Table feel
Moderate level of direct confrontation and strategic depth, with high interaction frequency and low emphasis on cooperation.
Players
?-?
Time
3-20
Age
5+
Weight
?
Rating
6.47
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct confrontation and strategic depth, with high interaction frequency and low emphasis on cooperation.
The game has a high replayability score, offering a great degree of variability, strategic depth, and scalability, while still being relatively easy to learn.
The game ????? (junkie) has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions, luck still plays a significant role. The game relies on a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of chance and skill.
????? is a trick-taking game for 3p. There are 25 cards: 1-24 (with either dark or white chocolate) and a score card. 8 cards are dealt to each player. At each trick, the second highest players wins the trick and leads next trick. After 8 tricks are played, the players score based on the difference of the collected dark and white chocolate. The game ends at a round when a player gets more than 8 points. The player who scored more than 8 dies, and the surviving player who has the highest score wins. If there is a tie, the player who is loudest wins. — user summary 3 Players only. Trick taking game. 24 cards. Deel 8 cards at players random. 8 trick / 1 round. Who plays middle number of 3 cards takes the trick. For each round, difference number of "BLACK chocolate and WHITE chocolate" add your happiness point. ex) Black *4, White *2 = add 2 point any round later, When who happiness point over 8, he is dead. Among alive players most happiness point is won. — description from the publisher
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