all the Peasants and Stonecutters.

With five players,

strip out the Peasants.


Scoring

After each hand,

a player scores 1 point for

every person he or she

beat going out.

Set a predetermined number

of hands to play,

and the person with

the highest score

at the end wins.

Twenty games is

a fine number to play,

though thirty or forty are good

if you have a whole night to fill.


Philanthropic Scoring

In addition to

the above scoring rule,

the Greater Dalmuti gets 1 point

if the Greater Peon

goes up in status,

and the Lesser Dalmuti gets

1 point if the Lesser Peon

goes up in status.


Other Status Symbols and Perks

Give all the players hats

indicating their ranks :

a crown for the Greater Dalmuti

and a straw hat for

the Peon, for example.

Give the Greater Dalmuti

a carnation.

Allow the Greater Dalmuti

first choice of the jellybeans,

the Lesser Dalmuti, second choice,

and so forth, so that

the Greater Peon only gets

the bubblegum flavored jellybeans.


Merchant Exchange

During taxation, the highest-class

Merchant may choose to

exchange a single card

blindly with another Merchant.


Misdeals

If the Greater Peon

accidentally exposes

a card while dealing,

the Greater Dalmuti

decides whether it goes to

the person to whom

it was dealt to or

to the Greater Peon.

If the card is given

to the Greater Peon,

then he replaces the card with

one randomly drawn

from his or her hand.