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I'm a huge Sid Sackson fan! Little did I know how fun this game was until recently. I had never heard of "nim style" games, but then discovered this gem. I like how at first you think there is not much depth to this game, but then the strategic alternatives grow as you get deeper into the game. The retention of color cards from previous rounds adds to the strategic planning required. Often games are very close in scoring.
Sackson was known for his simple rules, but deep levels of strategy and tactics in his games, and it shows in this little game. The game is portable; I have taken it on plane trips, to the restaurant table, and, of course, played a quick game on the kitchen table, too.
Sometimes I think the last person to review a game should be a gamer. We can't call a game great unless it has mind busting stategy, a German designer and a rulebook that needs a bookmark. This is an excellent family game. It requires some thought, but it's not chess. You are stabbing others in the back and they are stealing from you. It's well designed and is very replayable. I have played it often, while I can only get a group together for Modern Art or Tigris & Euphrates a couple times a year.
A simple but cunningly tactical cardgame. The rules are simple, one can start almost right away. From which row shall I choose a card: a sort of Take 5 in reverse.
The graphical design, however, is less attractive: simple drawings on the playing cards.
I bought this game for a budget price of 3 euro, but I must say, it was well worth the investment !
Last year's Best Family Card Game, this gem in the crown of a great designer remains among our favorites. The suits' values change each round, and the highest score after three rounds wins. On a turn, simply pick the top card in any of four columns of overlapping cards and add it to your scoring area. Some cards allow an extra pick, or stealing--so watch what you uncover for opponents! If all options are unappealing, finding the least detrimental one is hard work. When all cards are taken, only the players with most and second most in a suit score; it's possible for players to tie and cancel each other out, leaving someone with a lower total to collect the bounty! The Advanced version features nasty pirate cards that can be used to invade opponents' scoring areas.
At last, this Sid Sackson treasure, which I would want to take to a desert island, is available in English! Four scoring tables illustrate different values for all suits; one is randomly chosen at the start of each of three rounds. Eighteen cards are dealt faceup in four unequal columns of overlapping cards. On a turn, add the top card of any column to your collection. Some cards allow an extra pick, or let you steal from others, so watch what you uncover for the next player. Often, all choices are unappealing and calculating the least detrimental is quite difficult. Scoring, which is the really tricky part, occurs when the last card is taken. Only those with the most and second-most cards in a suit score, but tied players cancel and the players with the next two highest totals get the points for that suit! Play continues with a new scoring table, but you retain your tableau cards. At the end, the highest cumulative total wins. Even more roguish is the advanced version, with pirate cards dealt to players before the start to give another choice on a turn-placing a card from one's hand on any collection. Hidden treasures or hidden weapons?