くみこ と かつひさ (Kumiko and Katsuhisa) (2015)
Temps de jeu: 20
Age min.: 10
Joueurs: 2
Editeur: Yokkaichi Indoor Union (四日市インドア同盟)
Concepteurs: M. Aoki (A(四日市))
Artistes: Inconnu
Mécaniques: Trick-taking
Age min.: 10
Joueurs: 2
Editeur: Yokkaichi Indoor Union (四日市インドア同盟)
Concepteurs: M. Aoki (A(四日市))
Artistes: Inconnu
Mécaniques: Trick-taking
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くみこ と かつひさ (Kumiko and Katsuhisa) is a trick-taking game for two players. One player takes on the role of Katsuhisa, a businessman who grew a large company, and his daughter, Kumiko, whom he left the management decisions to when he grew older. However, Kumiko thought her father's ideas were not for the modern times and changed many company policies, which made Katsuhisa furious. Through their roles and Chairman and President, the two set the stage for a proxy fight at the next shareholders' meeting.
The game takes place over several rounds as each player tries to woo the shareholder for the round, such as the institutional investors or the employee stock ownership plan, over to their side.
Each shareholder to be courted presents a number of shares (victory points) and some conditions for the current round, such as determining the trump suit. In addition to the cards for playing the tricks, each player has a hand of "Proposal Cards" which represent the policy proposal they are using to win the shareholder's votes, and these have game effects, such as reversing the ranks of cards or making certain suits worth negative points.
After a volley of proposals, the two players complete a series of tricks and evaluate who earned more points in the current round. The winner collects the shareholder and their votes, represented by their number of shares. The player with the most votes at the end of the game wins.
The game takes place over several rounds as each player tries to woo the shareholder for the round, such as the institutional investors or the employee stock ownership plan, over to their side.
Each shareholder to be courted presents a number of shares (victory points) and some conditions for the current round, such as determining the trump suit. In addition to the cards for playing the tricks, each player has a hand of "Proposal Cards" which represent the policy proposal they are using to win the shareholder's votes, and these have game effects, such as reversing the ranks of cards or making certain suits worth negative points.
After a volley of proposals, the two players complete a series of tricks and evaluate who earned more points in the current round. The winner collects the shareholder and their votes, represented by their number of shares. The player with the most votes at the end of the game wins.
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ag.gameitem.lastUpdated: 2025-05-26 12:17:41.636