Material: 07 Entry: 08
Feel: 07 long-term fun: 07
The Game
With guile and a little luck to your destination.
The game: At the beginning of the game, the cards are collected on the number of players. About three passages 12 rounds are played. According to my 12 cards in hand, I must begin by expressing my victory point cards face used for the passages (passage I: Values: 1-2-3 / II: 2-4-6 / III: 3-6-9). This victory point card I use so that I get the optimal number of stitches in my hand cards (I think, for example, that I get two stitches, so I put in I round the order 1-3-2). Of which there are four parallel stitches in the middle of the table.
Now the players play alternately from their hole cards. The following stitch rules apply:
- Color needs to be serviced. I can only "throw" of a different color, if I have no way to play this color or to open a new stitch.
- There may be several stitches opened with the same color.
- Each stitch can be repeatedly played by a player
- By means of the stones will be highlighted each of the engraving Leading.
- Stitches are full when the fourth card is played. Anyone who has played the highest stitch, covers his scorecard on (sequence of three cards: 1/4 stitch | 2/5 engraving | 3/6 down...) And activates them. Is already activates a card that will take the next right on (and the other covered) or in the third after the first again.
After playing the card 12 by all the players, each player puts his victory points reached beside him (did not finish stitches in the middle of the table will not be counted). If you have won no tricks, there is in this round 0 points. After the third round, the victory points are added up and the best point wins.
Classic Engraving Call Shot.
Material - 07
In the BRETTSPIELBOX are: 60 playing cards (each 15 1 in 4 colors), 20 display blocks (4 each in the 5 player colors), 45 Victory Point cards (9 each in the 5 player colors).
About the graphic design of the cards can be known to fight (now is not quite my style) why but goes stones with orange, pink and red were chosen (along with gray and black) in color lying on the color scale as close beinander, evades my knowledge.
Getting Started - 08
Not quite trivial by first understanding. Manual is written, however understandable, so that one comes pretty well clean.
Feeling - 07
Another new trick game! Again the same?
Although the main mode of "piercing" is not new, so stickleback falls through the new mechanism of "announcements stitches" means point cards. This results in a certain additional voltage and tactical challenge, before and during the game. However, other possibilities of manipulation by the players. However, each player's tactical approach Bared during the course of the game.
Just four cards are required for winning a stitch. This can sometimes be faster (and often) go as one would like, and then to be again take endless impossible, though the trick you would have urgently needed for his points.
By manipulating the constellation of players and of possibly happy combination of hole cards, the rounds are not necessarily predictable. Wen this happiness and annoyance factor does not interfere, is right here. Could other earnings partly arbitrary and seem too little influenced (although many rounds the respective maximum number has been reached or reached seemed). In order for the entertainment factor is much more to the fore because of the tactical. This comes about through the 'right' aim for the point cards mainly.
Stupid but if there are several games have zeroed in on a teammate.
Long-term fun - 07
At stickleback are the ghosts. Some see the game in the footsteps of Wizard, for others the happiness and annoyance factor is too high, as they will find lasting fun.
Mir has certainly made it fun if you'd like to have not too "serious" evening in front of him.
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