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All 24 slots of the course have a value between 100 and 2400 with corresponding disks. At the beginning of the game each player buys two slots. There are three dice in the game, two with values 0-5 and one with 1-3 twice. The active player chooses if he rolls one 0-5, two 0-5 or the double 1-3. He moves his pawn the corresponding number of slots and decides if he wants to stop there or if he pays the value of the slot either to the bank or to the owner of the slot and rolls again to advance. When all players are parked on a slot, the player on the highest value receives from each player the difference between his slot and that of the other player. Players on their own slots pay nothing. The player on the highest value can buy the slot. Whoever buys his sixth disk wins the game immediately.
This is in response to Bob's review: This game is great fun if you look at it like some kind of Vegas game. Sure, it's mostly luck, but it's also fun with alot of tension on the outcome of each die roll. If you are looking for high strategy, stay away. But if you want alot of fun and a game for your non-gamer friends & family, this game is great
This is quite a fun game to play and almost gets four stars! Like Sid Sackson's classic, Can't Stop, this is all about rolling dice and deciding when it's a good idea to press your luck. While the Can't Stop system is very straightforward, easy to understand, and easy to handicap, the Nur Peanuts! system is somewhat giddily complex! There are three dice--one of which only goes up to three, the other two with numbers from 0 to 5--and you may or may not have to pay cash, and it may be to another player or it may be to the bank, if you decide to roll again. The spot you land on may be extremely good or extremely bad, or somewhere in between, and if it's good, it's possible somebody else will land there and bump you off. It's all rather complicated! But, then, once you figure out the way it works, it's all very simple, and you can get down to the fun of deciding when you want to stand pat and when you want to press your luck.
For our tastes, the game is best with five players. Six is good, too, but with five players there is one 'drone' on the board which moves at random after everybody has settled on a spot and just might bump somebody off their chosen location--which may or may not be a good thing for the person being bumped. This is the kind of game that benefits from just that much additional randomness. There's strategy, sure, but first and foremost there is dice-rolling, and if dice-rolling couldn't trump strategy now and then, well, we'd all be playing chess and [page scan/se=0599/sf=category/fi=stockall.asc/ml=20]Go instead, wouldn't we?
With fewer than five players, there are two drones on the board, and this is a little too much of a good thing. But the other reason we don't care for the game as much with fewer than five is the victory conditions. The game can end in one of two ways: 1) Somebody owns five spots on the board, they win. 2) Somebody goes bankrupt, whoever has the most cash at that moment wins.
Generally, we much prefer the game to end with a bankruptcy, as it is faster and more fun that way. Of course, a win by ownership is fine now and then, too, if everybody is playing a closely contested game. But it does take longer, and there's a tendency for two players to be fighting it out for the win while the rest of the table is out of the running. With five or six players, a bankruptcy will almost always end the game. With three or four, you're probably going to end the game by ownerships. With two, you should really be playing something else. This game is just dumb for two.
So that's why 3 stars instead of 4: some plays of the game are better than others, and the game just doesn't work the same with different numbers of players.
When it DOES work, though, it is plenty of fun and runs around 20-25 minutes, and that is a very unusual statement to be able to make about a game for five or six. So, if you've got that number and need to fill half an hour with laughs now and then, I really recommend this one highly.
This is a lousy game that I got when on sale at Funagain. Choice limited to dice roll and to stay on a number or not. We flogged through one 4-player game of going round and round through the WHEEL gameboard, and decided it was a loser. This could be personal taste, but if you like lucky rolling as the central theme - go for it. Otherwise beware. Only posting to warn others.
I received this new Goldsieber game as a gift from a friend. I had heard absolutely nothing about it and, based on initial appearances and a reading of the rules, I was not impressed. By all appearances it was a 'roll the dice and move' game with some 'push your luck' elements thrown in. I was expecting the worst, but just had to give it a try.
Sometimes expectations play a huge role in one's ultimate experiences or opinions. For instance, I was (and still am) tremendously disappointed in Reiner Knizia's Afrika -- due in large part to my expectations. I was expecting and anticipating a deep, strategy-laden game set on the dark, mysterious continent of Africa. What I got was a very light, family oriented game with minimal decisions. Had I been expecting such a game, my opinion quite likely would be higher.
The opposite occurred with Nur Peanuts. I was expecting a luck-laden game with few interesting choices or decisions. I expected to dislike it and trade it immediately. Instead, what I discovered was a fun, 'push-your-luck' game that contains some interesting choices and strategies. Our group has had a blast playing it and this fun has not worn off in over a half-dozen subsequent playings with both my gaming group and outside friends. Certainly, this game is much better than what I was expecting.
The game is designed by Heinz Meister and released by Goldsieber in one of their smaller, more conventional sized boxes. The board contains an oval track consisting of 24 spaces, each space containing a value from $100 - $2,400 which is marked with a corresponding token. This track has 3 lanes, one each for 'starting', 'moving' and 'parking'. Players each begin the game with $9,700 (why not $10,000, I have no idea!). Since 17 of these bills are received in $100 denominations, it does take a while to count and distribute all this starting cash.
To begin the game, players take turns purchasing two properties, one property at a time. The corresponding value tokens are placed in front of their owners. The player's pawn is placed on the 'starting' lane on the final property he purchases.
On a player's turn, he rolls one or more dice and moves his pawn the corresponding number of spaces. The dice, however, are numbered a bit differently than normal dice. The two white dice are each numbered 0-5, while the lone black die is numbered 1, 1, 2, 2, 3 and 3. A player must decide which die or dice he will roll on his turn. He may roll: a) 1 Black die; b) 1 White die; or c) 2 White dice
After a player has selected and rolled the die or dice of his choice, he moves his pawn to the center lane and moves the corresponding number of spaces. He may then either roll again or end his turn by moving his pawn to the inner 'park' lane. There are a number of caveats, however: 1. If a player opts to roll again, he must pay the value of the space he landed upon to the owner of that property. If no one owns the property, he pays the corresponding amount to the bank. If the player himself owns the property, he doesn't pay anything. 2. If a player rolled a zero on one of the dice he rolled, he gets a 'free ride' and doesn't have to pay to re-roll. He can still park his pawn if he desires. 3. If a player opts to park his pawn and there is already another player parked on that space, that opponent's piece is dislodged and moved back to the start lane. That player will take move again when his turn comes around.
So, just what are you trying to accomplish? Well, once all players have moved and parked their pawns, the player whose pawn rests on the highest valued space will be paid by everyone else. The amount of payment is the difference between this space and the space upon which each opponent's pawn rests. So, if Jim is on the highest space for the round, say $2,300, and I'm on a $1,800 space, I must pay Jim $500. There's an additional bonus if the player who is on the highest location also owns that location -- everyone must pay double their amount owed! Once everyone pays this fortunate player, that player may purchase one additional property of his choice. Play then continues until the game ends, which can occur in one of three ways: 1. One player possesses six properties. That player wins. Cash or property values do not factor into this determination. 2. One player goes bankrupt. The game ends and the player with the most cash is victorious. Again, property values have no relevance. 3. If playing with less than 6 players, neutral stones are used. If the one of the neutral stones is the highest player, it purchases a property, which goes to the bank. If the bank ultimately possesses 6 properties (an unlikely event), the game ends and the player with the most cash wins.
Easy rules, yet the game is filled with some interesting choices. Clearly, each player is attempting to end his turn on the highest valued property. However, the choice to keep rolling can be quite agonizing as, unless you rolled a zero or landed on your own property, you must pay someone (a player or the bank) in order to keep moving. You find yourself constantly performing mathematics as you juggle the numbers to determine whether it is worth paying now, paying later or going for broke and trying to reach the highest spot. Eventually, greed hits everyone and it is often heard, "What the heck! I'm going for it!" Usually, but not always, this results in even more money being expended, with lots of hooting and laughter being heard.
Purchasing property is also a critical decision. The lower valued properties seem very appealing as they cost less and players are far less likely to park their piece on those locations. So, the owners of these properties tend to be paid often, but not in great quantity each time. On the other hand, the high valued properties are usually destinations and often result in being the highest location containing a pawn on a round. If you are on your own property and are the highest for that round, the payout from your opponents is doubled! Nice! So, which do you buy?
There's another factor that I also consider. The properties surrounding the highest valued properties ($2,400, $2,300 and $2,200) tend to be landed on frequently, as every player is shooting to land and park on these properties. Playing the odds, this means that many of those players will fall just short or slightly over-shoot these spaces. Thus, these surrounding spaces are landed on quite frequently, usually resulting in payouts as those players often roll again in an attempt to land on the high valued location. I usually try to purchase these surrounding properties and have done quite well with them.
No, the decisions to be made aren't as deep as you might find in games such as Euphrat & Tigris, Die Macher, Princes of Florence or other 'deep' games. Still, they are significant. But much more important, the game is fun. Players get caught up in the action and the 'get to the rich spot' mentality. Success is only a die roll away and you often get caught up in this gambling fever. Of course, the taunting and pressuring of the players makes this all the more enjoyable. My good friend Mark Jackson believes the game is the perfect bridge between Monopoly and German style games. He may well be correct. Certainly, this is one game where my expectations and ultimate opinion have been on opposite ends of the spectrum -- for the better!