|A placement game full of imagery by Fritz Gruber|
Organize an Exhibition
As collectors are the players members of the hanging commitee for an exhibition about the German painter Carl Spitzweg. Success is measured as the collector who contributes the most, and the most valuable works, to the exhibition. Each exhibition is closed when a specific number of works have been submitted to the gallery. The players will then score points the placed paintings. The player who placed the last card doubles his score for this exhibition. The game then continues with the next exhibition, which must be one painting larger than the previous.
The game ends when all cards have been played. Cards still in hands after the final exhibition counts against the player's score, and the player with the largest score is the best exhibitor and has won the game.
Preparing the Game
Opening of an Exhibition
The First player opens the exhibition:
Having succesfully opened an exhibition, must that player finally discard a card from his hand, thus creating an open discard pile called the "Art Market". The player to his left then takes his turn.
After an exhibition has been succesfully opened must each player, in seating order, perform 2 actions in the order stated:
1. He draw a card from the hidden pile
He takes all cards from the open Art Market pile into his hand.
2. Then he may add any number of Paintings from his hand to the exhibition. The player must follow the rules for placement as described in the folloing chapter. He marks each added Painting with a token of his color (important for the scoring). Finally must he end his turn by discarding another Painting card to the Art Market pile. The player may pass the second option without adding cards to the exhibition. In this case does he not discard to the Art Market.
Then the player to his left takes his turn.
Rules for Placement
The Painting cards are placed adjacent to each other in accordance with these rules:
1) In groups of the same border color in ascending or descending numeric order.
The numbers wrap around so that a 10 may be followed by a 1 and vice versa.
The same exhibition may contain several groups of the same color.
4 Examples: 3 4 5 - 5 4 3 2 - 9 10 1 - 2 1 10 9
2) In groups of the same value of any color.
The same color may appear several times within the same group. Each exhibition may only have one group of each value, so once a 4-group has been established can a new 4-group not be formed in that exhibition.
2 Examples: 4 4 4 4 - 3 3 3
3) Each card must be placed adjacent to at least one other card in that exhibition.
They must be horizontally or vertically adjacent. Diagonal placement is not allowed.
4) When a card is placed in a new direction is the player forming a new group.
A new group must always contain with at least 3 cards.
5) A player may place any number of cards anywhere in the exhibition. That could even be a single card, as long as he in extending an existing group. Only when forming a new group (rule 4) may he be forced to place more cards.
6) The exhibition area is limited and must be confined to a space of 8 x 5 cards. Should a player break this rule during placement, must he redo his entire turn. If a player cannot make a legal placement must he pass.
Example: (Illustration page 2, top right)
This example show several legal placements: At the beginning of a player's turn does the exhibition contain a group of red cards: 6 7 8 9 10 1. The player is playing the following cards: 1) the red group is extended by adding a 2; 2) a new group of "10's" is created by placing a blue 10 above the red 10, plus a blue 10 and a yellow 10 below. The new group must contain at least 3 cards, so it would have been legal even without the yellow card. The player is now adding a yellow 9 and a 8 to form a new group at the yellow 10.
(Illustration page 2, bottom right)
The exhibition contains a group of six red cards: 6 7 8 9 10 1 as well as a group of four "10's": 10 10 10 10. The player wants to add a grey 9 above the red 9 plus a blue 9 below, thus forming a new group of 9's. May he do this, even though he thereby form a second "group" of only two blue cards: 9 10 ? - Answer: Yes, he may do this because the grey 9 and the blue 9 are forming a "new group of at least 3 cards" when added to the red 9 already present.
(Illustration page 3, top left)
The player wants to add a blue 8 and grey 8 to the red 8. This is allowed because the grey card is not directly adjacent to the yellow card and therefore doesn't have to macth.
A blue 9 may now be placed between the blue 8 and 10, thus forming a new group of at least 3 cards by adding just a single card. It doesn't matter that the two 9's not yet is forming a group.
Example of what isn't allowed:
(Illustration page 3, center left)
Neither the blue 10 nor the yellow 9 are creating a new group of at least 3 cards. Even if a yellow 8 is placed adjacent to the 9 will it form a new row of at least 3 cards.
And this isn't allowed either:
(Illustration page 3, bottom left)
The player want to form a new group of 3 9's by adding a blue 9 and a grey 9 below the red. This isn't allowed since the grey 9 could never form a valid group together with the yellow 10. Had the player had a yellow 9 instead of the grey would the placement had been perfectly legal.
The Joker cards
May be used instead of any of the other cards in the deck.
Closing an Exhibition and Scoring
There is a limit as to the number of cards which may be placed in an Exhibition (see the numbers in the left column of the score pad).
[Translator's note: The Score sheet contains more Exhibitions than actually needed for a single game. You will never need the lower lines above the total sum of 80 cards. This has been offcially recognised as a misprint by Kosmos].
It is permissible to exceed the limit with maximal 1 card, but this will reduce the value during scoring.
Important: A player may never place his entire hand in the Exhibition. He must keep one card to be discarded into the Art market at the end of his turn.
Begining with the player who closed the Exhibition and continuing in player order are scores calculated and written onto the scorepad:
Sample play of the evaluation of an Exhibition:
(Illustration page 4, top left)
Carl is player GREY and it is his turn. - The present Exhibition must be composed of 15 card. So far has 12 cards been placed. Carl is now able to add a blue 1 and a blue 2; furthermore is he able to add a yellow 8 and a yellow 9. Carl decides to first place the yellow cards. The Exhibition now contains 14 cards. Carl wished he was able to close the Exhibition by adding just a single card somewhere, but unfortunately does he not have a suitable card to add to an existing group. The only cards that fits into the display are the two blue. - Carl cannot just place the blue 1 to the blue 10 since this would create a new group of only two cards (see placement rule 4). So he must add both cards, the blue 1 and the blue 2. Obviously he does this, even though he must deduct the value of the blue 2 from his total (see rules about "Scoring"). But he can live with that as he will double the remaining points due to closing the Exhibition.
Now we calculate the score: Beginning with GREY, who closed the Exhibition. Grey has two tokens in the 7-group (14 points); Grey has an 8 and a 9 in the yellow row (17 points); Grey has a 1 in the blue row (1 point). From this total of 32 points must he deduct the blue 2 for a total of 30 points. This is now doubled because he closed the Exhibition. Grey therefore made 60 points this round.
YELLOW has a 6, 7, 8 and 9 for a total of 30 points.
WHITE has a 8 and a 10 for a total of 18 points.
PURPLE has 3 10's for a total of 30 points.
The Joker in the grey group doesn't count anyone.
End of the Game
The end game begins when the draw pile has been exhausted. From then on must the players play with the cards remaining in their hands.
Now are the points from all Exhibitions tallied for each player, and the player with the highest total wins the game.
Carl Spitzweg by Belser - The Spitzweg Game
The gripping and fascinating richness in Carl Spitzweg's paintings and the immense thematic wealth almost begs to be made into a game.
Spizweg actually designed several sets og playing cards. Among the works left in his estate are there found designs he created for a French card company. Ulm, Augsburg and Nürnberg had an significant card manufacturing industry since the 16. Century where different card designs would regularly be shown at exhibitions. Spizweg wrote that he had been inspired by an exhibition in Nürnberg he had seen, to draw cards in the four suits "Cross" (Clubs), "Spades", "Hearts" and "Diamonds". But he didn't just design the cards, he played various cards games with his small nephews using his own designs. Spizweg was convinced that card gaming kept the human mind active.
The stimulating effect on the mind and the pleasure in gaming can discovered in this game. The opportunity to encounter the diversity of Spitzweg's imagery and thereby learning more about his works is offered in a playful entertaining fashion.
With the idea of creating absorbing and delightful exhibitions of Spitzweg's works are the main themes constantly assembled in new variations.
During the competing circumstances in which the players take part in the exhibitions as art collectors, who absolutely must have their paintings represented, has the game its attraction which is difficult to escape.
This is the spirit in which one should enjoy the varied game situations where one can discover the artist Carl Spitzweg in a entirrely new way.
|© Mik Svellov email@example.com||26. aug 2003|