Asymmetry (2017)
Temps de jeu: 15
Age min.: 8
Joueurs: 2
Editeur: Runnaman Games, (Self-Published)
Concepteurs: Chase Estep
Artistes: Chase Estep
Mécaniques: Set Collection, Hand Management
Age min.: 8
Joueurs: 2
Editeur: Runnaman Games, (Self-Published)
Concepteurs: Chase Estep
Artistes: Chase Estep
Mécaniques: Set Collection, Hand Management
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In this 2-player game, players use the cards in their hand to manipulate a function that allows players to trade in their colored cubes for more/different colored cubes in order to complete the goals set out at the beginning of the game. Once a player completes 2 of the 3 goals available, they win!
RULES:
To start the game, shuffle the 5 goal cards and randomly draw 3 of them. Those will be the goals for this game. The other 2 cards can be returned to the box.
Take the 1 Red cube "left" card and the 2 Yellow cubes "right" card from the deck and place them on the table. This is the starting function. Shuffle the rest of the cards and deal three to each player. Then give each player 3 red cubes. The player who was most recently in a math class will go second.
Turns:
Each turn, the current player MUST do the following things
- Play only one card to either side of the equation.
- Perform the equation if they have the cubes on the left side to trade for the cubes on the right side from the supply. If they do not have the necessary cubes, they MUST take 1 red cube from the supply.
- Draw one card from the draw pile.
(Play passes to the next player)
As soon as a player meets the requirements for one of the goals, the MUST trade those cubes into the supply and take that goal card. The first player to complete 2 of the 3 goal cards wins the game.
If the draw pile is exhausted, take the top two equation cards off and leave them on the table. Then you can shuffle the remaining cards to reform the draw pile.
If using the function causes a player to trade for a resource that has been exhausted, they do not get that resource and they do not take a red cube.
RULES:
To start the game, shuffle the 5 goal cards and randomly draw 3 of them. Those will be the goals for this game. The other 2 cards can be returned to the box.
Take the 1 Red cube "left" card and the 2 Yellow cubes "right" card from the deck and place them on the table. This is the starting function. Shuffle the rest of the cards and deal three to each player. Then give each player 3 red cubes. The player who was most recently in a math class will go second.
Turns:
Each turn, the current player MUST do the following things
- Play only one card to either side of the equation.
- Perform the equation if they have the cubes on the left side to trade for the cubes on the right side from the supply. If they do not have the necessary cubes, they MUST take 1 red cube from the supply.
- Draw one card from the draw pile.
(Play passes to the next player)
As soon as a player meets the requirements for one of the goals, the MUST trade those cubes into the supply and take that goal card. The first player to complete 2 of the 3 goal cards wins the game.
If the draw pile is exhausted, take the top two equation cards off and leave them on the table. Then you can shuffle the remaining cards to reform the draw pile.
If using the function causes a player to trade for a resource that has been exhausted, they do not get that resource and they do not take a red cube.
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ag.gameitem.lastUpdated: 2025-04-23 18:39:25.845