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Win the heart of the princess!
Designed by: Seiji Kanai
Published By: Alderac Entertainment Group (2012)
Players: 2 – 4
Time: 20 min
Unearthed by: Celeste
Celeste found this game while sitting at Ed’s gaming table playing some loooong board game, her eyes were drawn to the little love letter box buried amid the hundreds of games on the shelves. She would often pull it down open it and look at the pretty art wondering how it was played with such a small simple looking deck. Hearing nothing but good things about the game from everyone she asked, she wanted to finally see if the hype was true.
The player who gets the most love letters to the princess gets permission to court her and wins the game. In order to get love letters to the princess you must find a messenger to carry the letters and you must stop the other players messengers from getting to her. You do this by drawing cards, Each card you draw has a potential messenger on it such as a handmaid or a priest. Each messenger card has a number and a special ability. You play one card each turn and you use it to try to knock out the other players cards. The last player with a messenger card still in play wins round thus getting his letter to the princess. The player with the most letters to the princess by the end of all rounds wins the game.
A partnership climbing card game.
Designed by: Urs Hostettler
Published By: Fata Morgana Spiele (1991)
Edition Played: Rio Grande Games (1998)
Players: 4 (variants 3-10)
Time: 30 – 90 min
Ages: 13 +
Unearthed by: Ed
Ed first saw this game at a con and played it with his friends. He brought it to the WGF table as they are all fans of card games, especially partnership games like Bridge.
The object is to rid yourself of your hand, preferably while scoring points. It’s played with a “normal” deck (4 suits – Jade, Swords, Pagodas, Stars; ranked 2 though Ace) but adds four special cards – Dragon, Phoenix, Hound, and Mah Jong.
The lead determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a sequence of seven cards is led, then only sequences of seven cards may be played. On your turn, you may either beat the current top card combination or pass. When 3 players pass in turn order, the last one to play wins the trick and leads the next one.
The first player out wins the round. The last player out in a round gives all the cards he won to the winner, and the last player’s unplayed cards are handed to their opponents. Each round, players may call “Tichu” prior to playing their first card, which is a 100-point bid that you will go out first this round; a “Grand Tichu” is a 200-point bid after looking at only your first eight cards.
So Sue Me!
Sue your friends. Take their stuff.
Published By: New York Game Factory, LLC (2004)
Players: 2 – 6
Unearthed by: Joe
Joe unexpectedly found this game in his game closet. He brought this game to the table because, as an attorney, he felt a duty to the public to try and spread the misery of litigation.
This game looks complex at first glance; each of your turns can go one of four ways — two consequences for spinning the wheel, two different decks to draw from if you want to take a card. But in the end it’s all about money. You get properties just by landing on them, with no purchase price! The catch is that the properties that net you the greatest income also expose you to the greatest liability.