OBJECTIVE OF THE YELLOW DWARF: The objective of The Yellow Dwarf is to win the most chips by completing ascending card sequences and collecting chips thanks to “taker cards”.
NUMBER OF PLAYERS: 3 to 8
NUMBER OF CARDS: Standard 52-card deck
RANK OF CARDS: Cards are used in the standard order, with Aces being the lowest card. However, there are five “taker cards” allowing to win chips.
TYPE OF GAME: fast, simple and user-friendly gambling
AUDIENCE: Family players
HOW TO DEAL THE YELLOW DWARF
The Yellow Dwarf board is divided into five trays representing the five taker cards: 10 of Diamonds, the Jack of Clubs, the Queen of Spades, the King of Hearts and the 7 of Diamonds. This last card is called “The Yellow Dwarf”.
All the chips are equally distributed to the players.
At the beginning of each round, each player places a bet in each tray:
– 1 chip on the 10 of Diamonds
– 2 chips on the Jack of Clubs
– 3 chips on the Queen of Spades
– 4 chips on the King of Hearts
– 5 chips on the 7 of Diamonds
The 52 cards are then dealt equally among the players, with a variable number of cards remaining, that must not be revealed:
– with 3 players, 15 cards are dealt to each player with a discard of 7 cards.
– 4 players, 12 cards dealt and 4 cards discarded.
– 5 players, 9 cards dealt and 7 cards discarded.
– 6 players, 8 cards dealt and 4 cards discarded.
– 7 players, 7 cards dealt and 3 cards discarded.
– 8 players, 6 cards dealt with and 4 cards discarded.
HOW TO PLAY THE YELLOW DWARF
The object of the game is to get rid of your cards as quickly as possible, by discarding them in ascending order from Ace to King, regardless of suit.
The first player starts to discard his cards at the desired height. Each player plays successively several cards from his hand in ascending order. For example, you can play 3 of Diamonds, then 4 of Spades, then 5 of Spades, and so on.
It is obligatory to announce the cards that are discarded.
The cards played form a common discard pile face up on the table.
When the current player can no longer continue (e.g., he has just played a 5 and does not have a 6), he announces “without 6”. The player to his right may then continue the sequence according to the same principle.
If no player can continue (e.g., none has a 6), the last player to have played moves on to the next card. In our example, with a 7.
Once a player has played a king, he starts again at the height of his choice.
If a player plays one of the “taker cards” (10 of diamonds, jack of clubs, queen of spades, king of hearts, 7 of diamonds), he must call “…who takes” (for example, “queen who takes” if he plays the queen of spades). He then collects the bets in the tray(s) corresponding to his card(s). If the player forgets to call, he cannot take the contents of the box later.
HOW TO WIN
When a player has discarded his last card, he calls “I Quit” and the round ends. The other players must give him a number of chips equal to the number of cards they still have in their hand.
In addition, if a player has kept one of the taker cards in his hand, or forgotten to call “who takes” when he played it, he must double the contents of the corresponding box.
Then a new round starts. All the 52 cards are dealt again, and players must bet in the five trays.
Once a player has not enough chips to bet at the beginning of a new round, the game ends and the player with the most chips wins.
You may choose to play rounds until only one player remains able to bet. That player is the winner.
In a harder version, the player who wins the round receives from other players a number of bets equal to the number of points they still have in their hand (instead of the number of cards):
– a trick (Jack, Queen, King) is worth 10 points
– the other cards are worth their height (a 5 of Hearts is worth 5 points, and so on)
Grand Opera: If a player places all his cards in a row, without any other player having played, he collects all the five trays.