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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.