Ex & Hopp
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I did not know the game was intended for ages 10 and up, and so we have had fun playing it with as young as five years old in our family (though the game does slow down for their mental processes to accurately compute).
We like the fact that play moves around the table relatively quickly and that gamers interact with each other and have to keep track of everyone's progress. The kids can play with each other with very little arguing, and it does not drag on beyond their attention span.
Each player picks a color and takes the cards (numbered 1 through 12) of their color. The cards from each player are then suffled together and dealt out 4 to each player. This means that there are more cards with more players, and since cards are dealt randomly, the more players there are the less likely you will have cards of you color. Four chits are turned over from a pool of eighteen with numbers ranging from -6 to +6. The players play cards from their hand on these chits until the number of cards is the same as the number showing on the chit (four cards on a 4 chit, five cards on a -5 chit etc.) then the chit is scored. Whatever color has the most points on that chit takes it and it is replaced by another chit from the chit pool. This continues until all the chits have been won. Then everyone adds their chits and the highest number wins. Because you will almost always have more cards in your hand that affect others rather then your own color, this game becomes more of a contest to make others lose. Everyone is gunning for whoever is winning at the moment either by making them take negative chits or by awarding the high positive chits to whoever is in last place. A very mean spirited game. I love it.
This remains one of our favorites for casual card play. Cards numbered 1 to 12 in suits for each player are shuffled and dealt out, so your hand will surely contain cards in enemy suits as well as your own. Four of the target tiles, with negative or positive values, are randomly selected and placed on the table. You put one card per turn beneath any tile in play. A column is completed when the number of cards beneath the tile equals its absolute value. The tile is then awarded to the player whose cards there have the greatest value. Ties mean the cards are discarded and the battle starts again; causing ties is a delightful ploy, especially if you use enemy cards, when you have no immediate chance of winning a tile. When the last tile goes, the highest positive score wins.