X Pasch Deluxe
By Valentin Herman for
3-6 Infiltrators
Translation by Jeff Goldsmith
Includes:
- 2 55-card decks
- About 240 markers (VM)
The long markers count as 5 VMs.
- 4 dice
- 1 set of rules
Idea of the game:
The playing cards represent companies. The player
who has the most directors (VM) on a company gets the
income (Euros) printed on the card. VMs and cards are placed
into play by rolling certain die combinations. As soon
as a player reaches 120 Euros, the game ends. The player
with the most money wins.
Prepare for Play:
Each player takes a set of markers. The red deck is
shuffled and each player is dealt three cards face down.
The rest of the deck is placed in the center of the table.
The green cards and the black die are not used in the basic
game. Paper and pencil are needed.
To Begin the Game:
High roll goes first. Play continues clockwise until
the game is over. Note the first player on the score pad.
What is a Pasch?
A Pasch is a pair rolled on the dice. An X Pasch is any
pair you want. A triplet is three dice the same. For
example, if two dice show twos, then you have a 2er Pasch.
Two sixes is a 6er Pasch, etc. The roller decides if a
pair is used as (for example) a 5er Pasch or an X Pasch.
Player Turns
The phasing player gets income from all the companies
on which he has a plurality of markers. The income
he receives is that printed on the card, e.g. (9 Euros).
After he takes his income, he rolls three dice.
He may use one or more dice to bring cards from his hand into
the game. He may use one or more dice to bring VMs onto
companies already in the game. He may do both. He may also
draw cards, up to a maximum of five. For each card drawn,
he must use a die. Dice spent for any action cannot be
used for any other action.
How to Bring the Cards into the Game:
To bring a card into play one must spend dice that sum
exactly to the big number at the top of the card.
Some cards may say either an X Pasch (any pair) or
a specific pair to bring the card into play. A card
so played is placed in front of the player face up.
For each card so played, he gets the "Founder's Bonus"
(Grundung) printed on the card. Place that many VMs
on the card.
The Founder's bonus is only given when the card is
put into play from hand. If a card is already in play,
the number of VMs placed on it is the number of dice
used to make the play. (See below.)
Placing VMs on Face Up Cards:
If a player rolls a combination that equals the number
on a face up card, either his or an opponent's, he may
place VMs on that card by spending the dice used to make
that combination. The number of VMs is the number of
dice used to make the combination.
Example 1:
If a player rolls a 3 and a 5, then he may
place two VMs on any firm with an 8 on it. He may use
the third die for something else. If he rolls
a 1, a 3, and a 4, he may place three VMs on an 8er firm.
This uses up all his dice.
Example 2:
If a player rolls two sixes, then he may
place two VMs on a 6 card or a 12 card, or he may use
the two sixes for a 6er Pasch or an X Pasch.
Triplets:
A player may use triplets to either: (1) place 5 VMs
on any face up cards or (2) play any card from his
hand and bring it into play normally or (3) he may
break up the triplets and use them as a pair and a
single or three singles.
Unused dice:
For each die that a player doesn't use in any other
way, he may move one VM from one face up card to
another face up card, provided:
- He already has a VM on the receiving card,
- The receiving card must have an equal or smaller
income (Euros) than the source card.
Any combination of these actions is permitted. It's
allowed to bring a card into play with one die, place
VMs with another, and move VMs with the third...all
providing, of course, that the right numbers are rolled.
Each die, however, may only be used once per turn.
Cards drawn or exchanged for may not be played on the
turn they are drawn.
Nor is it allowed to move VMs just placed onto a card.
It is also not allowed to exchange a card drawn this turn.
Exchanging Cards:
If a player has five cards at the end of his turn, he
may exchange one for a new card from the deck. That
costs a die. The exchanged card is placed at the bottom
of the deck face down.
The Last Player:
Before the "first player's" turn, it is determined who is
in last place. That player, on his turn, is allowed to
reroll one die. He must accept the second roll. If there
is a tie for last, no one gets this bonus.
End of the Game:
As soon as a player reaches 120 Euros, no more dice are
rolled. Everyone who has not played that turn receives his
income. The highest score wins.
Sequence of Play:
- Income is noted
- Announce your throw (backruptcy or regular) (Optional rule 2)
- Roll three dice
- Bring companies into play
- Place VMs for Founder's bonus
- Place VMs on other cards
- Bonus VMs are earned for hostile takeovers (Optional rule 1)
- VMs may be slid
- Bonus VMS are placed
- Draw cards
- Exchange cards
- Next player
Optional Rule 1:
Bonus VM: (Hostile takeover)
If a player takes over a company from another player,
he gets a bonus VM. That VM may be placed on any
company owned by another player, on which he has no VMs.
If he has VMs on every company, the Bonus VM is forfeited.
One may not take over a company with a bonus VM. If a
player has two bonus VMs coming, they must be placed on
different companies.
Optional Rule 2: (Bankruptcy Roll)
Instead of his normal throw, a player, before the dice
are rolled, may announce a Bankruptcy roll. He throws
the dice as usual, but can use one or more dice that
match the numbers (perhaps in combination) on a company
to eliminate that company from play. The company so
eliminated is placed face down under the talon (draw pile).
Only one company may be so eliminated, even if the dice
provide multiple options. The only other action a player
may perform is to exhange a card if he has five in his
hand. He may not use the same dice as he did for the
bankruptcy.
Optional Rule 3: (Color fields)
Some cards have one or two colored squares. If a player
matches those exactly on the dice used to place VMs on
that company, then he places two VMs per die on the card.
When bringing cards into play, the colored squares are
not in effect.
Example 1:
A 6 company is in play with a green square on it. If
a player places a VM on the card with a green 6, he
may place an additional VM on the card.
Example 2:
A 9 company is in play with a red and a blue
square. If 9 is rolled on two dice, one
red and one blue, two extra VMs (for a total
of four) are placed.
Example 3:
A 6er Pasch or 14 company is in play with a
red and a blue square. The 14 is out of the
question for extra VMs, since 14 cannot be
rolled on two dice. If a red and blue 6
were rolled, then two extra VMs would be
placed.
Homebrewed optional rules:
These are by Kris Gould, Jeff Goldsmith, and others.
When first taught this game, we had many rules wrong.
It's not clear to me that our old set of rules is not
superior to the printed ones.
- Exchange rule: A player with five cards may exchange
one for free anytime during the turn. This may only
be done once per turn. Exchanged cards are discarded
face up.
- Flexible turn order: One may do any of the actions
that cost dice (and exchanges if free) in any order
desired. Cards drawn may be played that turn. Using
this rule, bonus VMs for hostile takeovers are awarded
immediately.
- Harder sliding: Sliding VMs may not be done
among equal-valued cards, but only to cards
with strictly lower incomes.
- Better bankruptcy: If you can kill two companies
with your roll, you may. Bankrupted cards are discarded
face up.
X-Pasch Deluxe
In General:
Remove the Manager Academy card. Shuffle the
red and green decks separately. Start each player
with 3 red and 1 green card. Place the Manager Academy
face up between the decks. When drawing cards, one
may draw either a red or a green card. The maximum
hand size is 8: five red cards and three green cards.
If have 8 cards, you may exchange at the end of the
turn as normal, either a red or a green card. Winning
score is 150. The black die is used only for Risiko
Geschaft.
Triumvirat:
It costs 1 die to place a Triumvirat card onto a
firm. Starting the following turn, one may place a
single counter onto a number on the card if one spends
the appropriate single die. Once all three numbers
are covered, the firm has its income tripled for
three turns. After the third turn, discard the
Triumvirat card. If someone takes the company, he
gets the higher profit; if the card is not full at
the time, he may continue filling it. A bankruptcy
roll that matches all three numbers on the Triumvirat
card can be used to destroy the card.
Manager Academy:
If a player rolls one of these combinations (straights),
he may place the indicated number of VMs on the Manager
Academy. One may place 5 VMs on the Academy for a triple.
Whoever has the most VMs on the Academy may cancel a
bankruptcy roll against him. That costs him all the
VMs on the Academy. If two players are tied, no one
may use the Academy. This also works to prevent destruction
of companies with colored circles. If a player rolls a
straight for a bankruptcy roll, he may remove the appropriate
number of VMs from the Academy (other players' VMs, of course).
Manager:
For one die, a manager card can be assigned to a
firm. Only one manager may be assigned to a company.
The placing player must have at least one VM on the
company. The firm's income must match the Euros on
the manager card. A manager does:
- It immediately removes 1 VM of the playing player's choice.
- It increases the company income by one.
Manager cards with two circles remove 2 VMs and
increase profits by 2 Euros. Every time a company
with a manager changes hands, the VM removal is done.
If the company goes bankrupt, the Manager is discarded.
There is no VM bonus for taking over a company via a
manager.
X2 cards:
It costs one die to add this card to an appropriate
company. Income is doubled. Managers' bonuses are not doubled.
+/- Cards:
Play after a normal (not bankruptcy) die roll.
Increase or decrease the die indicated by the colored
square on the card by one. Sixes cannot be affected.
Hunter:
Hunter cards cost one die to play. They will steal
one manager, moving it to another company. The company
must match the Manager's income. The manager may be
used immediately (removing VMs, etc.). The Hunter card is then discarded.
Takeover:
To play, match the number on the card. Place the
Takeover card on an appropriate company, controlled by
another player. Place one VM on the Takeover card. On
every subsequent turn, place one more VM on the Takeover
card. This continues until you have a plurality, not
counting real VMs. Taking over a company in this way
provides the Bonus VM for hostile takeovers. Upon the
takeover, all the VMs on the Takeover card and the
company are removed. The new owner places as many
VMs on the company as he would for founding the company.
This all occurs before the roll of the dice, but after
income is produced. If the company is bankrupted, the
takeover card is discarded. Until the takeover is
accomplished, the owner of the company can do anything
as normal, including putting more VMs on the company in
order to make the takeover more difficult. The player
who owns the takeover card can, if he rolls the appropriate
number, place his VMs on the takeover card instead of the
original company. Any other cards attached to the
company stay with it upon takeover.
Update: a newer edition of the rules suggests that
it only takes one die to play a takeover card.
Marketing:
The marketing card must be played before the dice
are rolled. It allows the die roll to be used twice,
but for different actions. That is, first he must
use the entire first roll, then he may use the
second roll. On the second roll, the combination
of dice must be different; for example, if you roll
a 1, 5, 6, the first roll could be a 7 and a 5 and
the second two 6s, but you couldn't do six one-die
actions. If you draw a card
during the first roll, you may not use it during
the second roll. (Using the variants rules, you may.) A Marketing
card cannot be used for a Bankruptcy roll. If a
triple is rolled, it cannot be used as two triples,
but it can be used as one triple and a pair. A triple
could also be used as two pairs, just using separate
dice (red and green for the first and blue and green
for the second, for example).
Fusion:
With this card, two firms with the same income, both
owned by the phasing player, may be combined into one
firm. In order to play the fusion, he must roll the
numbers on BOTH the firms. For example, a 3,5,6 will
allow him to fuse a 6er and an 8er firm. He discards
the Fusion card and places the two firms touching
each other. Combine all the opponents' VMs on the two
firms, divide by two, rounded up. The owner keeps
all his VMs. New VMs can be placed by matching either
company's number; a bankruptcy roll is successful only
if both numbers are rolled.
Companies with colored circles:
They are normal companies, except that they are easier
to bankrupt. They can be bankrupted with a normal roll
that matches the roll indicated by the circle. The
player rolling the die must spend it if he wants to
destroy the company. During a bankruptcy roll,
these companies can also be destroyed by either the
number on the top of the card, or the appropriately colored
numbers in the circle.
Risikogeschaft: (Risky Business)
This card must be played before rolling the dice.
It costs no dice to play. To play it, you must instead spend
VMs worth 6 Euros. 2X and managers do not affect this.
For example, 3 VMs on a 2 Euro firm may be sacrificed
to play this card. In exchange you get to roll the
black die in addition to the normal three. It can be
used as any color die. Moreover, it may be added to
any die. For example, if you roll a blue five and a
black 1, you may treat them as a blue 6.
It cannot be used for a bankruptcy roll. It may only
be used once.
18er Karten:
No VMs may slide into or out of this company.
VMs may be removed for a Risikogeschaft.
Jeff Goldsmith,
jeff@tintin.jpl.nasa.gov,
Oct. 2, 1998