Pretty clever

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Pretty clever
Typical game situation between two players
Typical game situation between two players
Game data
author Wolfgang Warsch
graphic Leon Schiffer
publishing company Schmidt Games
Publishing year 2018
Art dice game
Teammates 1 to 4
Duration about 30 minutes
Age from 8 years

Awards

A dice game with six dice by Wolfgang Warsch is pretty clever . The aim of the game is to achieve as many points as possible on a given scoring block by combining different colored dice and their eyes. The game was published by Schmidt Spiele in January 2018 and was introduced at the Nuremberg Toy Fair 2018; in May of the same year it was nominated together with two other games for Kennerspiel des Jahres 2018.

Gameplay

The game is based on classic and more modern dice games with a scoring block, whereby it is mainly based on the combination of colored dice and the corresponding numbers. The game material consists of a game block with identical scoring slips and six colored number dice with 1 to 6 eyes. There are also four felt-tip pens for crossing the fields and the game box with a printed silver tray. It can be played alone (solo) as well as with up to four players. A game is scheduled to play around 30 minutes and the recommended minimum age for players is eight. The aim of the game is to achieve as many points as possible by ticking the five different colored areas on the game block. Above all, attention must be paid to possible combinations between the fields and the activation of the so-called "foxes", which can significantly increase the point value.

Game flow

The game is played over a predetermined number of 4 to 6 rounds depending on the number of players. At the beginning each player receives a scoring sheet and a pen. Starting with a starting player, the game is played in clockwise order. The active player receives the six colored number dice and rolls all six dice. He chooses a die from the roll and places all dice with a lower number than that of the chosen die on the silver platter in the game box. Then the player rolls the dice two more times, chooses one dice each time and sets the lower dice and the remaining dice on the third roll. The active player then enters the results of the three chosen dice on his scoring sheet.

Immediately afterwards, all other players (passive players) are also allowed to enter the result from a die on the tray on the corresponding place on the scoring sheet. Several players can choose the same die. If a passive player has no opportunity to use a dice from the silver platter, he may use a dice from the active player's dice fields; However, he must not do without a die that he could actually enter in order to be able to use one of the active player's dice. When all passive players have chosen a dice and entered the result, all dice are passed on to the next player.

The white die is a color joker and can be used as a yellow, green, orange or purple die or combined with the blue die for the blue area of ​​the scoring sheet. The results of the colored dice are entered on the scoring sheet as follows. :

  • Yellow dice: The result of the yellow dice is crossed off in a field of the 4x4 grid in the yellow area of ​​the scoring sheet. The players try here to fill complete vertical rows for the generation of points (each complete column gives the corresponding specified points) and complete horizontal rows or a diagonal row to unlock special promotions.
  • Blue dice: The result of the blue dice is always combined with that of the white dice and the respective player can decide whether he chooses the white or the blue dice for this area. The result is crossed off in the blue area in order to generate bonus effects through complete rows and columns. The points for the final account result in this area from the total number of values ​​struck off.
  • Green cube: The values ​​of the green cube are crossed off in the green line of the scoring sheet, whereby the player always starts on the far left and then enters one field to the right of it one after the other. The number of points must correspond to the information on the field (≥X), i.e. always at least as high as the number in the corresponding field. At the end of the game, the player receives the points corresponding to the number above the last checked field.
  • Orange dice: The value of the orange dice is entered in the corresponding line of the scoring sheet, with the player starting on the far left and not being allowed to leave any space blank. There are no prerequisites for entry, the results are multiplied by 2 or 3 in some special fields. At the end of the game, all entered results are added up to give the point value.
  • purple cube: The value of the purple cube is entered in the corresponding line of the scoring sheet, with the player starting on the far left and not being allowed to leave any field blank. The values ​​must be in ascending order and a number entered further to the right must always be higher than the one on the left. After a 6, the player can start again at will until the next 6. At the end of the game, all entered results are added up to give the point value.

In addition to the points for the final account, various bonuses can be activated via the different color areas and in the individual rounds. There are bonuses for which a cross can be entered in specified color areas or freely selectable, and those for which high values ​​can be entered in the orange and purple areas. In addition, foxes can be unlocked, which bring additional points in the final scoring. Two types of additional actions can also be made possible as bonuses and round bonuses: in the case of the re-roll action, an active player may throw all the dice thrown again; in the case of the additional roll action, each player can use one of the 6 thrown dice in the corresponding area at the end of the round .

The game ends after the player-dependent number of rounds, when everyone in the round has entered their dice values ​​and all available additional actions have been completed. Then the results of the different color areas and the foxes are settled. For each fox, a player also receives the number of points in the color area with the fewest points, even if this is 0. The winner is the player with the most total points and, in the event of a tie, the player with the most points in any area. In the solo game, on the other hand, the player tries to score as many points as possible.

Expenses and reception

Pretty clever was developed by Wolfgang Warsch and published by Schmidt Spiele for the Nuremberg Toy Fair in January 2018 . In the same year Schmidt Spiele brought the game under the name Très futé! also on the French market.

In May 2018, Ganz schön clever was nominated for Kennerspiel des Jahres 2018 in addition to the games Die Quacksalber von Quedlinburg , also by Wolfgang Warsch, and Heaven & Ale . As a reason for the nomination, the jury made the following comment:

““ Pretty clever ”is a fascinating fast-paced dice game with a high standard. Author Wolfgang Warsch has linked several mini-tasks so intelligently that the players have to make a tricky decision with every throw. This creates tension and arouses ambition to drive up the high score in new games. Pretty clever? This promise by the author Wolfgang Warsch is not only kept, but even exceeded. "

supporting documents

  1. a b c d e f Official rules of the game for Pretty clever
  2. Versions of Ganz schön clever at boardgamegeek; accessed on May 28, 2018.
  3. a b Very clever on the website of the Spiel des Jahres eV; accessed on May 30, 2018.

Web links