Special ability cards:
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Two's: Resets the pile, no additional turn (must follow colour if change involved)
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Eight's: Has the value eight and must-use duty, the user decides the next colour
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Ten's: Discards the pile, with additional turn (superiour card, also in war and change)
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Jack's: Turns the played direction (1 jack turns, 2 does not etc...)
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Ace's: Cancels change (Counts as 14 in war) Also known as the "überace"
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Der Fourer (4 of spades): Counts as a ten, but destroys the cards it takes with it. This means that the cards can not enter play again. If Fer Fourer does not destroy any cards i discards in the usual way.
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Joker: Wild card, can only count as a single card, and can not be Der Fourer.
Combinational cards (must be layd as one):
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666: Has the value 6, vanishes out of play, but brings back in the discard pile, so that everybody has at least three cards on their hand. No additional turn.
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KKK (three kings): Has the value thirteen, makes all black cards disappear from the drawcard pile, except Der Fourer (of course). Disappears out of play when used, no additional turn.
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Four alike: Counts as pile discard, and is therefor superior at war and changing, but not in value.
Change:
Begins by someone playing an eight, with additional tun (can not be played on cards with a higher value than eight).
The additional turncard decides the colour and value for the next turn, and has no value limit, from two to King. The one of the next players that can not top the value I a given colour, has to draw in the card pile. The only cards available to break a change, is the aces and the tens. Twos and eiths can only be used if they can follow the colour. It is quite possible to play several cards with the same value, if one of them is the same colour as the previous card, or they complete a set of four, wich discards the pile.
War:
War is declared if two players in sequel plays a card with same value. When this happens can any other player choose to play a card with the same value in order to participate in the war. If four cards with the same value is played in sequel, this will count as a discard of the card pile. When war is declared, all involved players is forced to follow the value if possible. If two or three players in a war plays a card with the same value, it will mean that these two players carries on the war alone (civil war). The war is determined when a player can not overcome the last played cards value, and must draw in the card pile. The war is played in the last played direction, and is affected by knights only when the war is over. Discarding is superiour also in war. If the war is concluded without discarding, the play continous by the player that orginally whos turn it was after the player who started the war, given that the direction has not been turned by an odd number of jacks, played during the war. It is up to each player whether or not to declare or participate in a war.
Changing in war:
If an eight is played in a war, it is the additional cards value who counts, and the next player in the war is forced to play the colour. If the player can not play a lower card in that colour (or has Der Fourer, a ten or a joker), he or she has to draw in the card pile, unless this person has an eight in the correct colour, and a lower additional card than the one played previously. If three players are at war, and everybody has the possibility to change, the value of the additional cards will determine the winner of the war.
Game setup:
Vriddiot has the same basic setup and groundrules as regular Idiot, with three closed and three open cards at the table, and three cards in the hand. The person with the lowest card to the left, and closest to the dealer starts the game. Vriddiot follows these rules until a special ability card is played, or war is declared. A player can at any time choose to take his chances and play a card directly from the draw card pile, given there is a draw card pile to chance from. When Der Fourer, 666 or KKK comes into play, these cards and their “victims” will leave the game, and is placed in a pile of their own, facing up. Vriddiot is best played by three to five players using one deck of cards. Exceeding these numbers requires a so called Dobbeldeck*.
*Dobbeldeck:
Consists of two decks of cards, where three sixes and one Der Fourer is removed before hand. This almost doubling the number of cards opens up, of course, for a whole new variety of possibilities within war, changing and discarding. Discarding is superiour in the same way as in single deck Vriddiot, and also in this case is given the person laying the fourth card. When discarding in war, everybody with a card in the same value has the possibility to toss this along. The additional turn will in anyway be the right of the one who played the foutyh card.
Happy Vridioting!