Overview
The Bottle Imp is a trick-taking card game based on the Robert Louis Stevenson story. Players try to collect high-value tricks while avoiding being stuck with the Bottle Imp at the end of the round. The bottle changes hands when someone plays a card below its current price, and whoever holds it at the end loses points equal to the Devil’s Trick pile instead of scoring their won tricks. The game supports individual, team, and two-player variants.
Components
- 54 cards in three colors (yellow, red, blue), 18 per color:
- Basic set: 36 cards numbered 1-37 (no #19), each with merit point values
- Additional set: 18 cards with half-numbers (2.5, 4.5, 6.5, etc.)
- 2 Bottles (Bottle Imp tokens)
- 1 Hell card (starting price = 19)
- 6 Overview cards (one side neutral, other shows team color)
- 2 Rulebooks
- Paper and pencil for scoring
Setup
- Place the Hell card face up in the center of the table with the Bottle on it.
- Each player gets an overview card (neutral side up for individual mode).
- Deal cards equally:
- 3 players: 12 cards each (basic set, 36 cards)
- 4 players: 9 cards each (basic set, 36 cards)
- 5-6 players: use all 54 cards; 5 players: dealer gets one fewer card
- Each player discards one card facedown below the Hell card to form “The Devil’s Trick” (5 players: dealer does not discard).
- Each player exchanges two cards: one to their right-hand neighbor and one to their left-hand neighbor (simultaneous, facedown).
Turn Structure
Play proceeds clockwise. The player to the left of the dealer leads the first trick.
Each trick:
- Lead player plays one card of any color.
- Each subsequent player must follow suit (play the same color). If unable, they may play any color.
- Determine the trick winner (see below).
- The trick winner leads the next trick.
Actions
Winning a Trick (Above the Bottle Price)
If every played card’s value is higher than the Bottle Imp’s current price, the highest-numbered card wins the trick, regardless of suit.
Winning the Bottle Imp (Below the Bottle Price)
If one or more players play a card with a value lower than the Bottle Imp’s current price:
- The player who played the highest card that is still below the Bottle Imp’s price wins the trick AND takes the Bottle Imp.
- The winning card is placed face up under the Bottle Imp, becoming its new (lower) price.
- The card showing the previous price goes to the former Bottle Imp owner’s trick pile.
Example
Bottle Imp price is 19. Cards played: Adam: 24, Betty: 15, Christian: 17, Doris: 32.
- Betty (15) and Christian (17) are below 19.
- Christian wins (17 is closest to 19 from below), takes the trick and the Bottle Imp.
- New Bottle Imp price: 17.
Scoring / Victory Conditions
End of Round: When all cards have been played.
- Each player scores the merit points (victory points) printed on the cards in their trick piles.
- Exception: The player who owns the Bottle Imp at the end scores negative points equal to the total merit value of The Devil’s Trick pile (instead of scoring their won tricks positively).
- Play multiple rounds (e.g., each player deals twice). Highest cumulative score wins.
Team Mode Scoring
- Teammates add their points together; both get the combined total.
- Individual players double their points.
- If a team member ends with the Bottle Imp, both teammates receive negative points from The Devil’s Trick.
- An individual player with the Bottle Imp has their negative Devil’s Trick points doubled.
Special Rules & Edge Cases
Team Mode (4-6 Players)
- Teams of two sit opposite each other, using same-color overview cards.
- Dealer is always an individual player when there are individuals.
- Teams: 4 players (2v2), 5 players (2-team + 1 individual), 6 players (3 teams of 2 or 2-2-1-1).
The Second Bottle Variant (5-6 Players)
- Uses all 54 cards and both bottles.
- Both bottles start on the Hell card at price 19.
- The first player to win a trick below #19 takes a bottle of their choice.
- From that point, only the bottle with the highest price can be sold.
- At round end, each bottle gives its owner the negative Devil’s Trick points. Owning both bottles means losing points twice.
Devil’s Eye (2 Players)
- Deal each player 2 hands: first hand (6 cards), second hand (12 cards).
- Each player removes from second hand: 2 cards to Devil’s Trick, 1 card to opponent’s first hand, 1 card to opponent’s second hand.
- Players reveal their 7-card first hand face up in an arc (forming “The Devil’s Eye”).
- Each trick consists of 4 cards (2 from each player, alternating).
- Players choose freely from which hand to play.
- Following suit is only required for the hand chosen (if you play from hand 1 and must follow blue, you can play a non-blue from hand 2 instead).
Key Clarifications
- The Bottle Imp starts with no owner and a price of 19.
- The Bottle Imp can only be sold for less than the current price (it descends).
- Once the price drops below all remaining cards, no one can take the Bottle, and its current owner is stuck.
- Cards in The Devil’s Trick cannot be viewed during the round.
Player Reference
Card Distribution (Basic Set):
| Color |
Numbers |
Count |
| Yellow |
Various 1-37 |
12 |
| Red |
Various 1-37 |
12 |
| Blue |
Various 1-37 |
12 |
| Total |
1-37 (no 19) |
36 |
Trick Resolution:
- All cards above bottle price? Highest card wins.
- Any card below bottle price? Highest card below the price wins + takes bottle.
Player Count Setup:
| Players |
Cards Used |
Cards Each |
Notes |
| 2 |
36 (basic) |
Special deal |
Devil’s Eye variant |
| 3 |
36 (basic) |
12 |
Individual mode |
| 4 |
36 (basic) |
9 |
Individual or team |
| 5 |
54 (all) |
10-11 |
Dealer gets 1 fewer |
| 6 |
54 (all) |
9 |
Team mode |