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Loco!
 
 
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Loco!

English language edition


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Ages Play Time Players
8+ 5-10 minutes 2-4

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Product Description

One of the most simple games ever designed, Loco! continues to fascinate players year after year. Players simply play a card then take a chip of any color. Seeking to gather the chips that are the most valuable at game end, players must decide whether or not to diversify their holdings or not. A game that can literally be played in five or ten minutes, Loco will have players laughing, as they play cards to help their holdings and hurt others. A great deal a fun is included in this small box that is very portable.

Product Information

Contents:

  • 30 cards
  • 25 chips
  • rules

Product Reviews

 
 
 
 
 

Average Rating: 4.4 in 9 reviews

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Vintage Knizia filler
May 24, 2004

What a relief! A knizia game with no pretense: no muddled backstory or pasted-on theme, just colors and numbers, a one page rulset, and a lot of tough decisions. Love him or hate him, it's what Reiner Knizia does best, and Loco! works.

This game is almost too simple to be believed. It's filler, no doubt about that; the average playing of Loco! is probably about 8 minutes. The components? 5 colored suits of cards, each suit numbered 0-5, and 5 plstic schips corresponding to each suit. The game? Play one card to the table, any card, and take one chip from the table, any chip. Most points wins.

So then, the enjoyment of the game rests entirely on how points are acquired. Simple. The game end when any one of the colored suits has all the cards in that suit played to the table -- in other words, first suit to have all 6 cards, ends the game. The point value for each colored chip is equal to the last card played to that color. So if the first yellow played is a 3, then the next is a 5, then the next is a 1, and the game then ends by someone adding the sixth card to green, then each yellow chip you have is worth one points.

That is it.

I mean it.

Seriously.

You play a card and take a chip, trying to make sure that colors you hold chips in end up being valuable, and colors that you don't have (or have few of) end up being next to worthless. And such delicious tension! So let's say you have the red 1 and the red 5 in your hand. Do you try and take a lot of red chips since you hold the 5? But if someone else holds the 0, then you can't afford to play the 5 and have it get cancelled out. So avoid the red chips? Then you'd better put the 5 down right away and later on cover it with your 1. But what if the 4 ends up being the last card on red? Then red would be a good acquisition. But then you notice that green already has played down 2, 1, 0, which means if one more green gets added, all green chips have to worth at least 3 points -- maybe more! But you don't have any more green cards -- and the game could end next turn! What do you do?!

The amount of tension generated by such a simple game is worth the price of admission alone. The graphics are bland (think Uno), but clear, and there is something I like about the graphics very much: It is precisely the 'Uno'-ness of the graphics that trick average American non-gamers into playing Loco! And just think they'll be playing a game where decisions and clever play are rewarded. And then they find out that they enjoy it, and then they might just try Basari, and Ticket to Ride, and then Elfenland. And then you have someone else to invite over for games.

This game works. For families, for gamers wanting filler, as an introductory game to German games. It just works. It is far more than the some of its parts.

 
 
 
 
 
Quandry/Thor for Cheapskates!
May 20, 2004

I love this simple yet anxiety filled little game. Your betting on which chips will be the most valuable at the end and this can be a surce of much thought and sneaky tactics. It's a bargain!

Once again this great designer has make a game that makes you slap your head and say 'why didn't I think of that?'.

The makings of a classic if only it was marketed well.

 
 
 
 
 
by Jeff
Remake of Flinke Pinke
June 24, 2003

This is a great little game, short enough to be considered a 'filler', and very tense. One rule from the original game that we will definitely carry over, is awarding 2 points to any players who end up with less chips at the end of a round. Since the round can end at any moment, there are often some players with one less chip. This 2 point score offsets that slight disadvantage.

A rule variant I came across which apparently the designer heard about and considered a good option is to NOT allow a player to take a chip of the same color as the card just played. This causes lots of delicious anguish.

This is a great example of how Reiner Knizia can take a few simple numbers, and create a masterpiece of a game.


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