|
|
Taktvoll
Game design: Karsten Adlung Number of players: 3 to 8 Age: 12+ Time: 30 to 45 minutes A game for musician only? Not quite... but knowledge of music theory, while not essential, does help. A fun and easy game and you coan learn a little theory while you play!
91 cards comprising: 4 Clef cards 55 Note cards 24 Bar Line cards 4 Rest cards 1 score pad 1 rules booklet Choose a player to keep score. You may use the provided score pad or any piece of paper to keep score. Tally the points as players score them. Take the 24 barline cards and distribute them evenly among the players. In a 5 or 7 player game, the extra cards are shuffled with all the other cards to make the draw deck. Each player is then dealt 5 cards. For a simpler game, remove the 4 rest cards. It is best if players do not fan out the cards in their hands but instead keep all cards (including bars) hidden in their hand from the other players, so that they cannot tell which cards and how many you have in your hand. The youngest player starts. If he does not want to or cannot put down a clef, then play passes to the player on his left. 2. The total value - in terms of musical time - of the Note cards in a bar must equal the time in the Time Signature card in that row of cards. In 1/4 time this equals one quarter note or its equivalent. In 12/4 time this equals two quarter note or its equivalents. In 3/4 time this equals three quarter notes or its equivalents. In 4/4 time this equals four quarter notes or its equivalents. 3. A bar card may only be played at the conclusion of a complete bar. 4. In your turn you may only play a legal card. If you cannot or choose not to play a card, you must draw the top card from the draw deck. If this card is playable, you may play it if you wish. Note: that at the beginning of the game if no player has, or no one choses to play a Clef card, play proceeds with each player simply drawing a card until a player plays a Clef card. 5. In a turn you may only play or pick one card except: when you play a Note or a Rest card that correctly completes a bar, you may then play a Bar Line card, starting a new bar. You then score points for the just completed bar. When a player plays a Bar Line card, they score points for the completed bar. They score 1 point for each Note and Rest card in the bar. Bar Line cards, Clef cards and Time Signature cards are not counted in scoring. The game is over when a player plays the last card in their hand or when all players can no longer continue play - that is, when there are no more cards in the draw deck and no one can, or wants to, play a legal card. Player lose 1 point for each card left in their hand at the end of the game. The player with the most points at the end of the game is the winner. Thirds - knowledge of music notation helpful. A Note card may only be played if it is a third above or below the preceding note - i.e. the first note is on a space, the following note must be on the same space, on the line above or below the note or on the space above or below the note. Notes played after a Bar Line card must still respect this rule but Note cards played after a rest can be on any space or line - starting a new melody line, as it were. All other basic game rules apply. Intervals - knowledge of music notation helpful When a Note card following a Note card is: a prime a perfect fourth a perfect fifth or an octave the player who played that Note card scores one extra point. All other basic game rules apply. Consult page 7 of the German rulebook for Variant II precisions. In the illustration at the bottom of the page, the intervals marked with an 'X' are not perfect and therefore do not count extra points. Music theory : also, as the Time Signature 1/4 does not exist in music theory, players may remove this card from play for the sake of accuracy. Consult page 8 and 9 of the German rulebook for examples of scoring. Page 8 - Beispielsituationen für Grundvariante - is for the basic game or Variant I. The numbers in the circles are the number of points scored by the player who played the Bar Line card above the number. Page 9 shows Variant II examples of scoring. The numbers in the circles are the number of points scored by the player woho played the Bar Line card above the number. The numbers in the sqares are the points scored by the player who played the Note Card above the number. Page 9 - Spielzüge die nicht - shows common mistakes in play. 1. Too many notes in the bar. This adds up to 5/4, one quarter note too much. 2. Not enough notes in a bar. This adds up to 2/4, missing one half note. 3. Legal play in the basic game and Variant II but not good in Variant I play. The interval between the notes is greater than a third. 4. The first card in the bar is upside down. Notes wiht tails must have tails pointing to the right. 5. This card is upside down. Notes above B should have their stems pointing down. Page 10 and on - Die Karten - is an description of the cards. Clef card - Nuten schlüssel - 4 cards The Clef card is the first card played and starts a row of cards. All 4 of the Clef cards can be played creating 4 different row of cards. Time Signature cards - 4 cards with 4 different Time Signature. The Time Signature card is always the second card played in a row of cards, directly after the Clef card. The Time Signature indicates the value of notes and rests needed to complete a bar. This value may not be exceeded in a bar. Note: any one of the Time Signature cards may be played after a Clef card. There is no particular order in which the different Time Signature need be played. Whole note - Ganze note - 11 cards with different pitches. This card can only be plalyed in 4/4 time and only if it is the only card played in the bar. Can be played upside down. Half note - 11 cards with different pitches This card can be played in 2/4, 3/4 and 4/4 time. 2 half notes equal one whole note. Can be played upside down. Quarter note- 11 cards with different pitches This card can be played with any Time Signature. 2 quarter notes equal one half note. Eight note- 11 cards with different pitches This card can be played with any Time Signature. 2 eight notes equal one quarter note. Cannot be played upside down. Sixteeth note- 11 cards with different pitches This card can be played with any Time Signature. 2 sixteeth notes equal one eight note. Cannot be played upside down. Bar Line cards - 24 cards These cards are distributed evenly among the players at the start of the game. In a 5 or 7 player game, the left over cards are shuffled into the draw deck. Bar Line cards are the only card that a player can play as a second card in their turn. Bar Line cards must be played to complete and score a full bar. In Variant I, notes played after a Bar Line card must still respect the 'third' rules. Rest: one of each: half rest - halbe pause quarter rest - Viertel pause eight rest - Achtel pause sixteeth rest - Sechzehnter pause Rest cards play like and are scored as note cards of the corresponding value. Rests have no pitch. The Third rule in Variant I and the Interval scoring bonuses in Variant II do not apply to these cards. Note cards payed after a rest begin a line of music so a legal note card of any pitch - or another legal rest card - may be played. In other words, the note card played before the Rest card has no effect on the Note card played ater the Rest card. The back cover of the German rulebook shows a table of Time value equivalences between the different types of notes. Rules translated by Le Valet d'Coeur: www.levalet.com ![]() 2 extensions are available:
The Dotted Note expansion 112 cards - Punktierteand The Bass Clef expansion 112 cards - Bass-Schlüssel These expansions require some music theory knowledge as there are no rules or explanations provided. There ia another translation available here: Taktvoll English translation: Almut Dworak Main Page |