Black Spy
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==== Winning the Game ==== | ==== Winning the Game ==== | ||
When one player reaches 200 or more Points, the game is over and the player with the lowest score is the winner. | When one player reaches 200 or more Points, the game is over and the player with the lowest score is the winner. | ||
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=== Variations === | === Variations === |
Revision as of 17:54, 8 September 2007
Contents |
Black spy instructions
Black Spy is similar to the german game Gespenster
Gespenster uses ghosts, Black Spy uses spys.
Object
The object of black spy is to be the player with the lowest score when one player gets 200 or more Points. For three, four, five or six players.
Components
1 Deck of 60 Cards
The Card Deck
The card deck is composed of 60 cards:
- 11 cards each auf blue, yellow, red and green color-
- one Informer
- one Interrogator
- one Infiltratror
- one Saboteur
- one Assassin
- one Agent
- one Spy
- one Double Agent
- one Code Breaker
- one Deputy Director
- one Director
- 16 black cards- the same cards as above plus 5 more spys.
The rank of the cards is:
- Informer (lowest rank)
- Interrogator
- Infiltrator
- Saboteur
- Assassin
- Agent
- Spy
- Double Agent
- Code Breaker
- Deputy Director
- Director (highest rank).
The Deal
Each game consits of a number of deals.
To determine the first dealer, each player draws a card. The player who draws the highest card deals. If two or more players tie for high card, they draw again until one player has the lone high card.
The dealer deals out all the cards to the player on his left. If there are three players, each will receive 20 cards. (4 players = 15 cards, 5 players = 12 cards, 6 players= 10 cards).
After the first deal, the deal proceeds clockwise (left) around the table, each player dealing in turn.
The Pass
Each deal, each player muss pass three of his cards (face down) to the player to his left; he may pass any three cards. A player may not look at the cards he is being passed until he has passed his three cards.
The Play
Each deal consists of a number of tricks. The player to the left of the dealer leads the first trick (play the first card). A black card may not be leas on the first trick. Play then proceeds clockwise (to the left) around the table, each player playing one card in turn.
A player must play one card each time it is his turn to play. Each player must play a card of the same color or a card of the same rank as the card that was leas. If a player does not have a card of the same color or rank, he may play any card. Play continues in this manner until all cards have been played.
Scoring a Deal
When a deal is over, each player counts the number of points he has received. The values of the cards are as follows:
- Black Informer: 1 Point
- Black Interrogator: 1 Point
- Black Infiltrator 1 Point
- Black Saboteur 1 Point
- Black Assassin 1 Point
- Black Agent 1 Point
- Black Spy 10 points each
- Black Double Agent 2 Points
- Black Code Breaker 3 Points
- Black Deputy Director 4 Points
- Black Director 5 Points
- Total Points on Each Deal 80 Points
Winning the Game
When one player reaches 200 or more Points, the game is over and the player with the lowest score is the winner.
Variations
Capture
If one player takes all the black cards in one deal, he can elect to either add 75 Points to each other players’ score, or subtract 75 Points from his own score (his score may even be reduces to a negative number; less than 0). When one player succeeds in talking all the black cards in one deal, players do not receive minus Points for the Yellow, Blue, Red and Green Spys.
Good Spys
The Blue Spy, Green Spy, Red Spy and Yellow Spy are worth minus 5 Points each (-5) when scoring each deal. A player may even reduce his score to a negative number; less than 0.
Going Back
One player must get 201 or more Points for the game to end. A player who gets exactly 200 Points, goes back to a score of 100 Points. In addition, a play who gets exactly 100 Points goes back to a score of 50 Points.