Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
In Dealt!, first released as Krass Kariert (Checkered Combos), you don't necessarily win by going out first, but at least you don't lose the game. To start, each player receives three life tokens and two reserve cards at random, which they place face up in front of themselves. Th...
Players
3-5
Time
?-?
Age
10+
Weight
1.42
Rating
7.07
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
dealt! offers a high level of variability with its gameboard and expansions, allowing for different experiences each time it is played. The game also provides deep strategic possibilities and adapts well to different player counts. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, dealt! has a strong replayability score of 7.9.
The final luck score for Dealt! is 5.67. The game has a balanced mix of luck and strategy, with random elements having a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. Overall, the game outcome is influenced by both luck and player strategy.
Overview
In Dealt!, first released as Krass Kariert (Checkered Combos), you don't necessarily win by going out first, but at least you don't lose the game. To start, each player receives three life tokens and two reserve cards at random, which they place face up in front of themselves. They then receive a hand of cards, the order of which they cannot change. The start player for a round leads by playing a combination of up to three cards, and these cards must be next to one another in that player's hand. A player can lay down a single card, a pair, a triple, or a run of two or three consecutive cards. Each player in turn must beat the combination, with a pair being beaten by a higher pair or a triple. If you cannot or will not play, you instead pick up one of your reserve cards, placing it where you choose within your hand. If you have no more reserve cards, then you must discard a life token. Once each player has played or passed, whoever played the highest combination wins that round and begins the next round. If a player must discard a life token but has none, this player loses the game and everyone else wins.
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