Perform magic tricks with cards and ...llamas!
In Lama Kadabra, each player starts a turn with six cards in hand; the deck consists of llama cards and cards numbered 1 to 6. During a turn, the active player can play a card, draw a card or give up. To play a card, you must play the same number as the top card in the discard pile, or a higher number. If a 6 is on top, you can play a 6 or a llama, and if a llama is on top, you can play another llama or a 1.
If you give up, you place your remaining cards face-down and take no further action. If all players have given up except one, that player may continue to play, but may not draw any more cards.
The round ends when one player has emptied his hand or when all players have given up. In both cases, players earn tokens according to the cards in their hand. Each card of a different number in your hand earns white tokens (worth 1 point each) equal to the value of the card, while one or more llamas earns a black token (worth 10 points). (You can exchange ten white tokens for one black token at any time.)
If you've played all your cards, you can return any token (white or black) you've previously collected to the reserve. You then shuffle all the cards and start a new round, during which the first player to play will be the one who emptied his hand or was the last to leave the game during the previous round.
Magical elements!
- Double cards: Some cards display two numbers: 2/3 and 4/5. You can play a 2/3 over a 1, 2 or 3, giving you more flexibility, but if you end the turn with a card in hand, it counts as both numbers when you collect tokens.
- Action cards: When you play a 1, give one of your lowest tokens - yes, including a black token if that's all you have - to any player who hasn't already given up. When you play a card with a rectangle, the next player must draw a card, then play his turn normally.
- The magic token: When you play a card with a star, you claim the blue magic token from whoever currently holds it. On a subsequent turn, you can discard the token to skip your turn. If you have this token (and no white token) when you play a 1, give it to another player. If you have the magic token at the end of your turn, it's worth 10 points.
- The magic show: When you play a llama, place one of your lowest tokens on the magic stage. When the magic stage contains at least five tokens, the magic show begins. During a magic show, if you play a llama, place one of your smallest tokens on the magic stage; if you can't or don't want to play a llama, take all the tokens on the stage to end the magic show, then take your turn as normal.
The game ends at the end of the round in which at least one player has a total of 40 points or more. The player with the fewest points wins.
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