Professor Fitz Amazing Inventions: A Game of Innovation and Chance (1987)
Temps de jeu: 15
Age min.: 8
Joueurs: 2 - 6
Editeur: Murfett Regency
Concepteurs: (Uncredited)
Artistes: Inconnu
Mécaniques: Pattern Building, Tile Placement
Age min.: 8
Joueurs: 2 - 6
Editeur: Murfett Regency
Concepteurs: (Uncredited)
Artistes: Inconnu
Mécaniques: Pattern Building, Tile Placement
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"Be the first player to complete an amazing invention using all parts in your laboratory"
Each player is dealt 7 part cards to start - they are thick card, more like rectangular tiles. Each turn you roll the die and stand a 1 in 3 chance of getting an event in which case an event card is drawn. The events contain nice stories but all amount to "miss a go" or "swap a card with someone else" style results. You stand a 2 in 3 chance of drawing a new part card, in which case you have to add it to your growing machine and discard one you don't need.
The machine itself is built much like dominoes. Each card has some fancy gizmo of some sort on it and enters or exits with either:
a start symbol
an end symbol
a chain (yellow)
a block and tackle (orange)
a water pipe (purple)
a conduit (red)
a G-clamp (pink)
an electrical cable (blue-green)
a fan belt (green)
two pipes (blue)
a lucky converter (rainbow)
A machine must start with a start symbol, end with an end symbol and connect with compatible junctions between all other cards.
First player to complete a machine wins!
Quick and easy game with very attractive cards. Not very challenging though, in the the children's genre.
Each player is dealt 7 part cards to start - they are thick card, more like rectangular tiles. Each turn you roll the die and stand a 1 in 3 chance of getting an event in which case an event card is drawn. The events contain nice stories but all amount to "miss a go" or "swap a card with someone else" style results. You stand a 2 in 3 chance of drawing a new part card, in which case you have to add it to your growing machine and discard one you don't need.
The machine itself is built much like dominoes. Each card has some fancy gizmo of some sort on it and enters or exits with either:
a start symbol
an end symbol
a chain (yellow)
a block and tackle (orange)
a water pipe (purple)
a conduit (red)
a G-clamp (pink)
an electrical cable (blue-green)
a fan belt (green)
two pipes (blue)
a lucky converter (rainbow)
A machine must start with a start symbol, end with an end symbol and connect with compatible junctions between all other cards.
First player to complete a machine wins!
Quick and easy game with very attractive cards. Not very challenging though, in the the children's genre.
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Professor Fitz Amazing Inventions: A Game of Innovation and Chance
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ag.gameitem.lastUpdated: 2025-05-09 02:44:37.27