After a valid roll the player can deliberately stop her/his turn and "cash in" the sum of points achieved so far and only then add them to the list towards the points target. If the roll yields a result the player must set all dice that are worth something, and if all six dice are "spent" this way, the player receives a fresh full hand of six dice and may continue. The dice roll MUST yield a valuable result to be valid if a dice roil yields NO countable result at all, the player's turn ends and all points from that turn are lost. Triplets like "2-2-2" are worth 100 times the pips they are based on, except for. These depend on single dice results and/or combinations with a value: All dice are rolled, and with every roll the player has to set aside at least a single die or a die combination with a value.
You only need six dice, and the objective is to be the first player to break a set point barrier (typically 10.000, a slip of paper and a pen are recommended as extra).Players take turns, youngest begins. If you are inclined to Lovecraftian horror then Lovecraft Letters might be an option, too - and IMHO an improved evolution of the already good basic game.Īs an addendum/bonus, a dice game I remember from my time at school which ran under the German handle "Sche!sse". Love Letters is IMHO cool, because it is SO simple - even though itr is more fun with the expansion for 5-6 players. The price of the games is around 10-20$ each.īandino/Bandida are simple but entertaining card games These are all easy to teach (up to 15 min), easy to play games (usually 30-60 min), which I would bring to a group which is interested in light boardgames. Each round the number of cards in your hand increments from one, so more and more cards of the deck are in play and you have to adjust your tactics accordingly. You score points if you are right and lose points for over or under performing. Wizard : Trick taking game with the twist, that you have to announce beforehand how many tricks you will take. Take 5 : You play numbered cards in sequential order into one of four rows, while trying to avoid to play the sixth card of a row, because you will collect these cards as negative points. So, you try to negotiate advantageous deals to drop beans from your hand while screwing over the other players so they have to sell their fields early. The catch is, that you have to play the cards in your hand in order.
Railroad Ink : Kind of similar to Cartographers, but you roll dice instead of drawing cards and try to connect rail lines.īohnanza : You try to score as many points as possible by collecting different kind of beans on your fields and sell them at the right time. Pretty easy to grasp, can get super strategic. There are some monster cards where another player will have to draw a monster feature on your map to disrupt your game plan and score negative points. Certain combinations of features score points, e.i. r/tabletopgamedesign - Designer's subredditĬartographers : Each player get's a map and has to draw in features according to cards drawn.