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Clubs

Un jeu de société de Dominic Crapuchettes
Éditeur: Huch & Friends
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Clubs
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Pochettes de cartes dans ce jeu Pochettes de cartes dans ce jeu
66 cartes de 63.0mm de largeur et 89.0mm de hauteur
2x (50 Pièces) Mayday: 50 Bustine Premium Standard (63,5 x 88 mm) (MDG7077)
Disponible
1x (100 Pièces) 100 Bustine Protettive Dragon Shield - Misura Standard - Trasparente
Pour commander
1x (100 Pièces) 100 Bustine Ultra-Pro: Standard Pro-Fit (64x89 mm) (82712)
Quelques exemplaires
1x (100 Pièces) Mayday: 100 Bustine Custom per Police Precinct (63.5 x 92 mm) (MDG7128)
Disponible
Descriptif Descriptif
Clubs is a card game about taking calculated risks. The goal is very simple: win as many club cards as possible - that's the only suit that scores points. The lower the club card you take, the more points you could win. But there's a catch: The last player to go out for the round does not score ANY points. So players who get too greedy might pick up a pile of clubs, but end up with 0 points for the round! First there was Hearts, then there was Spades, and now North Star Games is bringing you Clubs. The suit of clubs finally gets some respect! How to Play Clubs is a climbing game similar to Tichu, Haggis, Big Two and The Great Dalmuti. It can be played with 2 - 6 players in less 30 minutes. There are two ways to earn points in Clubs: Play all your cards as quickly as possible each round. Win tricks with clubs in them. To play a round, deal out 10 cards to each player. Players may call Double or Nothing anytime before playing their first card. The player to the left of the dealer leads with a Trick-Type. Legal Trick-Types include any singleton, pair, 3-of-a-kind, 4-of-a-kind, or any run of 2 or more cards. Players can either pass or follow with a similar hand of higher rank. When all of the players have passed consecutively, the pile is taken by the person who played last. That player leads with a Trick-Type of their choice. Players score bonus points for playing all of their cards each round. A 6-player game has all of the following Bonus Cards: 12 bonus points + points for clubs 10 bonus points + points for clubs 8 bonus points + points for clubs 5 bonus points + points for clubs 2 bonus points + points for clubs 0 bonus points. Do not score points for clubs The last player out for the round does not get bonus points and does not receive points for any clubs he may have taken. The points for clubs varies from 5 points (for the 1 of clubs) to 1 point (for the 10-15 of clubs). The first player to 50 points wins the game.
Informations supplémentaires Informations supplémentaires
Mécanique: Appuyez sur votre chance Reconnaissance de formes
Catégories: Jeux de cartes
Noms alternatifs: Clubs Crazy Clubs Clubs Crazy Clubs Trefle
BARCODE: 892884000708
Cela a été vu 2956__PH_1__ fois
Descriptif Descriptif
Clubs is a card game about taking calculated risks. The goal is very simple: win as many club cards as possible - that's the only suit that scores points. The lower the club card you take, the more points you could win. But there's a catch: The last player to go out for the round does not score ANY points. So players who get too greedy might pick up a pile of clubs, but end up with 0 points for the round! First there was Hearts, then there was Spades, and now North Star Games is bringing you Clubs. The suit of clubs finally gets some respect! How to Play Clubs is a climbing game similar to Tichu, Haggis, Big Two and The Great Dalmuti. It can be played with 2 - 6 players in less 30 minutes. There are two ways to earn points in Clubs: Play all your cards as quickly as possible each round. Win tricks with clubs in them. To play a round, deal out 10 cards to each player. Players may call Double or Nothing anytime before playing their first card. The player to the left of the dealer leads with a Trick-Type. Legal Trick-Types include any singleton, pair, 3-of-a-kind, 4-of-a-kind, or any run of 2 or more cards. Players can either pass or follow with a similar hand of higher rank. When all of the players have passed consecutively, the pile is taken by the person who played last. That player leads with a Trick-Type of their choice. Players score bonus points for playing all of their cards each round. A 6-player game has all of the following Bonus Cards: 12 bonus points + points for clubs 10 bonus points + points for clubs 8 bonus points + points for clubs 5 bonus points + points for clubs 2 bonus points + points for clubs 0 bonus points. Do not score points for clubs The last player out for the round does not get bonus points and does not receive points for any clubs he may have taken. The points for clubs varies from 5 points (for the 1 of clubs) to 1 point (for the 10-15 of clubs). The first player to 50 points wins the game.
Pochettes de cartes dans ce jeu Pochettes de cartes dans ce jeu
66 cartes de 63.0mm de largeur et 89.0mm de hauteur
2x (50 Pièces) Mayday: 50 Bustine Premium Standard (63,5 x 88 mm) (MDG7077)
Disponible
1x (100 Pièces) 100 Bustine Protettive Dragon Shield - Misura Standard - Trasparente
Pour commander
1x (100 Pièces) 100 Bustine Ultra-Pro: Standard Pro-Fit (64x89 mm) (82712)
Quelques exemplaires
1x (100 Pièces) Mayday: 100 Bustine Custom per Police Precinct (63.5 x 92 mm) (MDG7128)
Disponible
Informations supplémentaires Informations supplémentaires
Mécanique: Appuyez sur votre chance Reconnaissance de formes
Catégories: Jeux de cartes
Noms alternatifs: Clubs Crazy Clubs Clubs Crazy Clubs Trefle
BARCODE: 892884000708
Cela a été vu 2956__PH_1__ fois