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Things From Another World
Puzzle Master
????? (BLAUMARE)
????? (BLAUMARE)
by EJP Games (EJP????) (2019)
Player Count
3 to 6

Player Ages
10+

Playing Time
20 minutes to 30 minutes
Categories
  • Card Game
  • Fantasy
  • Word Game
  • Designers
  • makishia (????)
  • Mechanisms
  • Pattern Building
  • Hidden Traitor
  • Semi-Cooperative Game
  • Hidden Roles
  • Communication Limits
  • Artists
  • Hiro Mamiya
  • Takayuki Mizuno (????)
  • Karin Morita (????)
  • Rating: 0/10 from 0 users

    Description

    ????? (Buraumea) BLAUMARE is a Japanese co-operative word game.

    Mito is trapped in her bad dream. To escape from it, she must gather images of the reality by asking herself how the reality looks like. But the nightmare might be showing her false images to misdirect her.

    In the game of BLAUMARE, players divided into two forces. One player is the nightmare who try to misdirect opponents. The others represent one girl named Mito who is trying to escape from her dream. Mito's side wins if they successfully make three pairs of cards of different symbols.

    At the beginning of the game, players are secretly assigned their roles. One player is the nightmare, and the others are Mito. Each player is dealt a certain number of image cards and one clue card. Such as 'number', 'color', etc. is written in clue cards. If you have 'number' clue card, you may only ask about numbers, such as "is the reality related to six?"

    When you try to make a pair, you try to find another player who has the identical image of reality (namely, who has the identical card as one of yours). First, you ask everyone else what the reality is related, complying with your clue card. Other players say "Yes" or "No". Then you target a player who said "Yes". Both you and that player place the card which they think is identical with each other face-down.

    In a later turn, you may reveal the two cards. If these are identical, Mito's side takes the pair which can count toward victory. Otherwise the nightmare takes these two cards.

    Mito's side wins when they successfully make three pairs of cards with different symbols. The nightmare wins when they have taken three pairs of cards with different symbols or six cards with the same symbol, or when the image deck runs out.

    As the nightmare, you should try to misdirect Mito's side indicating that you have the right image, even if you don't have. But you shouldn't be obvious.
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