Showing posts with label cards. Show all posts
Showing posts with label cards. Show all posts

Honor of the Samurai Review

Honor of the Samurai
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During the 16th century, Japan was immersed in its bloody Sengoku period, an anarchic time of warfare and intrigue between daimyos, powerful warlords roughly the equivalent of European barons.
In Honor of the Samurai, players are samurai warriors, each supporting a daimyo and striving to accumulate the most honor. Following a trend of recent years toward cards rather than a game table, actions in the game are resolved through disposition of cards on the table, strategic use of cards in hand, and periodic rolls of the dice.
"The Card Game of Intrigue, Honor and Shame" is the subtitle of the game, and aptly summarizes its action. While striving to acquire the most honor, players are constantly faced with the temptation to use dishonorable means, such as assassination, theft, or firearms. Success depends on a careful balance between honorable and dishonorable actions.
Game components include 110 cards, six custom dice, and a succinct rule book. The illustrations on the cards are beautifully rendered, depicting such things as daimyos, wives, armies, ancestors' weapons, and house guards. They are also on a heavy, laminated stock, helping to ensure that the game will hold up for a long time.
The standard-shaped dice (six-sided) are marked with the actual symbols of Japanese noble houses, each of which conforms to a different number. These are easily recognizable, e.g., the symbol for "1" is a red circle, for "2" a pair of parallel wavy lines, for "5" a five-sided lotus flower.
Play moves quickly, with a single turn rarely taking more than a few minutes. An entire game can be played in an hour or so, and the number of honor points needed to win the game can be reduced, shortening the length of play.
Fortunes can change quickly in Honor of the Samurai. In one turn a player can declare his daimyo to be shogun, overall warlord of Japan, and in the next that shogun will be deposed, slain in battle or dispatched by a ninja assassin. Then the title of shogun passes to the victor, or remains in contention.
Gamewright rates Honor of the Samurai as being suitable for ages 10 to adult. Indeed, after a few turns of play a reasonably clever child 10 or older can master the rudiments of the game and will enjoy intriguing with the best of them. Children and adults will also learn about the rich, violent history that is elegantly infused into the rules, and summarized in a brief section at the end.
Honor of the Samurai delivers on all its promises, and is destined to join the ranks of the best fast-paced strategy games.
--Michael J. Varhola for Skirmisher Online Gaming Magazine

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Ultra Pro Tough Tournament Case Review

Ultra Pro Tough Tournament Case
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regardless of what you may hear, this case has a very very thin layer of steel surrounding its exterior. the hinges are in fact very strong, i have dropped mine quite a few times and it never opened up on me to spill all my cards out. It is currently holding 2 of my favorite decks (each is about 60-70 cards in sleeves)
overall i see no problems with this item. must have for card collectors/players!

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Ultra Pro Tough Tournament Case (Steel) - Premium Card box - Deck Box - Deck Protector

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Mille Bornes Tin Review

Mille Bornes Tin
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Game is as fun as i remember as a kid.
Great gift took a long time to find.

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Mille Bornes Collectible Car Tin Winning MovesThis stylish "racing car" package contains all of the game's components and doubles as a card tray during play. The 110 cards feature the charming artwork of the original 1962 game

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Power Barons Review

Power Barons
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My mother purchased this board game from a thrift store for me when I was a kid. It looked interesting with a map of the world and lots of cards, but unfortunately it included no instructions. We wrote to Milton Bradley for a manual, and one was promptly sent.
After playing the game for years afterward, I have fond memories. I thought it to be as interesting at age 9 as I did at sixteen, and if I had the game today I don't anticipate not liking it. It's a good game for four people and doesn't take more than an hour to play.

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A challenging game of international rivalry!

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BICYCLE CLEAR PLASTIC PLAYING CARDS Review

BICYCLE CLEAR PLASTIC PLAYING CARDS
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These cards are GREAT. If one gets a chip, the company will send a replacement card with no charge.

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This poker-sized deck of clear plastic Bicycle Playing Cards is made of transparent plastic for a unique new way to play your favorite card games! The backs feature a Bicycle design that keeps your cards private from your opponents. These cards come in a clear plastic storage case and are available only in blue spaded backs.

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Nautical Chessmen Review

Nautical Chessmen
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This is a fun game. I'm on my third set. (Don't think the game is too delicate. One time I ruined it by getting some cards stuck in some sticky stuff at Denny's, and the second set I misplaced.)
Like most my favorite card games, it's a breeze to learn. Every day, twelve "nobles" are lined up. In turns, players play an action card and then collect the noble at the front of the line. After three days, the player with the most prestigious collection of heads wins the game.
Action cards are played to alter the point value of cards in your score pile or change the order of the line. And many nobles have special game effects when collected. There's also innocent nobles who are worth negative points if you collect them. In other words, there's a heck of a lot of strategy going on, and the game plays fast enough that it's never boring. Everyone I've ever played this game with has enjoyed it.
A nice bonus is the quality of the cards, both in durability and artwork presentation. The cartoonish illustrations have a lot of life to them.

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Ahoy mate! The Sea Captain/mermaid/ship mates capture the essence of a nautical adventure. A perfect set of chessmen for playing aboard a yacht or sail boat. A wonderful addition to a vacation home or for anyone who dreams of a voyage on the sea.

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Bohnanza Fan Edition Review

Bohnanza Fan Edition
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I've gotten so used to playing with friends' copies of the original Bohnanza game that when I saw this one, with all of the card art replaced with fan-submitted bean portraits, I jumped at the chance to get a copy of my own. This set is really colorful and fun (albeit some of the bean art is really, really bizarre and occasionally gross), but I have two complaints - one, the names of the beans aren't written anywhere on the card, there's just a tiny portrait in one top corner to help figure out which cards go with which suites. This is fine for players who are very familiar with the game and know the bean varieties by heart, but not so great for using with new players. Second, the total number of each kind of bean has been omitted from the cards as well, which makes it much harder to figure out if the beans you're using are rare or common. I ended up correcting both problems with a black marker, but I wasn't happy that I had to write on the cards to make them usable.

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Each player plants beans in 2 or 3 fields and tries to sell them as profitably as possible. When selling beans, a player earns more gold for more beans of the same variety. The goal of the game is it to earn the most gold planting, harvesting, and selling beans. Without careful planning, players may be forced to harvest and sell their beans before they are ready and at lower prices than they hoped. In fact, sometimes a harvest brings no gold at difference in this version from the original is that all the bean pictures are different and were supplied by fans of the game from around the world.

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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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Fish & Ships Booster Pack (1) Munchkin Booty Review

Fish and Ships Booster Pack (1) Munchkin Booty
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I wish I had known that I was purchasing a tiny little pack of cards. It comes in a little package like trading cards. Once I paid for shipping it was around $8. Not worth the money in my opinion. It's nice to have a few extra monster, but I would have paid the $4 in a store instead of another $4 to ship it to me.

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SJG4204 Fish & Ships Booster Pack (1) Munchkin Booty by Steve Jackson Games Munchkin Booty introduced two new mechanics to the Munchkin line: Ships and Sharks. Both were very popular - there is a reason the first expansion is called Jump the Shark! - so this new booster plays off both of them. With two new Sharks and six new Ships (plus two new Ship Enhancers), and John Kovalics art, this set will be a hit with all Munchkin pirates, no matter what flag they fly. Fish and Ships is neither collectible nor randomized, every pack is the same as every other. This is a supplement, not a stand-alone game.

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Alhambra - The Vizor's Favor Review

Alhambra - The Vizor's Favor
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This game is a great family game. It may not be good for younger children. But if you are able to think through and strategize it is great. Moves at a quick pace, even for the deep thinkers.

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Game Description: This expansion contains four different modules, which can be combined individually or all together with the basic game. The Favor of the Vizier allows players to take a turn out of order. The Exchange office contains cards which allow buildings to be purchased using 2 different currencies. The Bonus Cards include secret tiles which can be revealed to count as an additional building of the type shown. The Building Huts has extra tiles which can be built as an additional action choice (in addition to buying and placing buildings, rearranging ones Alhambra, and taking money) and which count as 0-3 of a given building type, depending on adjacent tiles.

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Cape Horn Review

Cape Horn
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For those who don't spend their time concerning themselves with international board game affairs, Rio Grande Games is a company who basically searches out some of the very best strategic board games around the globe, brings them to the United States, translates them into English then unleashes their addictive tendencies to a whole new unsuspecting civilization.
Keeping that in mind, Cape Horn is exactly one such game, written by Thorsten Gimmler. Made originally in Germany by a company called KOSMOS back in 1999, Rio Grande brought the game to North America shortly thereafter and has released subsequent reissues in the years that followed. Compared to some of their more popular titles, Cape Horn isn't quite as readily available or easy to locate. The object of the game, in its very simplest terms, is to be the first to sail your clipper ship into San Francisco.
The game's theme is derived from those crazy days before the Panama Canal connected the Atlantic with the Pacific and the fastest way to ship goods from New York to California was to navigate a wind-driven ship all the way around South America then back up the other side! Fortunately the game deals only with the stretch of wild ocean surrounding South America's southern most tip, Cape Horn.
While marketed as a race, the truth is that winning Cape Horn has everything to do with strategy over speed or endurance. After picking out a colored clipper ship to be theirs for the game, each player is allotted (three at first but a maximum of 6 at-a-time) wind tiles that provide both a direction and a number of spaces. The tiles are then laid down adjacent to each other so that a route for the ships can be followed. The trouble with creating an efficient route is that everyone will try to take it. The strategy is as much keeping your opponents off your tail as it is trying to be the first to cross the finish line. Interestingly, there are actually two ways to win, one being simply collecting three tokens from each of the nine nautical stations on the board. The other is collecting two of the tokens then hightailing it toward the finish line.
I'll be honest; it took a few rounds to iron out the rough spots for my friends and I after following the instructions. Once in your grasp, the game is quite intuitive and requires very little forethought to get into but prepare to find the flow of things a little bit cobby initially.
Games last between 45 and 60 minutes initially but plan on reducing that time to about 35-40 minutes after a dozen or so times through. While a majority of Rio Grande's games earn an age recommendation between 8 and 10 years, Cape Horn is one of few that recommend only children 12 & up give it a go. I imagine this is again due to the initially complex mechanics. Once an adult's mastered the flow of things, I don't suspect children between the ages of 8 and 11 couldn't pick it up after watching a few rounds.
Another oddity for Rio Grande is that the minimal number of players is 3 (maximum 5), which means couples can't enjoy this one when nobody else is around. However despite the slightly steep initial learning curve and the fact that at least three players are required to have a round, Cape Horn is a pretty solid strategic game with emphasis on looking ahead. Truly this is one of the most balanced games (between advancing yourself and trying to keep everyone else from advancing) that I've ever played. It's one of those "anybody can win at any given time" titles that keep everyone involved on their toes. If you enjoy well-plotted strategy and don't mind getting beaten pretty frequently when you were sure you had the edge over everyone else at the table Cape Horn won't disappoint.


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Before the opening of the Panama Canal, ships sailed from the east coast to the west coast of North or South America via Cape Horn. They held races from New York to San Francisco for those daring enough to test their skills against the elements. Now players can relive those races in this game. Movement is governed by placing wind tiles along the route. Players can place tiles to either help themselves or hinder their opponents. The first player who passes three different nautical stations or pass es two stations and the finish line wins the race and the game. May the winds always be at your back!

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Bang Dodge City Expansion Review

Bang Dodge City Expansion
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This is a fun card game for both children and adults. You need to pay just enough attention to make it engaging, but the luck involved evens the playing field nicely.
My 26 year old son is a great fan and can get a group of his pals playing and having a great time.

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Unknown gunmen stalk the city. Try to keep away from them... and for security's sake be sure to wear a metal plate! The second expansion for BANG! (BANG is required to play the game) Features new characters and cards allowing for play by 3 or 8 players. FUN!

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2 Decks Red Bicycle Canasta with Points Playing Cards Review

2 Decks Red Bicycle Canasta with Points Playing Cards
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Was hesitant about buying these because the description didn't indicate whether the cards had the point values,which I needed, but I took a chance. Cards DO show point values, small enough to not be a distraction to players who don't need them. Very nice, slick, finish on the cards, with just the right amount of flexibility. (Previously purchased the Caliente "Winning Moves" brand -- stiff and poorly finished. Really disliked them.) Hope this helps!

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Canasta - a Rummy game with a Latin beat - excites with its wild cards and high scoring hands. Canasta ("basket" in Spanish") became the favorite card game of millions of North Americans when it arrived from South America with the Samba and Bossa Nova. Today, Canasta is still a big hit with players of all ages and skill levels. This set includes 2 special Canasta decks. Rules are not included but avaiable on Bicycle website. What makes these cards special? Highlights on wild cards, and point values printed on the card face. Great idea, great game, great fun.

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Monopoly the Card Game Review

Monopoly the Card Game
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This is a great alternative to the full Monopoly game. Importantly, this game can go quickly; it does not need the hours needed to play the full board game. Because it only takes 5 to 10 hands for one player to accumulate the $10,000 it takes to win, this is viable for those (eg, children) with short attention spans. Even more importantly, because this version of the game does not need a board, it is an appropriate alternative for travel situations where you simply don't have space or care to carry the entire board with you.
PLAYING THE GAME. The deck of cards has a full set of individual properties that you can trade or discard after the initial deal. Although you don't roll dice, you can obtain additional cards and properties by drawing new cards as part of your turn -- or you can pick up the discards from your oppononents. There is no concept of 'rent', but the special cards (chance cards, the house/hotel cards, and the 'token' cards) allow you to accumulate the points that you need to accelerate your earnings to the $10,000 winning hand.
There is strategy involved with the game -- particularly around the deciaion of when you want to lay down your cards and managing the discard strategy. This makes it a reasonable thinking/educational game. We've played a few times as a complete family and have found that our 8 1/2 year old can generally think through the consequences well enough to be reasonable successful any given hand. I would question whether this is appropriate for any kids younger than that even though this is rated as being appropriate for 7 and up.

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A new twist on the classic game, you get the fast-paced, strategic fun of Monopoly in this card game. Includes deck of 60 cards, pad of money, card tray and rules. For 2-6 players.

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Pokemon Rummy Card Game with Special Clip-on Carry Case Review

Pokemon Rummy Card Game with Special Clip-on Carry Case
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This is a great game. You get all 52 regular suits, except there are different pokemon on each one! The jokers have Ash, Misty, Brock and Team Rocket on them as well. There are instructions for playing rummy and it's even educational, too! My 3 year old is learning how to read based on these cards! It's even more of a blast listening to him pronounce the different pokemon! I highly recommend this to everyone, and the price here just can't be beat! I bought mine in a grocery store and it was at least $1 more in price!

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Rook Review

Rook
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A classic game of cards has been around for over 100 years, since Parker Brothers first introduced in 1905. As the story goes, it was a Southern regional game and replaced poker games in the bible belt for religious people. The rules are included in the nice storage box. The rules allow to set up a game for 2, 3, 5 or 6 players or for 2 teams of 2 players each. the 56 cards in 4 color schemes are really nice, themed to the game. The goal is to capture as many point cards as you can. The 2 black bird cards as wild cards. The game is related to many other popular games where you can "bid", "trump" and "Trick-take", it has bits from Hearts, Pinochle, Spades, Whist and Bridge, but easier to learn than Bridge. A very addictive game that can be played for hours and hours. Great for rainy days and cabins.


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CHOCKING HAZARD - CONTAINS SMALL PARTS - NOT FOR CHILDREN UNDER 3

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Wizard White UltraPro Mini Deck Sleeves (750/bx) Review

Wizard White UltraPro Mini Deck Sleeves (750/bx)
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When I got the sleeves, I quickly slipped
these on and was quite pleased. These aren't
like the old ultra-pro sleeves I used to own
that had a slippery back and sometimes stick
together. These sleeves have a textured back
and can be easily handled. Lastly, these sleeves
are the perfect fit for my Yu-Gi-Oh cards. For
about $3, I think its worth it after looking at
other sleeve's prices.

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Wizard WhiteUltraPro Deck Sleeves (750/bx)

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