allboardgames.com
Bullenparty box art
2012 Ranked #14,553

Bullenparty

Players bid numbered cards to take rows, then manage their hands and bullheads to finish with the highest score. Choosing a row can force painful discards, while the best bullhead pile becomes a valuable scoring opportunity.

Card Game Number Hand Management Animals: Cattle / Cows

Players

2-5

Play time

Not listed

Age

8+

Complexity

1.88/5

Rating

5.98

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.8/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Like its predecessors 6 nimmt! and 11 nimmt!, Wolfgang Kramer's Bullenparty has players lay out numbered cards, then collect bullheads – but the details of game play require you to point your horns in new directions.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Like its predecessors 6 nimmt! and 11 nimmt!, Wolfgang Kramer's Bullenparty has players lay out numbered cards, then collect bullheads – but the details of game play require you to point your horns in new directions. Bullenparty uses two decks of cards: one numbered 1-100 (with each card bearing 1-7 bullheads) and the other with ten Bull cards, bearing 4-7 bullheads. At the start of the game, each player receives five number cards at random along with a zero card. At the start of each round, lay out one row of number cards for each player, with two cards in each row. Each turn, all players secretly choose a card in their hand, then reveal them simultaneously. Whoever played a number card chooses all of the cards in one row and adds them to his hand, discarding the card used for bidding. Whoever played a zero card adds a card from the top of the deck to a remaining row, then reclaims the zero card. All players who played zero cards then repeat this process. If a row reaches five cards in length, add the top card from the Bull deck to this row; if all rows end in Bull cards, then players must play number cards. Whenever a player picks up a row, they must then immediately reduce their hand to five number cards (not counting their zero card, which they keep throughout), playing any excess cards in hand onto one or more stacks in front of them, with cards being played in ascending order. Bull cards are placed separately. After the last row has been picked up, the round ends. Players then create new rows and play another round. When the deck runs out, shuffle the discards to finish the round, after which the game ends. Players then score positive points for Bull cards and for the bullheads in the pile with the most bullheads; all other bullheads are negative points. The player with the highest total score wins.

Browse all classifications

Shopping

Where to buy

No verified retailer offers are available yet. The references below may still help you continue your search.

Unverified shopping references

Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2–5
Best with
2–5
Play time
20 min
Age
8+
Complexity
1.9/5
Credits and catalog connections

Credits

Designers

1
Wolfgang Kramer

Artists

1
Oliver Freudenreich

Publishers

2
AMIGO KADABRA

Linked items

No published linked games yet.