Safe Breaker
Safe Breaker (a.k.a. Merkurya) is a simple-to-learn game of memory and deduction! The game consists of 12 objects: six showing colors and six showing numbers. (In the original version of the game these objects were cards; in newer versions they're castle towers that stick together magnetically.)
Each player receives one color and one number keeping these values secret since they form that player's combination. Play starts with one player asking the player to the left if they have a certain color and number. If they have either of those values they say "yes" and they become the next player; otherwise they say "no" and the question passes to the next player to the left to answer.
When a player thinks they know an opponent's combination on their turn they can name that player's color and number. If the guess is correct that opponent is out of the game and the player gets another turn — but if they're wrong they are out of the game instead and the wrongly accused opponent now has the next turn.
As far as the rules go that's it! How much do you talk to your opponents? Do you keep quiet or suggest questions for them to ask? Do you remind them who answered what and if you do did you remember correctly?! Are you spinning disinformation?
AlgemeenAantal spelers: 3-6
Speelduur: 10 min.
Leeftijd: 7+
Soort spelType/Thema: Animals Card Game Deduction Humor Memory
Mechanisme: Memory Player EliminationMakersOntwerper: Dave Cousins
- Deze editie is in het Duits.
- Geschikt voor 3 - 6 spelers.
- Je bent ongeveer 10 min. aan het spelen.
- Vanaf 7 jaar is dit spel te spelen.
Safe Breaker aanbiedingen:
-
€ 11,95Naar deal
- Bezorgkosten: € 6,00
- Levertijd: Voor 16:00 besteld, volgende werkdag in huis.
Op basis van 97 ervaringen op het toonaangevende Boardgamegeek.com
Safe Breaker (a.k.a. Merkurya) is a simple-to-learn game of memory and deduction! The game consists of 12 objects: six showing colors and six showing numbers. (In the original version of the game these objects were cards; in newer versions they're castle towers that stick together magnetically.)
Each player receives one color and one number keeping these values secret since they form that player's combination. Play starts with one player asking the player to the left if they have a certain color and number. If they have either of those values they say "yes" and they become the next player; otherwise they say "no" and the question passes to the next player to the left to answer.
When a player thinks they know an opponent's combination on their turn they can name that player's color and number. If the guess is correct that opponent is out of the game and the player gets another turn — but if they're wrong they are out of the game instead and the wrongly accused opponent now has the next turn.
As far as the rules go that's it! How much do you talk to your opponents? Do you keep quiet or suggest questions for them to ask? Do you remind them who answered what and if you do did you remember correctly?! Are you spinning disinformation?
AlgemeenAantal spelers: 3-6
Speelduur: 10 min.
Leeftijd: 7+
Soort spelType/Thema: Animals Card Game Deduction Humor Memory
Mechanisme: Memory Player EliminationMakersOntwerper: Dave Cousins
Naam | Safe Breaker |
---|---|
EAN | 4018928551111 |
Taal | Duits |
Aantal spelers | 3 - 6 |
Speeltijd | 10 min. |
Minimale leeftijd | 7 jaar |
Uitgever | HCM Kinzel |