PLAYED FOR YOU
Pasha
ROll dice for victory points and bonuses
The game was named for a Persian Provincial Governor, so you could say you roll for provinces, aka victory point cards.
You have nine cards of values -1, -1, -1, 1, 2, 3, 4, 5 und 7, shuffled and set-down in three face-down stacks, plus action cubes and marker discs.
The bonus tile of the round is set next to the corresponding column of the board. Then in turn each player plays one of his cards and has three rolls with setting aside and re-rolling of dice to achieve the best possible result, that is, the highest double. The result is marked on the board with a disc. If you fail to achieve a valid result you place jour disc outside the board. In both cases discs of players with identical results or failures are placed on top of discs already placed. You can discard action cubes to change results or to roll again. Some cards have additional functions, either an extra roll or an entire new turn with three rolls. When all players have rolled and marked the result, all cards of value -1 are given to the player with the worst result; positive cards are handed in descending order to players with descending result values; the bonus tile goes to the owner with the highest-placed disc in the bonus-tile column. After nine rounds you sum victory point card values, bonus tiles and remaining action cubes.
Definitely not a run-of-the-mill dice game, action cubes, cards and positioning of the discs demand continuous thrilling decisions - do I place my disc into the column for Six or for Two with a result of 6-6-2-2-1? Further right in Six is good, but the bonus tile is in Two and I am last-but-one in turn order and the column is still empty!
Players: 2-5
Age: 8+
Time: 30+
Designer: Stefan Dorra
Artist: Eduardo Bera, Hans-Georg Schneider
Price: ca. 23 Euro
Publisher: White Goblin Games 2013
Web: www.whitegoblingames.nl
Genre: Dice
Users: For families
Version: multi
Rules: de en fr nl
In-game text:
Comments:
Basically abstract game
Very well-working combination of mechanisms
Slight advantage for the last player of a round
Compares to:
Dice games for result optimization
Other editions:
Currently none
Chance (pink): 3
Tactic (turquoise): 1
Strategy (blue): 0
Creativity (dark blue): 0
Knowledge (yellow): 0
Memory (orange): 0
Communication (red): 0
Interaction (brown): 0
Dexterity (green): 0
Action (dark green): 0