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Things From Another World
Puzzle Master
22ra
22ra
by (Web published) (2016)
Player Count
2 to 4

Player Ages
10+

Playing Time
30 minutes to 1 hour
Categories
  • Card Game
  • Sports
  • Print & Play
  • Designers
  • Fermin Uribetxebarria
  • Curro Luxán
  • Mechanisms
  • Hand Management
  • Card Drafting
  • Simulation
  • Artists
  • Fermin Uribetxebarria
  • Rating: 7.5/10 from 4 users

    Description

    The game consists of three separate decks of cards:

      1. The Player Trait’s cards, consisting of
        • Movement cards (Mugimendu)
        • Force cards (Indar), and
        • Skill cards (Abilezia)
      2. The Serve Deck (Sake), with
        • Normal serve cards (Arrunta) and
        • Risky serve cards (Ausarta)
      3. The Hit Deck, which consists of three Subdecks:
        • The Bounce Back cards (Botez Atzera), the ball is hit after it bounces
        • The Defence Volley cards (Airez Defentsa), the ball is hit before it bounces
        • The Good-play cards (Jokaldia), with different special hits and plays.

    The board represents the fronton, divided in 7 squares (A1, A2, B1, B2, D, F and R), contains also a scoring track and 5 Timeout spaces for each player (Atsedenaldiak).

    Each player chooses seven Player Trait cards, at least 4 Movement cards. Then each player is dealt 4 Good-play cards. A start player is chosen randomly (the server in the first point) and the game can begin: the server chooses a Serve card. If the serve is good, the receiver must hit it back either after the ball bounces (from the same square where the ball is, using a Bounce Back card) or before the ball bounces (from the square directly in front of the ball, using a Defence Volley card). Play continues until one player fails to hit the ball (cannot/does not want to hit or hits a ball badly), therefore losing the point (Falta) or the other player makes a great hit, directly winning the point (Tanto). After each point, the players recover a Player Trait card and replenish their hand of Good-play cards (up to 4 cards). The first player reaching 22 points wins immediately the game.

    In double games, the teams are formed by a Forward and a Defender, and the games are also played to 22 points. The rules are the same, except that each player chooses 4 Player Trait cards (at least 2 Movement cards) and that they can exchange the Good-play cards before the start of each point.

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