The great Dalmuti

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The great Dalmuti
Game data
author Richard Garfield
graphic Margaret Organ-Kean
publishing company Wizards of the Coast (1995),
Amigo (1996),
Avalon Hill ,
Devir ,
Publishing year 1995, 1996
Art Card game
Teammates 4 to 8
Duration 45 minutes
Age from 8 years


Mensa Select 1995
Dutch Games Award 2004: nominated

The Great Dalmuti is a card game developed by Richard Garfield . It was published in 1995 in English with graphics by Margaret Organ-Kean by Wizards of the Coast and in 1996 in German by Amigo . The game with its 80 cards is designed for 4–8 players, ages 8+. The 80 cards consist of the numbers one to twelve, with as many cards as their value, i.e. a one, two twos, etc. There are also two jokers. It is closely related to Asshole , which is played with the standard hand.


The aim of the game is to discard your hand cards as quickly as possible. The first to discard all cards is The Great Dalmuti . There are also the ranks The Little Dalmuti , The Big Servant and The Little Servant . The player who holds the rank of Great Servant must shuffle, deal, etc.

At the start of the game, all cards are shuffled and spread out on the table. Each player draws a card and according to the value of the card (the smaller the number on the card, the better) his rank is determined. The one who has drawn the highest rank is The Great Dalmuti . He can choose a place at the table. The player with the second highest card takes his place to the left of the Great Dalmuti . In this round he is Little Dalmuti . To the right of the Great Dalmuti is the player with the lowest card, the Great Servant . The little servant then sits next to the great servant . The other players, the people, sit between the two outer games .

After the ranks have been distributed, the real game begins. This is where the repetitive part of the game begins.

The Great Servant collects all the cards and shuffles them. The cards are then dealt clockwise. The Great Dalmuti receives the first card . All cards are dealt, even if some players are dealt more cards than others. The Great Dalmuti now gives two cards of his choice to the Great Servant , who in turn has to give him his two best cards. The Little Dalmuti gives a card of his choice to the Little Servant , who in turn has to give him his best card. The swapping of cards can be prevented if a player holds the two fools of the game in hand. This triggers a revolution and prevents card exchange. Should the Great Servant hold both fools in hand, he will call a revolt. The great Dalmuti exchanges rank with the great servant , the little Dalmuti with the minor servant .

The Great Dalmuti now begins the game round by playing any cards of the same type. The other players must play the same number of cards but with a higher value (whereby a ten is worth more than a twelve. The fool counts as 13) to win the trick. Fools are considered wild cards and can assume the rank of the card with which they are played. Fools alone are the lowest card in the game.

In order to reach the stitch with four eights, four z. B. Sixes are stored.

When a player has played all his cards in hand, he is the Great Dalmuti in the next round . The remaining players continue to play until only one player has cards in hand. In the next round, the second player who has discarded all of his cards in hand is Little Dalmuti , the player who has cards in hand is the Big Servant and the penultimate player is the Little Servant .

After the round, the new Great Dalmuti receives one point for each player, the Small Dalmuti receives one point less than the Great Dalmuti , and the Small Servant one point less than the Small Dalmuti . The great servant comes away empty-handed.

Individual evidence

  1. The Great Dalmuti at (English)

Web links