Friday, August 26, 2011

Board Games - Phase 10 - The Board Game

As so often in the history of the games, a game is born from a simple idea which involves normal playing cards or a couple of dice, generations of one or two cards and/or an element of a previous game. Practices such as these have given us the Mau Mau variant Uno, the game announcer stitch wizard or Liar's Dice. Johnson took the classic Rummy, built the concept in 10 fixed stages and managed to build an exciting card game for pretty much all ages from the traditional seniors home game.

Now, Phase 10 is not only extremely successful, but has also extended to the hilt. Then the board game suddenly made the inevitable impression of an adaptation of the old game in 2010. A year has passed and the publisher needs a new extension or variant (players of The Settlers of Catan, Carcassonne or Bohnanza will know what this is about). But curiosity prevails against suspicion, so here is what the board game can do:

The game

The game objective has remained the same as that of the original one: in each round, you have to make combinations of 10 cards with a series of numbers, sets of numbers or cards of the same color. Each player has 10 cards with numbers ranging from 1 to 12 on the board and there are no special cards or jokers in the first round.

Now in the classic card game, a card was pulled from the draw pile which was designed to accommodate the final hand of cards and then the player had to cast off a card. As expected, there was a moment of this game when the board game was transversely rotated once by the mixer:

There is a circuit on the table. When it is a player's turn, he rolls two dice and moves his character further on the plan according to the value of the two dice. In a doubles game, the player must either add the value of a cube or move according to the two dice.

Depending on which card the player pulls, he now has several options:

+1/+2/+3: The player draws one, two or three cards, either from the reunion or from the discard pile.

Discard pile: The player may choose a discard pile and a map of the genome.

Joker: The player takes the top card from the draw pile and uses it for back-up. This card is a wild card.

+1 to +4: The player takes either two, three or four cards from one pile and takes one more card from the draw pile.

Demand: The player may demand a certain number. The first player who notices that he is holding this card in his card must give it.

Starting field: The player may bet on any empty space.

After the player has scored, he may interpret the required combination and/or create the rest of his hole cards in his or her opponent's series. He then places a card on the discard pile and it is the next player's turn.

The player who uses all the cards wins the round. He rises the bar to a stake inflicted by two fields (= phases) and all the others who have completed their phase also go further by 1. All players who have not succeeded may keep five cards in hand for the next round.

The player who reaches the goal phase first is the winner.

Conclusion

Very nice, very nice: Instead of the classic game, Phase 10 is a more complicated or stricter game, the author of which preferred to remain anonymous. The result: You can transform your hand of cards better - of course, you are still cube-dependent, but luck is simply not enough when it comes to a game like Phase 10. The most positive innovation (which can also be easily transferred onto cards) is that the players who have not managed to move on to the next stage may keep 5 cards in hand. This is a simple idea that probably many games of this kind have adopted.

All in all, this is a very good option, even though this is not the favorite game of many players. However, preferences are not to be discussed.

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