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France, 17th Century. You are a Noble vying for control in the French court. Revolution is in the air and unrest stirs the court. Gather your forces and call in favors as you plot your rise to power. Will you support the King or incite Rebellion? The key players include Generals, Musketeers, Lords, Clergy and even the Queen. Attract allies and eliminate enemies as you strive to increase your power and influence. Seek out Courtiers loyal to your cause. Protect Provinces or face Revolt! Use your Gold to bribe those whose help you'll need. Each turn you must reveal another of those who support you. Rebellion is in the air and when it strikes, the throne is up for grabs. So go forth and grab the reins of Power, but beware! Push too hard and you risk Excommunication, Imprisonment, or worse... the Executioner's axe!
- 128 cards including People, Provinces, and The King.
Average Rating: 4.4 in 5 reviews
This game requires playing a few hands before realizing the wonderful intrigue that can take place. The bishop, the executioner and the musketeers are some of the characters that can either protect the king or quietly work to dethrone his power! In this exciting game, each round provides delicious adventure insuring provacative moves that will keep all players riveted!
This is one classic game! I loved it, getting excommunicated, and what not. The genre is a classic setting, 17th century France. It's a great imaginative setting to play a game, especially with all the consequences that lie before you!
As has been mentioned before, there are some rules that need some major clarification, such as duels (can you duel without a noble?) and the order of events when a rebellion is played (is it still clockwise around the board, or do all other events happen first and then the rebellion takes place?).
All in all, this game has garnered praise from the Saturday group as being a right and proper pain in the shorts with great screw-thy-neighbor tactics. Often requested and played by many, it takes a little time to teach new players, but is worth the effort. I would still like to see a general clean-up on the rules and a re-issue of a great game.
Overthrone is a well-balanced game that has twists and turns keeping the action going right until the end. The only downfall is the rules are very sketchy, and most players have a difficult time understanding them, even if another player explains them. The main thing to remember if you buy this game is that the suits are musketeers, courtiers, gold, and provinces. Not the various shields in the corner of the cards.
On a player's turn, they must draw a card, and play one from their hand. Each player in turn will follow, and then the player with the highest suit (card of the same type) will take only the other cards of that type. Which means you could have 2 courtiers and 2 musketeers out there, and two different players may take 2 cards each. It all depends on who has the highest-ranking number on their card. In the event of a tie, then the shields will come into play. If a player has more courtiers in their structure whose shields match their nobles' shields, they will take the cards of the type they played. In the event of a tie again, or no player has courtiers that match their nobles, then each player will take the card they played, and place it into their structure. Now that you are thoroughly confused, let's move on to some of the other aspects of the game.
On top of all this trumping style action, there are event cards, and interrupt cards that may alter game play, or score points. There are also special people cards that can enhance one's structure and give them items from other player's structures or hands. But the most powerful card is the Revolution card, which will give the player of the card control of the king, which will enable him to play last. Also, it will cause a scoring round in which all the provinces' points will be totaled, and the ones that match your noble's shield will count as double. At the end of the game whoever has the most points wins, and with all the scoring happening at different times throughout the game, the total can shift up and down.
Even though it took me two or three times of playing the game and searching the Internet for rules information before I understood them completely, I still feel this is a good game. It is definitely worth the money, and can be played over and over again.
Overthrone is a card game, based on the French Court during the 16th century. Each game has 122 cards; the breakdown of these cards: 20 Musketeers, 20 Gold, 22 Courtiers, 22 Provinces, 6 Nobles, 1 King, 11 Special Persons, 16 Event and 7 Interrupt cards. Object is to amass the most points to win. You play to a certain number, 250 or 300 pts!
Basically each player on his turn builds a structure headed by his noble card. (Dealt at the first of game.) The trick is to score big on the province cards. These cards must be in your structure after a rebellion card is played.
Each turn you will play a card face up and hope to capture it and other cards. Provinces are important because they are the only cards that count during every scoring round. Musketeers are needed to protect your Provinces and attack opponents' provinces. Gold cards are used to bribe people cards over to your side and to fend off opponents' bribery attempts. It is the province cards that I wished had more variety! All of them are worth 3 pts each except one card worth 4 pts. Each province also has a symbol that matches a symbol on a noble card. If you have that noble, they score double! More strategy would have developed if the province cards had different pts. 2, 3, 4 and maybe (2) 5s. With the symbols doubling, a 2 becomes a 4, a 4 becomes an 8 and a 5 becomes a 10! etc, you get the idea. The game also has too much dueling between nobles that lead to one of them being discarded. We have developed a house rule to solve this problem. More on that later.
All in all, the game scores a must buy, if you like historical themed card games. The game plays quick and fast. Your gaming group can get multiple games played in one game session. This can lead to more than one winner for the session, which is always a good outcome. If the province cards were not all 3's, the game would have scored a 5 star rating!
Now, for that house rule regarding duels: A Noble may only duel another Noble after an event or interrupt card is played. Note, a female noble does not duel, she instead picks a special person to duel in her place. Also any special person in your structure can duel a special person in another structure; if you win, your special person may use his special power again!
Were there really so many scoundrels in turbulent 17th-century France, where this game takes place? Did the rogues really have so many weapons, including Blackmail, Bribery, and Uprising, so readily available? Did they duel and attack that much? Were they ill-mannered enough to interrupt others out of turn? Was the fear-or hope-of Rebellion always in the air? The object here is to enrich your Noble by acquiring Provinces protected by Musketeers, and controlling influential people (Courtiers). Gold also helps. Each player in turn places a card faceup on the table. Event cards take effect at once, after which players with the highest card played in each suit (Gold, Musketeers, Courtiers, and Provinces) capture all of them for their power structures. During turns, the rogue in you may emerge to harass and attack others. Certain cards can be played out of turn to earn bonus points.
This is an action-packed game where a lot happens very quickly. I think, therefore I fight.-JJMcC