Showing posts with label card. Show all posts
Showing posts with label card. Show all posts

100 Count Red Deck Protector Sleeves Review

100 Count Red Deck Protector Sleeves
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I was really excited to get Ultra Pro sleeves, because I think they look sharp. I play a lot of CCG's, so there's always a need around my house for them.
When they arrived, I immediately put some of my naked decks into them, and the first thing I noticed is how slippery they are. Holding a standard 60-card deck by the top and bottom card, the middle of the deck came sliding out and cards went everywhere! So that's annoying, but not a deal breaker.
The deal breaker was when I went to shuffle the deck - not with a bridge, but edge-to-edge - and the corners of the open end tore open on a couple cards! My FIRST time shuffling the deck! I've used the sleeves with pictures on them before, and I've never seen them tear like that!
Very disappointing. Only buy these sleeves if you're looking for something cheap (in both senses of the word).

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Magic the Gathering Classic Sixth Edition Two Players Starter Deck Review

Magic the Gathering Classic Sixth Edition Two Players Starter Deck
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The cards are great. They came on time and they where in perfect condition. The package had not bean tuched and the decks where great! The box consist of two decks each forty cards. I believe that one deck is white and green, and the other is black red and blue. Together the decks make a wonderful rainbow deck as long as you tweak it a little.

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The Classic Sixth Edition game has everything you need to step up to advanced-level Magic play. Players familiar with starter-level products will find new strategies and play options in the Classic game. You can play these decks right out of the box or combine them with other Magic: The Gathering cards.

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Magic the Gathering - Seventh Edition Review

Magic the Gathering - Seventh Edition
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I'm going to say this straight off: the Bomber deck is arguably THE best (next to Way Wild) deck for the Seventh Edition set. Not only does it have a wide array of great and sneakilish cards; such as Ancestral Memories, (rare), Daring Apprentice, (rare), Air Elemental, Merfolk Looter, and of course the lovable Wind Drake and Counterspell, but it does a good job of introducing new players of Magic to many important aspects of the game. Also, some of the cards in Bomber (i.e., Ancestral Memories and Merfolk Looter) work surprisingly well with the new Odyssey block's (Odyssey, Torment and Judgment sets) mechanics, Threshold, Flashback, and Madness.
This 40 card deck, complete with TWO rares and a randomly inserted foil land is well worth its value ... and should be strongly considered being added to anyone's collection.

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Magic the Gathering - Seventh Edition

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Magic the Gathering - Mirrodin Tournament Deck Pack Review

Magic the Gathering - Mirrodin Tournament Deck Pack
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I was $5 away from free shipping so I added this pack. Its pretty nice because Mirrodin has so many cards that are still playable today (2010). They don't make sealed deck tournament packs now, instead opting to use 6 booster packs, but if you can get your hands on old ones like this for cheap, they can be worth it. Google "mirrodin spoiler" for a list of cards you could get.

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Magic the Gathering - Mirrodin Tournament Deck Pack

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Flash Duel: Deluxe Review

Flash Duel: Deluxe
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Flash Duel - Review
I just picked up and played my first few games of Flash Duel. It was a lot of fun. The following is some of my commentary/review on the game.
Summary of Gameplay
So the game is designed for two players. It is played typically with three character cards per player, a common deck, and a board that numbers eighteen spaces in a row. The common deck consists of 5 sets of the numbers 1-5, for a total of 25 cards, five of each number. Players put their pawns on either end of the board, then draw five cards from the common deck.
Gameplay proceeds in turns. On your turn you can choose to do one of four actions: move, push, attack, or dashing strike. If you move, play a card out of your hand and move that many spaces forward or backward. You can push if you're in the space adjacent to your opponent, you may play a card to push them the number of spaces equal to the value of the card.
Alternately you can attack. If you have a number card that is the exact distance between you and your opponent, you may play it as an attack. If you have a pair of numbers, or 3 of a kind, you can play them for a stronger attack. If your opponent doesn't block, they lose the round. And lastly you can dashing strike. If you dash strike, first you discard a card to move that amount, then another one to attack if it is the distance between you and your opponent (using pairs or 3 of a kinds to strength it). Your opponent must either block or retreat from a dashing strike.
So say you're the subject of an attack. If you don't block, you lose the round. To block, you must play the same card and the same amount of cards as the attack. So if the attacker played a 3, you need to play a 3 to block. If they played three 1s, then you need to play three 1s to block, otherwise you lose the round.
If you're the subject of a dashing strike, you can block just like an attack. But if you can't block, you have the option of retreating. If you retreat, you discard a card to move backward that many spaces. Also if you retreat, you're forced to skip your next turn (but not your draw phase).
Game totals best 3 out of 5 rounds.
The game is simple enough. When you add character abilities, it heightens the complexity enough to be rather interesting. Each character has a different style and some characters aren't necessarily balanced against each other without the use of strategy.
So next I'll review various parts of the game. Note this review is of the Deluxe version of the game, not the standard.
Box & Container
The box that comes with the deluxe version is nice. I am a fan of wood and the laser cut logo is a nice touch. My biggest issue with the box is actually its design as container. The top doesn't have any type of grove system so it comes off very easily, which is an issue if I decide to travel with the game or set it on its side as all the contents will spill out. As is I'm going to have to look into some kind of ribbon or tying mechanism for keeping the lid on.
The insert inside the box is also of good quality but I think the shape picked was opposite what it should have been. The insert is a squared sin wave; One sheet of paper folded in the center to create a depression so the cards fit nicely in the center of the box. The sides are the right height the board piece on top and still let the lid fit on the box. Extra pieces are kept in a little bag under the insert.
This works well for the cards but the issue I have is with the pieces/tokens that are stored under the insert. They are somewhat difficult to remove from the box due to the way the insert is cut. I think the insert would have worked better if it was a single hump in the center (like a cosine wave). Then you could keep your cards on one side, and your tokens on the other. Or alternately store your character cards on one side, your deck on the other, and put your tokens under the center rise.
A discussion with the game creator on his forums revealed that he may look into this idea for a future printing.
Pieces & Parts
The quality of the tokens are very good. No complaints here. I use the round wood tokens meant for keeping track of how many rounds you've won to also call heads or tales to figure out who goes first in the first round
The real piece of worth in the deluxe version is the board. I love the board and its color use. The deluxe version board is two wooden pieces that fit together well. You can find a pictures of the board from the deluxe version on this product page, look to the standard version for pictures of the card-based board for comparison.
The deluxe version of the board is very colorful and very sturdy. My version had some slight warping that I imagine will come out with use.
If I had asked for one improvement I might have asked for numbers along both sides of the board. Perhaps with the other set in a different color. The numbers can be used to do quick distance calculations in your head without having to rely upon eye counting. So having a count from the other side might have made it easier on those of us who can't do quick mental math in with the higher numbers or prefer to add numbers rather than subtract.
Cards
The cards are of decent quality. I was actually surprised at how small a 25 card deck is. The art is colorful and it was masterfully reused. I studied the art for awhile, seeing how color and patterns were used to make each character card feel unique without requiring a lot of custom art.
The number cards have so many different ways to determine they're value, at first I was a little boggled as to if they the different parts of the number hard had different meanings. I theorized that the arrow length at the top of the cards was an actual measurement you could lay against the board to determine how far your character moved or could attack. Not so much but we thought it was a neat idea. As it stands I think the number cards could actually be as language independent in their value as they could be.
Rulebook
Rules were one page and very nicely laid out with one exception. After reading through setup and having the board art separate that from the rest of the rules, my eyes wanted to move on to the action definitions rather than the turn definition. For a second I though the turn structure/order had been left out of the rules since it almost seems to appear in its own "side box" which my eyes have been trained to ignore until I've read the main text. A minor complaint.
One other thing I felt was missing was a credits section. Particularly who had done the art, layout, and card design for the game. Posting to the forums of the designer revealed that with the exception of the actual character art, this was a complete one man job. Which is impressive.
The rules also lack a version number, which is not a big deal except when one goes to the forums to try and determine if there is any errata. At the time of writing this review, the game creator assured me that the printed rules were the "final" version.
Gameplay
Gameplay is the real shining part of this game. The rule book mentions that is it based off a game called En Garde by Reiner Knizia's. It is nice to see game designers giving credit for their inspiration. I have no played En Garde so I can't compare it but Flash Duel is a lot of fun.
The game is very quick once you get the rules down. My first time playing we knocked out rules explanation and 6 games in under 2 hours, which was enough to try out half the characters. My opponent and I randomly choose characters and pitted them against each other, after playing one character-less round.
The strategy of the game comes mostly from attempting to determine your opponent's hand, determining how to use your character's powers, and determining how to use your hand. The game mechanics very much seem to simulate a fast pace first to hit spar.
About the only drawback is that the game is limited to 2 players. Which means it won't be a common pickup game at a board gaming night except for perhaps when you're waiting for your friends to arrive.
Theme & Setting
The game actually has a theme. It is set in the Fantasy Strike universe, which seems to be a setting specifically for Sirlin Games used across all their games. Since Flesh Duel appears to be the first of their fighting games that I am able to determine, this is our introduction to the world.
For those who have played fighting video games, the peek at the world we get through the characters and their abilities will be familiar. Mystic martial artists. Anthropomorphic animal fighters. Modern setting with fantastic elements. I expect the world will be expanded when we see more games set in the world like the upcoming Yomi.
Who would like it and when would you play it?
Fans of fighting games definitely would like this card game. People who want a quick game that takes only 10 or so minuets to grasp and 10-15 minuets to play a round will be ecstatic. Losing isn't a big deal in this game since the game plays so quickly. I could see this being an easy game to break out while you're waiting on a friend or two to arrive for a gaming night. It being limited to 2 players though is kind of a drag though. But the simplicity of the game almost invites house rules and interesting variants including tournament play.
Worth
The deluxe version is selling for $45 on Amazon. The standard version is selling for $16. I'm not sure if the game is worth $45 and while I haven't seen the standard version. That being said the use of the wooden board and its color and numbers makes me feel like I wasn't...Read more›

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This Deluxe versioncomes in a wooden box with wooden pieces and board.Flash Duel is a simple, fast card game that simulates a duel between two Fantasy Strike characters. There are 10 characters to choose from (all included), each with 3 different special abilities. Landing just one hit wins a round, and a game is best 3 out of 5 rounds. Games take only a few minutes to play. The duel takes place along an 18-space linear track. Players draw from a common deck of 25 of numbered cards (five copies of each number 1 through 5), and use these cards to move, attack, dashing strike, block, and push. Each character's special ability cards add a new dimension to the base gameplay, and create 45 different character matchups. Flash Duel was designed and balanced by David Sirlin, the multiplayer balancer of Street Fighter HD Remix, Puzzle Fighter HD Remix, Kongai, Yomi, and Puzzle Strike. The core gameplay was inspired by Reiner Knizia's game En Garde.Deluxe Contents:*Wooden box with logos laser engraved*55 cards*Two-piece wooden board*Two wooden pawns*Five win-tokens with logo laser engraved*Full color rulesheet

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Yomi: Complete First Edition Review

Yomi: Complete First Edition
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Yomi is a fighting game, and uses the same ten characters that Puzzle Strike does. They're both set in the Fantasy Strike universe. Yomi: The Complete First Edition primarily consists of ten 54-card decks. The decks have poker numbers and suits, and can each be used as a standard poker deck, including jokers. Perhaps the first thing you would notice about this game is the art. The art is fantastic, and will remind you somewhat of the Street Fighter franchise. Each deck has about 15 excellent pieces of art, plus a unique card back for each character. The game play is pretty simple. Each player selects a card, that will either be a Throw, Block, Dodge or Attack. You reveal them and compare: Attack beats Throw, Throw beats Block/Dodge, Block/Dodge beats Attack. Sort os a Rock-Paper-Scissors thing. Once you determine the winner of the reveal phase, you can potentially play other cards to combo. You then subtract damage and go to the next round. Okay, there's more than that; I'm simplifying. But as with Puzzle Strike, each of the 10 characters feels different and has their own powers. This game is worth checking out.


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Yomi: Fighting Card Game is a simple competitive card game that simulates a battle between two characters. Each deck in Yomi represents one character and can also be used as a regular deck of playing cards with beautiful artwork.

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Station Master Review

Station Master
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First played at Gen Con 2010, all my friends fell in love with this game instantly. It's a quick learn, very intuitive, you basically bid on trains carrying freight, passengers, etc. The value of the train can be changed to the better or worse, train unions are made, so players can assist each other or rival each other and attempt to devalue your trains which makes the game a little more aggressive than similar card games. A lot of fun, easy to learn, great price, plus if you like a competitive game with a bit of a ruthless streak, this game is a must own. Highly recommended by adult gamers who compete in conventions, other favorites include Dominion, Race for the Galaxy, Grand Master, Citadels, San Juan, poker, and other competitive card games.

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With the rising of a new dawn, another busy day at the Station begins. Harried passengers hustle about, looking for their trains. Behind the scenes the engineers and workers rush to connect carriages to engines. It would all be a fine mess if there wasn't someone to oversee everything. If there was no Station Master! Can you be that Station Master? Can you balance the needs of your passengers with the carriages you have available? You will have to compete with your opponents to direct passengers to the proper trains while choosing the best place to assign your carriages. There are many unexpected things that can happen at the Station, so be prepared for anything! Will you be the Station Master who can most cleverly steer your passengers to the most advantageous trains? The only way to find out is to play a quick-paced game of Station Master! This family card game is for 2-6 players, ages 8 and up. It takes about 45 minutes to play. Measures 1.75"L x 8"W x 1.75"H.

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Disney Princess Game Pack Princess Bingo Princes Tic Tac Toe/Checkers & Princess Card Game Review

Disney Princess Game Pack Princess Bingo Princes Tic Tac Toe/Checkers and Princess Card Game
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This is a 3 in 1 game set with a Disney Princss theme. Included in the package are Checkers, Bingo and an Old Maid/Go Fish Card Game set. Each game is wrapped separately and can be stored in it's respective box.
The game boards and pieces are all cardboard, so not as durable as soem of the more expensive games, but if your kids are not too hard on the pieces, they will hold up pretty well.
Overall, I recommend this game set for kids aged 4-6 or so. We've spent hours playing the various games and they continue to hold up as favorites. The manufacturer also makes a similar game set with a spiderman theme that is just as fun. I found these for around $5, and that seems like a reasonable price.

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Dominion Big Box 2010 Amazon Exclusive Review

Dominion Big Box 2010 Amazon Exclusive
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There are lots of great reviews of Dominion and the Dominion: Alchemy and Dominion: Prosperity expansions under the individual listings, so I'm going to focus on the unique aspects of this particular item to add some info that isn't in the product listing.
Since Amazon just shows pictures of the individual sets right now in the Big Box listing, I was surprised that the Big Box is actually a single large box, roughly 19"x12"x4". The regular Dominion boxes are roughly 12"x12"x3". The appearance of the Big Box cover is somewhat dull compared to the individual set boxes. Inside, the cards fit vertically instead of horizontally, which is why the box is taller than the regular boxes. If you use the included card label inserts (complete with font errors and a typo on Laboratory), the basic treasure and victory cards are mixed in with the Prosperity cards, and there are no slots for the included Envoy and Black Market cards. I can't imagine using the playing mat, which is simply an overly large mat with printed spaces for the treasure and victory cards and for trash.
If you don't want to rebox your Dominion cards into something more compact, this box will save a little space and a little money over buying the individual boxes.

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Magic the Gathering MTG Darksteel Booster Pack Review

Magic the Gathering MTG Darksteel Booster Pack
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Seems like the perfect gift for a 12 year old boy. Much better than video games since at least, there appears to be some math and strategy involved with this card game.

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Explore the new Darksteel set, where artifacts forged from the mysterious darksteel metal are indestuctable and modular creatures make you pay dearly if they're destroyed. The Magic Darksteel booster pack contains 15 additional cards for the Magic: the Gathering card game.

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Hold Em-Opoly Monopoly Board Game Review

Hold Em-Opoly Monopoly Board Game
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This is an interesting twist to put together. It's fun, and easy for someone to learn poker with as well. Each property is a pair of poker hands (ie - 2 of clubs and 3 of spades, all the way around the board to 2 Aces in the place of Boardwalk).
At certain points of the game, you have the opportunity to play a game of Hold'Em. In the middle of the board are 3 piles of cards. The first pile represents the 1st face card flipped in Hold'Em, the second pile represents the 2nd & 3rd face cards flipped in Hold'Em, and the final pile are the final 2 cards on the table. What I didn't like, was the limited number of cards in these 3 piles. We ended up going through these piles a couple of times, and you kind of start having an idea of what's coming...wish we had larger piles...
Otherwise, it's long to play, like Monopoly, but I will probably play it 1 or more time (with different people cause I don't think the first group would sit thru it again!) and probably never see it for a long time.

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Here's the game that combines skill and luck in two favorite pastimes. Traditional board game fun plus the excitement of no-limit Texas Hold'Em.� It's challenging and easy to play.� Put your best hand forward or bluff your way around the board. Collect online sites and build toward the big tournament in the Casino.� Players wager in an actual Hold'Em setting and risk their chips as well as their property cards.� It's a sure bet to be high stakes fun - Are you all in?

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webelieve2, interfaith board game Review

webelieve2, interfaith board game
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I'm the Executive Director of the largest Interfaith Council in Southern California called the South Coast Interfaith Council. In the summer of 2010 we used this game as a part of our Interfaith Cafes. It was incredibly well received and people loved playing it! The game really allows everyone to get to know one another and their thoughts and beliefs. I would highly recommend it to others; a fantastic product!

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Game Board (18"x18") tri-foldSix game tokens50 each "explore" & "connect" cardsSpinnerInstruction card

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1 (One) Ultra-PRO Solid Color Deck Box: RED (Holds 80 Cards) Review

1 (One) Ultra-PRO Solid Color Deck Box: RED (Holds 80 Cards)
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I purchased this deck box to hold one of my yugioh decks. For the price, it is not a bad purchase.

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1 (One) Ultra-PRO Solid Color Deck Box: RED (Holds 80 Cards) ......Ultra-PRO Solid Color Deck Box holds up to 80 cards. Great storage for your favorite CCG or TCG game. Magic, Pokemon, YuGiOh! and More!

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Fundex Games Chicago Cubs Mlb Uno Review

Fundex Games Chicago Cubs Mlb Uno
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My mother celebrated her 81st birthday this year. There are two things which are very special to her...the grandchildren and the Chicago Cubs. For her birthday, the grandchildren were flown home for a visit, AND I bought her the Chicago Cubs Uno game. The three of them spent more hours than they could even count playing Uno when the "kids" were actually just that,kids. Now that they are 21 and 20, having something to do at Gramma's house is sometimes a challenge. HOWEVER....The Cubs Uno game was the ticket. Brought back fond memories for all. For all you die hard cub fans, grandparents, or just someone who loves to play card games....this is a winner!

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UNO customized for Chicago Cubs fans. Includes an exclusive card. Comes in a detailed deluxe collector's tin. For 2-10 players ages 7 years and up.

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The Great Dalmuti Review

The Great Dalmuti
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This is a family and party-friendly card game based on medieval class structure...when life wasn't fair (is it now?). We enjoy playing it as a family: children aged 14, 13, 11, and 6. They all like it.
Each round of the game takes a short time to play, but you can play as many or as few rounds as you like. There is no score to keep, and there is no time limit. Who knows, you may be lucky enough to start out as the Greater or Lesser Dalmuti (royalty) who collect taxes (the best cards) from the Greater and Lesser Peons (in which case you won't be so lucky).
Game play is as follows. When you get ready to start playing each player is assigned a seat based on the card they draw from the deck: the person who draws the strongest card gets to start at the Great Dalmuti to the person who draws the weakest card and who starts as the Greater Peon. Once seated, the cards return to the deck, the cards are shuffled and dealt by the Greater Peon. The Greater Dalmuti then calls for taxes (the best cards from the peons), and play commences. The goal of each round is to get rid of your cards as quickly as possible. The person who goes out first during a round gets to be the Greater Dalmuti for the next round. The last person to go out is the Greater Peon. This goes on as long as you want to play. Oh, watch out for the occasional revolution - when a person is dealt two jesters they can declare a revolution...a way to level the playing field making it easier to dethrown a Dalmuti.
We have additional fun while playing this game by role-playing the social status you have each round. As the Great Dalmuti you can be either benevolent or oppressive. As a peon you can be submissive or defiant. And the merchants can try to schmooze with royaly. We also enjoy having friends over to play. We play a round, then while the new Greater Peon shuffles and deals, the rest of us hit the snack table. Anyway, it's a grand game.
The English language version of this game was out of print for at least a few years, and you could get copies only at on-line auction sites like e-bay. During those lean years an English language copy of the Great Dalmuti in good condition could run as much as $50/game, and I had to replace my lost English copy with an affordable German language copy. I'm extremely pleased to see that Hasbro has brought the English language version of this Wizards of the Coast classic back to the shelves!
I have been a Great Dalmuti player for nearly 10 years, and I look forward to many more years of good times with the Great Dalmuti.
This is definitely a 5-star game. If you don't have a copy, you NEED one! Christmas is coming.

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A light card game where players gain status by going out first. The deck is dealt out to all players and the object is to get rid of your cards as fast as possible. The hand begins with one person playing one or more card to the center of the table. The cards played must all be of the same rank (although Jesters are wild, and may be played with any other cards). Each player in turn must now either play the same number of cards of a better rank, or pass. Play continues around the table until everyone has passed; at that point, the cards are cleared and whoever played the last set of cards leads the next round. When a player gets rid of the last of his cards, he makes a mental note of who went out before him for the next round. After everyone has gone out, the players are ranked. The person who first got rid of all his cards becomes The Great Dalmuti. Seat positions change and the cards are re-dealt.

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Nertz Card Game Review

Nertz Card Game
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I first learned to play Nertz from my dutch reformed friends. We would have great competitions. I then taught it to a bunch of my college buddies (realize this is many many moons ago) and it has become a favorite of theirs. I warn you...fun and addictive are the two words that really describe this game! You'll play over and over again!

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The game is played with two Nertz decks by opposing teams of one or two people. The object of Nertz is to score 100 points as quickly as possible in as few hands as necessary. While playing cards from their own deck to a team play area, each team is continually trying to move their cards to a common scoring area FIRST. Play is furious and collisions frequently happen in the common scoring area. Each team is frantically trying to be the first to end the hand with a loud and proud NERTZ! by eliminating the 13 cards in their Nertz pile.We promise you will have a great time with friends and family, but we guarantee Nertz will drive you NUTS!

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Fill or Bust Great Card and Dice Game Review

Fill or Bust Great Card and Dice Game
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This is such a fun, simple game. We played it with our kids. The wife and I play it when we are bored. We play it with our church flock group for game night.
It is a simple dice game: you roll 6 dice, take out the dice or combos that make for points, then choose to keep rolling with the remaining dice and risk those points or stop and retain the points. Sometimes the cards give you no choice, other times they add an incentive to take the risk and use up all the dice for bounus points.
Besides a deck of cards, this is the best value in the game world. You will not easily tire of this game, and it only takes a few minutes for friends to catch on and join you.

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FILL OR BUST is a great family game that any number can play.Compact packaging makes it easy to take along when camping or traveling.FILL OR BUST will test your luck and strategy.You can play for half-an-hour or half-a-day.Team play, tournament play and optional rules are included.FILL OR BUST contains 6 dice & 54 draw cards, plus instructions for playing.FAST FUN & EXCITEMENT for two or more players.Bowman Games #2222

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