How to Play Klunker
Klunker is a card game by famed game designer Uwe Rosenberg, whom you may know from his most famous card game Bohnanza. If so, playing Klunker may feel somewhat familiar to you, since it has a vaguely similar harvesting mechanic. However, Klunker is very different from Bohnanza because hand order doesn't matter, getting cards from other players costs you money, and instead of beans, you're selling jewelry.
- Difficulty:
- Easy
Instructions
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1
Set aside the purchase order cards. Place one for each player, starting with the "1," in the middle of the table and replace the rest in the box.
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2
Give each player a store card (labeled "Schaufenster") to be placed on the table.
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3
Shuffle all the jewelry cards and deal one to each player face down. Each player places the card, still face down, to the right of his store. This serves as a starting banknote pile, and players may NOT look at this card.
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4
Deal each player a hand of six cards. Place the start token in front of the player wearing the nicest jewelry, who will be the starting player in the coming round.
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5
Place any number of jewel cards from your hand on your store window. If your store is empty, you must place at least one. Play passes clockwise one full time around the table.
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6
Place a single jewel card from your hand into your safe pile, to the right of your banknote pile. If you choose not to place a jewel card in your safe, claim the lowest purchase card in the middle of the table, in which case you may not put any more jewels in your safe this round. Play passes clockwise until all players have claimed purchase cards.
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7
Purchase jewels from other players, starting with the player holding the number 1 purchase card. Pay any player (including yourself) one banknote, by moving it from your pile to her pile, to add the contents of their store to your safe. If your store is empty, you may opt to claim the start card and end the round.
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8
Each player draws back up to a six-card hand, and a new round starts.
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9
At any time a player has four of a kind in her store, she may sell them for four minus the number of other types of jewelry in her store. For example, a player with four earrings, four boots, and two monocles could sell the four earrings for two banknotes (penalty for boots and monocles), and then sell the four boots for three banknotes (penalty for monocles). Flip over any earned notes from your safe onto your pile, and shuffle the rest back into the deck.
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10
When the deck runs out of cards, whoever has the most banknotes wins!
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1
Tips & Warnings
Necklaces are always worth four banknotes if you manage to sell four, regardless of what else is in your safe.
Don't forget that there are only ten necklaces in the game.