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| Playing Time | Alphanumeric | Game Type | Manufacturer | No. Players | Author | Reduced Items | Age |
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Like a Chameleon, a player may change his colour many times during the game. However, players who change colours too often will not do well and may even earn minus points for doing so. This means, that a player must wait for the proper time and place to make the change, but do it before his opponents do.Contents:
|By||Oridyne||From||Staffs in United Kingdom|
This is another simple little card game that is extremely fun to play and quick.
|By||Loughborough Gamer||From||Leics in UK|
|A pretty light, fun filler card game. The cards are really nice and I like the set collection aspect and the place the cards so as not to benefit your neighbour bit - a bit like San Marco in that respect.
It's one that I think children will enjoy when they get to about aged 8 and above. Also one to play with friends who aren't so keen on games, but are brave enough to try something quick and fun.
|By||deemac||From||Warwicks. in UK|
|COLORETTO This is a set-collecting card game. As the name might suggest the sets are colours. The playing deck comprises: nine cards of each of seven colours and jokers, all beautifully illustrated with a chameleon theme entirely appropriate to what is a purely abstract game, and bonus point cards worth two points each. The rest of the deck is made up of score and row marker cards. At the start of the game as many column marker cards as there are players are placed in the centre of the table. You are given a score card for reference and are dealt a single colour card to start your collection. The remainder of the colour and joker cards plus the bonus cards are shuffled and comprise the face-down draw pile, with the last round marker placed above the last fifteen cards. Play then proceeds clock-wise in a series of rounds of variable length according to how they are played out. On your turn you must either take a card from the draw pile and place it by one of the marker cards to form a column of face-up cards or collect one of the row marker cards and the one, two or three cards in its column. When a column contains the marker card plus three colour,bonus or joker cards in any combination, it may not be added to. Your dilemma is therefore whether to pick up a column, thus ending your participation in the current round, or to draw and lay a new card. Given the subtle twist in the scoring, herein lies the tension. Sets increase in value in accordance with what I believe is known as a triangular series of numbers i.e.: 1 card gives 1 = 1 point; 2 cards give 1+2 = 3 points; 3 cards give 1+2+3 = 6 points; etc., but, and this is the crunch, you can only score positively with three colours. Additional colour sets in your collection score in the same way but as negative points. The choice of whether to cut and run on a round is not therefore easy. Do you risk a draw and maybe do someone else a favour, particularly the player to your left, or decide that what is on offer is the best you are likely to get this round and take a column? What other people are collecting is also very important to your play and offers the delicious possibility of leaving them with a load of rubbish they do not want. Like a chameleon you can change your colours as often as you feel it necessary to do so, but watch out for those negative points, something the chameleon does not have to worry about! A final complication is that the game end has an element of unpredictability and can even be forced to some extent. Also, when the last round marker card is turned up, only in a five- player game is there even the possibility that all cards will come into play. Remember that a column can hold a maximum of three scoring cards, but may be collected when holding one, two or three cards. In a three-player game for example any round, including the last will comprise between three and nine player actions. Therefore even if the maximum of nine cards is laid, this leaves six cards: colours, bonus or jokers in the deck. Your last action is to allocate your jokers to a colour and calculate the sum of your positive and negative scores. Bonus points are simply added to the total. Surprise, surprise, highest score wins. This a simple but elegant game with just the right amount of tension in the decision-making. These qualities coupled with the very attractive presentation and short playing time make it a perfect “filler”.|
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8 to adult
Spirit Games (Est. 1984) - Supplying role playing games (RPG), wargames rules, miniatures and scenery, new and traditional board and card games for the last 29 years
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