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(Each player receives 15 cards as his hand at the beginning of a turn and must predict how many and what color tricks he will obtain. Penalty points for each trick predicted but not taken and taken but not predicted. The Saboteur seeks to disrupt the play of the others.)
 
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The Prediction
After the cards are dealt and sorted the player to the left of the dealer begins.  Each must either make a trick prediction or take the Saboteur (the Saboteur can only be taken by at most one player). A prediction is made by taking a token in the color of each trick to be taken (the color of the suit led, or red for a trumped trick).  White tokens (wild): If a player wants to take a token that is no longer available, they may take it from a previous bidder--and replace the previous bidder's token with a white one.  
After the cards are dealt and sorted the player to the left of the dealer begins.  Each must either make a trick prediction or take the Saboteur(The Saboteur can only be taken by at most one player.)   


Saboteur: Instead of making a trick prediction and taking seals, a player can choose the Saboteur.  The task of the Saboteur is to make the game run poorly for as many players as possible so that they cannot get rid of their seals or even have to take black penalty seals.  The Saboteur never gets any seals, no matter how he plays and what tricks he takesThe Saboteur gets 4 penalty points (maximum) and possibly less at the end of a round.  More about this under "Course of Play" and "Scoring the Round".
Saboteur: Instead of making a trick prediction, a player can choose the Saboteur.  The task of the Saboteur is to make the game run poorly for as many players as possible so that they cannot get rid of their tokens or even have to take black penalty tokens.  The Saboteur is rewarded for other players' penalties.   


White tokens (wild): If a player wants to take a token that is no longer available, they may take it from a previous bidder--replacing that token with a white one.   
Red is always trump.  After winning a trick, winner turns in a token of the trick's color (suit led, or may instead choose red if trick taken by trump)If winner doesn't have an appropriate token, they can either turn in a white token or receive a black penalty token (3 points).   


Course of Play
The Saboteur plays the same as any other player, but never gets tokens.   
Red is always trump.  After winning a trick, winner turns in a token of the trick's color (suit led, or may instead choose red if trick taken by trump)If winner doesn't have an appropriate token, they can either turn in a white token or receive a black penalty token (3 points).


The Saboteur plays the same as any other player, but he never gets tokens. 
End-of-round: Each player who has no tokens receives 0 points.   
 
Scoring the Round
The first round ends as soon as all 15 cards are played. Each player who has no seals before himself receives 0 points.  It doesn’t get any better than that!


Each colored token (red, yellow, green, blue, violet) counts 2 penalty points while each black counts 3.  Each white token counts 4.
Each colored token (red, yellow, green, blue, violet) counts 2 penalty points while each black counts 3.  Each white token counts 4.


The Saboteur gets 4 penalty points, less 1 point for each black seal that another player took--but never less than zero.   
The Saboteur gets 4 penalty points, less 1 point for each black token that another player took--but never less than zero.   


Play one hand per player.  Fewest points wins.
Play one hand per player.  Fewest points wins.
Notes
More than six black tokens cannot be assigned in a round.  Later penalties are not accrued.
A player does not necessarily have to take many red seals if he possesses many trump.
A player should try to take the Saboteur whenever he possesses very few or no cards in one or more colors.  Each time, if he does not have to lead, he can throw off or take a trick to miraculously thwart the plans of the other players.  (In a three player game the Saboteur can be very lucrative, so it costs 5 penalty points to take it in a 3-player game.)

Latest revision as of 23:40, 4 December 2024

After the cards are dealt and sorted the player to the left of the dealer begins. Each must either make a trick prediction or take the Saboteur (the Saboteur can only be taken by at most one player). A prediction is made by taking a token in the color of each trick to be taken (the color of the suit led, or red for a trumped trick). White tokens (wild): If a player wants to take a token that is no longer available, they may take it from a previous bidder--and replace the previous bidder's token with a white one.

Saboteur: Instead of making a trick prediction, a player can choose the Saboteur. The task of the Saboteur is to make the game run poorly for as many players as possible so that they cannot get rid of their tokens or even have to take black penalty tokens. The Saboteur is rewarded for other players' penalties.

Red is always trump. After winning a trick, winner turns in a token of the trick's color (suit led, or may instead choose red if trick taken by trump). If winner doesn't have an appropriate token, they can either turn in a white token or receive a black penalty token (3 points).

The Saboteur plays the same as any other player, but never gets tokens.

End-of-round: Each player who has no tokens receives 0 points.

Each colored token (red, yellow, green, blue, violet) counts 2 penalty points while each black counts 3. Each white token counts 4.

The Saboteur gets 4 penalty points, less 1 point for each black token that another player took--but never less than zero.

Play one hand per player. Fewest points wins.