Cards
These cards will have special rules. You can recognize these cards by the symbols on them. Just like with the number cards, you choose which half of the card you will play into the swarm. After playing a special knut card, follow the new rule immediately, some will stay in effect for the rest of the round. Below we explain the special rules these cards will add to the swarm.
Number cards
32 cards with a number of knutten on each half. You choose which half you play into the swarm.
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0 / 1
4×
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1 / 11
4×
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2 / 3
4×
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3 / 4
4×
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4 / 5
4×
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7 / 8
4×
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8 / 6
4×
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10 / -10
4×
Special cards
For each card, the effect of the upper half comes first, followed by the lower half.
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2×
- 0
- The wind changes: continue playing in clockwise order.
- 0
- The wind changes: continue playing counter clockwise.
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2×
- ¿
- Is worth the amount of knutten on the NEXT card and copies the effect if there is any.
- ?
- Is worth the amount of knutten on the PREVIOUS card and copies the effect if there is any.
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1×
- 5
- Every player puts their cards on the bottom of the swamp and draws back up to their hand size.
- 5
- You can't play any cards worth 0 or 1 knutten.
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1×
- -15
- From now on, every player will play an extra card to the swarm.
- -20
- When the swamp is empty, every player will heal one bite.
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1×
- 0
- There are 21 Knutten in the swarm.
- 0
- Maximum swarm size will be the current maximum plus 10.
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1×
- 5
- If someone forgets to draw a card at the end of the turn, they will get bitten.
- 5
- Don't draw a card at the end of the turn, play until your hand is empty, then draw back up to hand size.
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1×
- 5
- You can't play any cards with negative knutten on them.
- 5
- Take all cards from all the players, shuffle them and redistribute them evenly between all players.
John Knut (5=0)
1×
Shuffle John into the swamp. Whoever plays him puts him in front of a player with the fewest bites; that player immediately gets bitten. While John is on the table, every card worth 5 knutten is worth 0 knutten.