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rayhosler@yahoo.com Board gaming is enjoying a renaissance with the advent of "German family" games. Germany is the hotbed for board game development, although the U.S., France, and Great Britain have their fair share of game developers who produce great games. A word about game development today. Games are like movies: Thousands produced, and most forgettable. However, really great games are being produced and they're being played over and over. Gaming wasn't always consumer-driven. In the late 1960s when I started playing Avalon Hill (AH) games, I had only a few titles to buy. I played those games over and over. All that changed in the late 1970s when AH and others started cranking out games at a rate that gamers couldn't keep up with. If you're new to games and all you know is Monopoly, you're in for a treat. Today's games are themed, colorful, well produced, and offer a wealth of possibilities. How does Monopoly compare to the "German family games?" It's a mixed bag. The game can go on way too long and gets tedious. However, it has enough appeal to keep kids engaged. They learn the value of property, how to count money, and the elements of chance. All good stuff for shaping young minds. Monopoly is a franchise most game companies would love to own. Only games we own and play are reviewed here. (Note: The age-play estimates given by game developers are conservative. I've changed the lower age limit based on personal experience with my kids.) Ray Hosler and Irene Hosler Questions? rayhosler@yahoo.com Useful Links Board Game Geek - the ultimate board game website. The site has information about all the games listed here. Chris Farrell Gaming Blog - in-depth postings reviewing the latest games.
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It's no wonder. Apples to Apples is so simple it's hardly a game, but no matter. You'll enjoy it even without keeping score. Players are dealt seven red cards face down from a deck of noun cards featuring the name of a person, place or thing. For example, "Robin Williams, The Mafia, Weddings," etc. The judge for each round of play places a green card face up, an adjective that describes a characteristic of a person place, thing or event. For example, "Nasty, Luxurious, Adorable, Distinguished," etc. As soon as the green card is turned, players scramble to place the card they think matches up best. The last player to place is shut out, although friendly house rules can permit all to play. The judge gets to choose the winner. If your card is chosen, you score a point. The more the merrier in this game. So with 8-10 players, the first to capture four cards wins, or whatever you decide on.
The original Apples to Apples has expanded to a kids
version and of course there are many more cards available from the original
set, and after a while you'll need them. The cards are topical, so with time
the people and events mentioned will be out of date. Don't worry, expansion
sets will be printed, for all eternity.
Designer(s):
Manufacturer(s):
Artist(s):
Year:
2004
Players:
4 - 10
Time:
20 - 30 minutes
Ages:
8 and up
The objective is world domination for the Axis. They need to capture two of the three Allied capitals or win by having 84 economic points. The Allies need to capture both Axis capitals to win -- Berlin and Tokyo. The board shows the world with many, but not all, countries. Units represent infantry, tanks, battleships, submarines, transports, aircraft carriers, fighters, bombers, antiaircraft guns, and factories. You purchase units using "Monopoly" money. The amount of money you receive each turn depends on the number of countries (worth resource points) you own. Dice are used for battle, and the type of unit determines its chance of getting a hit and knocking out an enemy unit. Axis and Allies is not a short game. Allow at least two hours for play, and about 15-20 minutes for setup. The rules may seem daunting at first for beginners, but it doesn't take long before they're memorized. I've played many games with my kids and we never tire of it. There is also Axis and Allies Europe, and Axis and Allies Pacific, both WWII themes. The rules have been tweaked dozens of times by hard-core gamers, but I find the rules that come with the game are plenty good. Of course it is an abstraction of WWII, but in many ways it will give you a feel for the decisions faced by our military commanders and leaders. One issue you will have is that some of the areas (countries) are small and it can get crowded when there are large battles. Use the poker chips provided. They're essential to represent units because there are not enough and even if you did have enough units, they would clutter the board.
For the Axis to have any hope of winning the
game, Russia has to be captured early on. Otherwise the U.S., with its much
larger resource potential, will eventually grow powerful enough to topple
Japan and invade North Africa as it moves on to Europe. History repeats
itself here.
Designer(s):
Manufacturer(s):
Year:
2004
Players:
2 - 5
Time:
120 - 180 minutes
Ages:
9 and up
This is a football game played in the far-distant future in another galaxy. The aliens somehow adopted our game of football (or was it the other way around?), but as with any football game, there's a lot of ball movement and broken bones. In this case though, the players are knocked out of the game for good. The hand-painted pieces are top-notch. Each team gets three running backs, a tackle, heavy tackle, two linebackers, two safeties, and two linemen. Dice are used for movement and "combat" or tackling if you will. Running backs roll a 20-sided die, whereas the heavy tackles only roll a six-sided die, but they get to roll two of them. Teams try to move the ball downfield and score. There's
passing, determined once again by a die roll. When tackling, you have a
chance to capture the ball from your opponent. Lowest roll wins. Roll a
1 though and a player is seriously injured and removed from the game. Great
fun for kids and adults alike.
Manufacturer(s):
Year:
2003
Players:
2
Ages:
8 and up
Designer(s):
Manufacturer(s):
Year: 2003
Players: 2 - 4
Time: 20 - 30 minutes
Ages: 5 and up
The somewhat flimsy board, shown here, represents an oval track. The plastic pieces depict rider and bike, with various colors for team identification. Each player receives four riders with varying strengths. The best rider has thirty points to start the game, followed by rider two with 25, rider three with 20, and rider four with 16. These points have to be portioned out into four sections on a sheet of paper, with 30 points spread over 3 or 4 columns and not exceeding 15 to start. The numbers are divided up similarly for your other three cyclists. The players randomly position their pieces in rows on the board to start the game on the 40 step track. Each point you use moves the rider forward one step. At the start of the race, riders are wise to have one play that uses only a couple of points because, as with a track race, it starts out slow as you jockey for position. After the first round of play the counting begins. The lead rider gets points for being ahead of the next rider equal to the spacing on the track, while other riders get points for being "behind" other riders. The idea here is that they're saving their energy for a breakaway. The replenished points are recorded on your paper for the appropriate rider. At some point you'll have some riders with many points and the timing for using this high-point play is crucial. It could put you ahead of the pack long enough for a win. Along the way there are two crucial sprints for victory points, so you could use one of your riders to pick up these points and perhaps not finish, having exhausted points and falling behind the pack. Once you're behind the pack it's almost impossible to catch up, as in real racing. This is very much a team sport, so your riders need to work together if they're to win. Designer: John Harrington
On your turn you
draw a tile. If you guess a number right, you get to draw another tile and
guess again, but if you miss you have to expose the piece you drew and place
it in order with your other numbers. It's hard to guess at first, but after a couple of rounds the
clues pile up and you can make an educated guess. The dash throws a wrench
into the game though; keep it in mind.
Designer(s):
Manufacturer(s):
Year:
2003
Players:
2 - 4
Time:
15 minutes
Ages:
8 and up
Richard Borg, originator of this unique game
play with a board segmented into a left, center, and right flank, has
released another version, this one with an ancient warfare theme. I like
the game mechanic because it's easy to learn and play, although this
system has more than its share of luck.
Because ancient warfare involves masses of soldiers lined up in neat rows, this game system lends itself well to ancient warfare. The game just feels right for ancient warfare. You have mass charges, elephants stampeding, chariots, cavalry, bowmen. It has all the elements of ancient warfare. Game play is similar to Battle Cry and Memoir 44. Cards are drawn for actions on the flanks or center, or type of units. Dice are used to resolve combat. What's interesting about ancients is the devastating effect of retreats. They can easily wipe out your unit. Cavalry are especially susceptible because they have so much movement. Now there's an expansion edition for Greek, Persian wars. However, the expansion does not include the map, terrain, or the original set of rules. Each game offers at least 15 scenarios, so there's plenty of replay value here.
Designer(s):
Manufacturer(s):
Artist(s):
Year:
2005
Players:
2
Time:
60 minutes
Ages:
12 and up
For Sale is a card bidding game. The Alvin Madden artwork adds to the game's enchanting appeal. You've got everything from the high-value space station (30 points) to the box house (1 point), outhouse (2 points), and sewer hole (3 points). With your $14 you bid for living space. When the bidding is over, you use your acquired point-valued cards to bid for real estate cards that have values from zero to $15,000. An outhouse, in the right situation, can make you thousands of dollars. Very clever design, elegant artwork, and 20-minute play time make this game a winner.
Designer(s):
Manufacturer(s):
Year:
2005
Players:
3 - 6
Time:
15 minutes
Ages:
8 and up
There isn't a better car racing game in publication. With its long print run, you can buy many different race tracks. The quirky artwork included on every track adds to the enjoyment. Enjoyment is what this game is all about. You do have to track some aspects of your car's condition, but the check boxes are few and not a burden. The game is one big die-fest, with a different die for each of the gear selections. Higher gears offer the opportunity to go far, but there's a trade-off in that you might overshoot a corner, or blow an engine with a bad die roll. Time has to be spent in corners − up to three die rolls − and that's where lots of drivers crash.
You've got fuel, tire wear, brake wear, weather
− all of the
usual car racing fixtures to worry about. Cars can be tailored to your
driving style. The game really shines when you run a series of races and
keep track of victory points.
Designer(s):
Manufacturer(s):
Year:
1997
Players:
2 - 10
Time:
60 - 360 minutes
Ages:
8 and up
Simple to play, but full of possibilities. This game is great for a quick warm-up. The hardest part is laying the 60 hexagonal "ice floe" pieces. Each hex has one to three fish. Your goal is to move your penguin piece and capture fish. The player with the most fish wins. With each move you pick up the tile you leave and add it to your collection. In the process, isolated ice floes result and if a piece is located on one of these floes, the player captures all the fish in the floe. They may or may not be good, depending on how big the floe is. It's an abstract game that is either deterministic depending on your strategy or luck. It's hard to say. All I can tell you is that it's good fun.
Movement requires that penguin pieces be moved
in a straight line. You can't jump other pieces. My strategy is to try to
stay in the center of the floe and try to isolate a large floe on your own.
Isolated pieces without penguins are removed from play and don't count
toward scoring.
Designer(s):
Manufacturer(s): Mayfair Games
Year:
2005
Players:
2 - 4
Time:
15 minutes
Ages:
6 and up
This is another fabulous game from Reiner Knizia, a famed game designer who has produced many titles. He's one of the few designers in the world who actually designs games full-time and makes a decent living. The board has a hex pattern on which you place tiles, covering two hexes, with two symbols, a yellow sun splash, red splash, green circle, and three other colors/shapes. Tiles of a like shape/color placed next to one another score points. Scoring is the hardest part about the game, so read the instructions carefully. It's easy enough to learn. You advance six small wooden pieces on a track matching tile colors. If you score the 18-point maximum for a piece, you exclaim to your opponent(s), "I'm a genius," and move again for being so smart. The winner is the player with the most advanced piece with the lowest point count. So you want to be sure to move all your pieces. You may be a genius several times over, while your opponent(s) isn't a genius at all, but he/she could still win. When you become more
skilled, you'll start looking for opportunities to block tile colors/shapes
your opponent's need. You'll know then you're truly addicted to Ingenious.
Designer(s):
Manufacturer(s):
Year:
2005
Players:
1 - 4
Time:
30 - 60 minutes
Ages:
8 and up
An accurate simulation of a bike race has been achieved on cardboard. On top of that, it’s FUN. That says a lot. The key to this game and to any simulation of a bike race is the peloton. Developers Christophe Leclercq and Alain Ollier got it right. The peloton in many ways dictates the pace of the game even though it has no real part in the action. The components are worthy of the $40+ game price. Thick hexagonal cardboard terrain tiles allow you to make any number of courses with hills, mountains, flats, and descents. The player pieces look just like bike and rider, although they’re fragile. No fist pounding.
Just like a bike race, the key to winning is
picking the right time to break away from the peloton. As in real life,
early breakaways usually fail. If there’s a flat run to the finish line,
it’s probably best to keep your sprinter fresh for the final charge. In the peloton, riders don’t burn points often, so they conserve energy. Once they leave the pack, they use points after exhausting free moves, which vary according to the type of rider. It’s hard to regain points, although you can pick up a few at a feed station somewhere on the course. Not surprisingly, there are rules for exhaustion (crack), crashing, flatting, special abilities (climbing and sprinting), and drafting. The rules also accommodate stage races, if you’re really into it.
All in all,
Leader 1 has the
feel of most race games, but the peloton adds a nice wrinkle and captures
the spirit of a bike race. Manufacturer(s):
Rio Grande Games, Ghenos Games
Up to six players receive five dice each, with #6 being a star (wild), although it could just as well be a six. The first player, after looking at his hidden dice, places something (a red die in this case) on a board with numbered squares 1-20 and numbered stars. On the first turn with 30 dice, you can expect about 10 numbers being the same, so you might bid 10 ones, or four stars. The next player either ups the bid or challenges your number. If challenged and the number of dice is less than or equal to the bid, the challenger wins. Ties are irritating because everyone except the bidder loses a die. If there are more, the challenger loses the number of dice he missed by.
After a failed challenge, the round ends
and a new round begins, with the winner placing the first bid. In a tie, if
you only have one die left, you keep playing.
Designer(s):
Manufacturer(s):
Year:
2002
Players:
2 - 4
Ages:
8 and up
This game is complicated and takes a fair amount of time, but the richness of play and the cooperative aspect make it a classic. My kids have played it many times and they never tire of it. Players adopt characters like Frodo, Sam, and Pippen. Sauron is a black piece with a red eye that nobody controls. It moves according to instructions during the game. Players use cards to move their pieces along a track in each of four stages, Moria, Helm's Deep, Shelob's Lair, and Mordor. You're also drawing chits with good and bad results. If you can't stop a bad result by playing cards or other pieces, you have to suffer consequences, including moving your piece closer to Sauron, or Sauron moving closer to you. The ring bearer needs to be protected at all costs, so
you can be eliminated in the latter stage of the game, but the team can
still win if Frodo delivers the ring.
Designer(s):
Manufacturer(s):
Artist(s):
Year:
2000
Players:
1 - 5
Time:
60 - 90 minutes
Ages:
9 and up with adult supervision
The Lost World Jurassic Park Out of Print
The colorful board accommodates 10 cardboard buildings you assemble yourself. They're fragile, so you need to treat this game with care. The human player has 12 pawns to move from the Main Building cross-board to the Helicopter Pad. The human player wins if he can get three pieces to the pad. The opponent has 1 T-Rex and 4 raptors to stop the humans. Area movement is based on die rolls. The human rolls two dice, one that determines how far a human can move and the other determines if the player can roll again or has to stop. When a raptor lands in your area, you're dinner. The buildings are interesting because you can take refuge in them. You're relatively safe here, but the raptors can still come in at certain locations. The human can leap building to building in some instances, but needs a lucky die roll. The human has one safe area where dinosaurs aren't allowed, in the middle of the board. The idea is to move the raptors to the Main Building as quickly as possible. The human player wants to get as many pieces as possible to the safe area at first. Then they leapfrog between buildings to reach the copter pad. It's great fun. To make the game balanced, I removed a "Stop" label from the human die and added "1 More." The human player can move one more time before losing his turn, so he can plan ahead and move a player to a safe area that may be in danger. It balances the game. Otherwise the raptors usually win. T-Rex moves to the Main Building only. Once he's there, any humans inside are eaten.
Out of print; try eBay and
Board Game Geek for
used copies.
Each player is given eight cards with the same pizza types that are to be filled from the deck. The deck contains cards showing pepperoni, mushroom, pineapple (looks like cheese), green pepper, and olive artwork. On your turn you can play one or more like ingredients from your hand of seven cards (one or more pizzas-to-build must comprise your hand of seven), and a pizza order card, before drawing back to seven cards. Scoring begins when the deck has been played. Every player has the same pizzas to build, except
there's a unique favorite pizza depending on the color of cards you're
playing. Memorizing the cards played helps you decide when to throw down a
pizza order during your turn. However, during the three scoring rounds you
can play cards in your hand to complete a pizza, if the deck is lacking all
the ingredients. Best played with four or five.
Designer(s):
Manufacturer(s):
Year:
1998
Players:
2 - 5
Time:
30 - 40 minutes
Ages:
9 and up
This is one of the first, if not the first, "German family" games I bought. It came out in 1994 and won game of the year (Spiel des Jahres). My wife and kids have played at least 25 games. You know a game is popular when the cards are worn. This is one of those games that people who do well with spatial concepts will enjoy. The board is divided into six cities, represented as a square divided into a grid of nine smaller squares, where you stack buildings from one to four stories. Each player always has four cards in hand, which have the same nine-square pattern, with one square red to show where you can place your building. You play the cards according to your orientation with the board. There are four rounds, in which each player plays six city pieces, followed by scoring. You can place on any square, but it's always fun to place on top of another player's piece, robbing him of a point and getting you a point. You score points for each uncovered building, control of a city (most buildings on top), and tallest building. With two players,
each has two colors of buildings. Mayfair Games also published this German
game, now only available new from Mayfair. The games are exactly alike
except for the boards. I prefer the German board's graphics, but it's a
matter of taste.
Designer(s):
Manufacturer(s):
Year:
1994
Players:
2 - 4
Time:
45 minutes
Ages:
6 and up
Reiner Knizia has a way of making his games intriguing, yet simple to play. Medici appeals to anyone who enjoys bidding. You're collecting wares - pewter, porcelain, dye, fabric, and spices. The board shows the wares, each on an eight-level pyramid. Players take six colored pieces to be positioned on the pyramid during the three rounds of play. Players start with 40 points to be used for bidding purposes. You're bidding for up to five of 36 cards representing the five wares. The first player starts turning over the cards one at a time (up to 3 cards) and opens the bidding. Each card has a point value. The player with the highest point value on the cards scores a point value, and the cards have a ware type, which are used to move your pieces up the ware pyramids. These also score points for players. The intrigue in the game is the bidding − you don't want to pay too many points − and the ware selection. You want to key on a ware or two to move up the pyramid for maximum points. It's a clever game.
Designer(s):
Manufacturer(s):
Artist(s):
Year:
1995
Players:
3 - 6
Time:
30 - 60 minutes
Ages:
10 and up
You get soft plastic units and a hexed board with really large hexes and terrain pieces shaped like the hexes. Each player gets 4 to 6 action cards. The board is split into a left, center, and right flank and the card mix offers one of the three, or all. Will you draw the right card? You better, or your offensive will stall. Dice are used for combat. Victory conditions usually call for destroying six units. Many scenarios are available from gamers on the Days of Wonder website.
Designer(s):
Manufacturer(s):
Artist(s):
Year:
2004
Players:
2
Time:
30 - 60 minutes
Ages:
8 and up
In a modern world consumed with fears over global warming, along comes a game to give perspective. Power Grid will not solve the world's problems, but it will take your mind off the Earth's imminent demise and let you explore "what if" scenarios for building power plants. Do you go for the cheap and dirty coal, or invest in the pricier nuclear and alternative energies? There's even "fusion" energy. A classic resource game, players compete to see who can light up the most cities with their power plants. Power plants burn coal, oil, garbage, uranium, hybrid (coal and oil) or alternative energies yet to be developed. We have a map of Germany on one side and the U.S. on the other. The number of players determines how much of the board gets used. The power plants are auctioned off, so you have to know what resources are in demand and decide how much it's worth to you as you build out your power plants. Resources to fuel the plants must be purchased. Players compete for locations to build on the board, and that's where your best laid plans can be for naught. Dirty power plants (coal, oil) have cheaper resources, but they're less efficient at lighting up cities. Linking up cities on the map has a cost, which varies with the "distance" between locations. Your success depends in large measure on how well you choose your opening location. You have some control over this, but not as much as you'd like. There aren't really any lessons here in terms of which power plant is better for the Earth. Those real-world decisions would just get in the way of this truly enjoyable game. Designer(s): Friedemann Friese I think of Qwirkle as Scrabble with shapes
rather than letters and words. It's one of those games with few rules but an
abundance of strategy. You'll do well at this game if you recognize patterns
and can think deeply. Each player draws six overturned tiles from a pool of
108. Each tile has a pattern, which comes in six different colors and
shapes, three tiles for each shape and color -- stars, star bursts, squares,
circles, diamonds, clovers. Red, green, blue, yellow, orange, purple. For two players the game can be a bit long. You may want to play to a certain number for a shorter game. Some interesting combinations can lead to high scores. People who mull over their moves may find this game challenging for themselves and for others -- waiting their turn. Manufacturer(s): MindWare
Here's another one of those games where former grocery baggers will do well, unless of course you're playing my wife, who always seems to beat this former bagger. In this game you're an Aztec stone builder erecting temples. Your pieces are plastic (yellow, green, blue, red). You win if you can place your stones in such a way that when viewed from above, they outnumber your opponents'. The shape of the Rumis (means stones) pieces resembles those found in Blokus, only this game is three dimensional. Each player starts with 11 stones. On your turn you play one stone and after the first round of play your subsequent pieces have to touch at least one face of one of your other played pieces. There are four boards (cardboard) that sit on a "Lazy Susan" turntable, letting you turn the board for a better perspective. The stacking height limit varies by the board. Note that the two boards have the stack height printed on them. The Coricancha is the most abstract − a pyramid. The stack height is the same between the two numbers. Remember, you're building a pyramid. I like this game for its simplicity, yet the play options are infinite. No two games will be alike. It works better with two players if you use all the stones. Be careful when placing your pieces to start, especially on the Pisac board. It's easy to get blocked early, eliminating further chances to play. My only gripe with the game that children will have a difficult time placing the pieces without knocking them over. The plastic is slippery.
Designer(s):
Manufacturer(s):
Year:
2004
Players:
2 - 4
Ages:
8 and up
This is a card game in which you play one card in your hand of four to six cards (depending on number of players) representing tunnels or cave-ins, and other action cards like lanterns and pick axes. The dwarves, and saboteurs, play cards that lead to three cards placed face-down seven card-lengths away. Only one of the three cards is gold and nobody knows which is which. You can find out for sure if you draw two cards that have a map (which looks like a leaf). The saboteurs play cards too, but they usually reveal themselves by playing tunnel cards that don't go in the best direction. A clever saboteur will make up all kinds of excuses for playing a bad card, which you may or may not believe. If you suspect someone of being a saboteur, you can play a nasty action card on them that prevents them from playing. A fellow saboteur (or unwitting dwarf) can bail them out with a card that undoes the blocking card, or the saboteur, if he has such a card, can play his to unblock himself, although he can't play until his next play.
Saboteurs automatically win two pieces of gold each for
stopping the dwarves from completing their tunnel. You can be a saboteur one
round and a dwarf the next round.
Designer(s):
Manufacturer(s):
Artist(s):
Year:
2005
Players:
3 - 10
Time:
30 minutes
In Samurai you're a fighting for control of the cities of ancient Japan on a hex-patterned board that pieces together like a puzzle. Instead of rolling dice for combat, cities are captured by the player with the most influence points, as printed on play tokens. Once all the hexes of a city are occupied, the city falls to the player with the most points. Those black plastic pieces located in cities are captured by the player with the most points. Victory conditions are typical Reiner Knizia. The player with the most captured tokens doesn't always win. Basically, to be in the running you have to own a majority of high helmets, rice paddies, or buddhas. You win outright by having a majority of two. In case of a tie, you need to have the most figures of the remaining type. There's more to it.
Designer(s):
Manufacturer(s):
Artist(s):
Year:
1998
Players:
2 - 4
Time:
45 minutes
Ages:
9 and up
During placement you have to try to maximize your score. Each piece has a colored stripe vertically and two other crossing stripes. Each stripe color has a point value. The challenge, and frustration, is to line up a solid color the length of a row. Higher point value colors are desirable for the longer rows, usually. Of course, you will not always get the piece that helps your cause. Scoring calls for adding up only the complete rows of a like color. The game can be played solitaire.
Designer(s):
Manufacturer(s):
Artist(s):
Year: 1997
Players: 1 - 8
Time: 10 minutes
Ages: 6 and up
This is about as light as you can get for a "train" themed game. Most train games are fairly dense, with the exception of the popular Ticket to Ride. In TransAmerica players are dealt five cards, each card color coded to represent a region of the U.S. To start, each player in turn puts down his starting location bit in one of the junctions. The U.S. is overlain with a pattern of up-down diagonal and horizontal lines on which players place two railroad "ties" per turn from their start point. (1 if crossing a river or mountain). Players are trying to connect all their cities coast to coast. Once your track joins with another player's track, you can play off their line. Eventually someone will connect all their cities, and at this point the round ends. The winner is the player who has been most efficient at connecting their lines. The game ends once someone has missed connecting their cities by 16 or more lines, so the game could be over in a round or two or three or four or five. The game is great fun and, while there is a fair amount of luck, there is also some skill required at making the most efficient route. The expansion, Vexation, is nothing more than 18 colored ties, 3 per player. Placing one of these prohibits other players from using your line, until they build a couple of ties around it.
Designer(s): Franz-Benno Delonge
Wizards win automatically, and Jesters lose automatically, as long as you're the first to play those cards. An interesting aspect of the game is that each hand increases by a card until all cards are played in the final hand. Bidding is what makes this trick-taking game unique. If your bid is zero, you earn two points (or 20 if you prefer). If you miss by one trick, you lose a point, and if you win more than a trick and your extra bid is correct, you win two plus the extra bids you won and bid. A conservative player can win this game. Bidding to take more tricks can earn you more points, but if you're wrong, you lose points.
Designer(s):
Manufacturer(s):
Year: 1995
Players: 3-6
Time: 45 minutes
Ages: 9 and up
This game
is the third in a series that were designed to be played synergistically,
although they are stand-alone games in their own right.
Designer(s):
Manufacturer(s):
Year: 2000
Players: 2
Time: 15-30 minutes
Ages: 12 and up
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