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Caramba

Un jeu de société de Haim Shafir
Éditeur: AMIGO Spiel + Freizeit GmbH
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Caramba
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Descriptif Descriptif
You want to grab the game figures in Caramba, but they can be grabbed away from you again if you're not quick enough to end the round. Each player has five special dice that show black on three sides, blue on two, and red on one. At the start of each round, black, blue and red tokens are placed in the middle of the playing area, then everyone starts rolling their dice, rerolling whenever and whichever dice they desire. When they've met the goal — presumably having all of the dice the same color — they can grab that token from the center of the table or from whoever currently holds it. The rounds ends only after all tokens have been claimed and when someone knocks three times on the table. Whoever holds the black token advances their cube one space on the scoring track, while the blue and red tokens advance a cube two and three spaces respectively. Whoever circles the scoring track first wins!
Informations supplémentaires Informations supplémentaires
Mécanique: Lancer les dés
Catégories: Dés
Noms alternatifs:
BARCODE: ?????????
Dans la collection 1__PH_1__ Cela a été vu 2946__PH_1__ fois
Descriptif Descriptif
You want to grab the game figures in Caramba, but they can be grabbed away from you again if you're not quick enough to end the round. Each player has five special dice that show black on three sides, blue on two, and red on one. At the start of each round, black, blue and red tokens are placed in the middle of the playing area, then everyone starts rolling their dice, rerolling whenever and whichever dice they desire. When they've met the goal — presumably having all of the dice the same color — they can grab that token from the center of the table or from whoever currently holds it. The rounds ends only after all tokens have been claimed and when someone knocks three times on the table. Whoever holds the black token advances their cube one space on the scoring track, while the blue and red tokens advance a cube two and three spaces respectively. Whoever circles the scoring track first wins!
Informations supplémentaires Informations supplémentaires
Mécanique: Lancer les dés
Catégories: Dés
Noms alternatifs:
BARCODE: ?????????
Dans la collection 1__PH_1__ Cela a été vu 2946__PH_1__ fois