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Dtc box art

Dtc

Players

2-6

Time

?-?

Age

7+

Weight

1.33

Rating

6.16

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The game dtc has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is not a strong emphasis on cooperation in the game.

Replay value

The game dtc has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may not be the easiest game to learn, it offers a fresh and engaging experience each time it is played.

Luck profile

DTC has a moderate level of luck involved in the game. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with neither element dominating. Overall, DTC offers a good balance between luck and player agency.

Overview

The goal of the game is to take the least amount of cards. On your turn, you look at your hand of six cards and you choose and say as many cards as you want of one number (truthful or not!) and you place them facedown in front of the player to your left (and then you draw back up to 6 cards). That player now has two options: to accept your offer or to call you on your bluff and reject your offer. 1. Accept: If they choose to accept your offer, they add the facedown cards to their hand. It's now their turn and they must now bid higher (meaning, more cards or the same number of cards of a higher number). 2. Reject: If they choose to reject your offer, the offered cards are revealed and if the cards match the active player's offer, the offered player must add the cards to their stack of facedown cards in front of them. If the cards don't match, then the active player must place the cards in the facedown stack in front of them, instead. Either way, the offered player becomes the new active player and they must make an offer to the player to their left. The game continues until the deck is exhausted and one last bluff is called. Players now add any remaining cards in their hand to the stack in front of them and the player with the least amount of cards wins!

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Credits

Designers

1
Reiner Knizia

Artists

1
Julien Le Faucheur

Publishers

1
Ferti