Lawsuit! (2005)

ag.gameitem.AGID:
Spielzeit: 0
Mindestalter: 7
Spieleranzahl:
2 - 6
ag.gameitem.publisher:
Professional Games Inc.
Spiel-Designer:
Tina Eskreis Nelson
Künstler:
Unbekannt
Mechaniken:
Player Elimination,
Dice Rolling,
Events,
Roll / Spin and Move,
Push Your Luck,
Track Movement
Beschreibung
From the publisher's website:
Lawsuit! is an educational game for adults and children ages 6 and up. Players experience and learn about the law as they make their way through law school, past the bar exam and into their own law practice and the courtroom.
The board is divided into 62 spaces. Players proceed through law school; the nitty gritty of running a law practice (hiring a secretary, paying office rent); and the ups and downs of bringing a case (preparing papers for court, going to trial). Players also land on spaces, where they are directed to pick cards describing all sorts of interesting and amusing (and family-friendly) case scenarios.
When a card is chosen, a player must decide whether to accept the result or appeal it. On an appeal, a player may double or even triple his award -- or lose some or even all of it.
Instead of advancing when it's their turn, players may also choose to settle a case by drawing a Settlement card. Like appealing, settling a case can result in gaining -- or losing -- part or all of one's winnings.
Players may also double the stakes by buying into a partnership. All awards and costs are doubled for partners. Whether or not to become a partner is therefore a key strategic decision, and adds to the suspense and intrigue, as everyone wonders whether it will pay to have become one.
From the publisher's website:
Lawsuit! is an educational game for adults and children ages 6 and up. Players experience and learn about the law as they make their way through law school, past the bar exam and into their own law practice and the courtroom.
The board is divided into 62 spaces. Players proceed through law school; the nitty gritty of running a law practice (hiring a secretary, paying office rent); and the ups and downs of bringing a case (preparing papers for court, going to trial). Players also land on spaces, where they are directed to pick cards describing all sorts of interesting and amusing (and family-friendly) case scenarios.
When a card is chosen, a player must decide whether to accept the result or appeal it. On an appeal, a player may double or even triple his award -- or lose some or even all of it.
Instead of advancing when it's their turn, players may also choose to settle a case by drawing a Settlement card. Like appealing, settling a case can result in gaining -- or losing -- part or all of one's winnings.
Players may also double the stakes by buying into a partnership. All awards and costs are doubled for partners. Whether or not to become a partner is therefore a key strategic decision, and adds to the suspense and intrigue, as everyone wonders whether it will pay to have become one.
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ag.gameitem.lastUpdated: 2025-04-25 16:30:15.799