Knutten

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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.

  • Number card 0 / 1

    0 / 1

    4×

  • Number card 1 / 11

    1 / 11

    4×

  • Number card 2 / 3

    2 / 3

    4×

  • Number card 3 / 4

    3 / 4

    4×

  • Number card 4 / 5

    4 / 5

    4×

  • Number card 7 / 8

    7 / 8

    4×

  • Number card 8 / 6

    8 / 6

    4×

  • Number card 10 / -10

    10 / -10

    4×

Special cards

For each card, the effect of the upper half comes first, followed by the lower half.

  • Special card with a wind arrow pointing right and a wind arrow pointing left

    2×

    0
    The wind changes: continue playing in clockwise order.
    0
    The wind changes: continue playing counter clockwise.
  • Special card with a question mark and a wind arrow pointing down and up

    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.
  • Special card: hands putting cards on a pile, and a crossed-out 0 and 1

    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.
  • Special card: hand with card and +1, and pile = 0 with a bite removed

    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.
  • Special card with 21 and +10

    1×

    0
    There are 21 Knutten in the swarm.
    0
    Maximum swarm size will be the current maximum plus 10.
  • Special card: hand drawing a card with an exclamation mark and a bite, and a crossed-out hand drawing a card

    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.
  • Special card: crossed-out black card, and hands passing cards around

    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)

The John Knut card

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.

Read all the rules for John Knut