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Treasures & Traps: The Adventure Card Game!
List Price: $12.95
Your Price: $10.35
(Worth 1,035 Funagain Points!)
from 4 customer reviews
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Treasures and Traps is the first in a line of adventure card games which simulate the fantasy adventure of the classic roleplaying games.
C Aaron Kreader
Studio 9 Games
C Aaron Kreader
Players: 2 - 6
Time: 20 - 60 minutes
Ages: 10 and up
Weight: 170 grams
In order to play Treasures & Traps: The Adventure Card Game!, you will have to provide One six-sided die
Language Requirements: Game components are printed in English. Manufacturer's rules are printed in English. This is a domestic item.
- 100 cards:
- 21 Treasures (7 bronze, 7 silver, 7 gold)
- 21 Creatures
- 18 Non-treasure Items
- 14 Places
- 9 Traps and Doors
- 7 Events
- 6 Surprises
- 4 Companions
Average Rating: 4.5 in 4 reviews
We saw this gem at Gen Con last weekend, picked up a copy, and played that night. It was the best NEW game of the Con for sure. There is some nice humor too. We like games like this at work that we can play a couple times over lunch and have a good time. This is truly a near perfect game, I wouldn't change ANYTHING.
We saw the nominations for 2006 best card game and grabbed a copy. It took us no time to learn the rules and start playing. Good fun stuff. Our kids even like it.
We play this at lunch. We can get 2 or 3 games in. This game is so addictive. I like the fact that it's easy to learn, and yet we keep finding new strategies. I love the balance of random and tactics.
My gaming group from work, consisting of what I call 'advanced beginners' somehow decided that we still had time to squeeze in our first game of treasures and Traps when it was late, we were tired and most of us would already be in bed!
I'm happy to say that everyone picked up the game easily enough. Instead of doing my usual explanations and examples, I just dealt the cards, used my own turn as an example and off we went!
What makes this work are the simple rules which reminded us of the game Fluxx where you draw a card and play a card. In this case, you can try to play a card by rolling 1d6 compared to the entry number of the card... or you try to defeat/remove any card in play by rolling 1d6 vs the exit number of the card.
The cards also help players to learn the game because most of them follow the same general format. For instance all creatures basically take an item from someone and then go and protect it out in the wild lands. And items that grant you a bonus generally have the thing it gives you a bonus on printed in bold. So it's not too hard to quickly peruse your items in play and see what they apply to.
Conclusion: A great little pickup to keep around anywhere you go for an easy to get into game or to help you lighten things up after a long strategic game.