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Enemy Anemone

Reference: PTE-ANEMONE

Enemy Anemone is a trick taking game featuring cards with numbers. There's not really a lot of theme here, but you've got to admit the name is pretty fun to say.

  • English, Korean, Japanese
  • From 8 years old
  • 30mn to 1h
  • 2 to 6 players

14,95€

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  • Description
  • Technical sheet

Enemy Anemone

Description

Choose one suit per player; each suit has ranks 1-10. Shuffle the deck, then deal ten cards to each player. Set the nine anemone cards within reach. The start player plays one card face up in front of themselves. Each other player in clockwise order must play a card face up in front of themselves in a suit that has not yet been played into the trick. If a player cannot play a suit that has not been played, they discard a card from their hand into their score pile. The highest card played wins the trick and takes all cards played into their score pile. The lowest card played takes an anemone card, which can be added to a card in a future trick to increase that card's value by 1 per anemone card played. If cards tie for the highest or lowest value, the later played card breaks the tie.

Once all cards have been played, players score 1 point per card taken, with the 3s, 5s, and 8s of each suit being worth an extra point. The player who has the lowest score at the end of the hand gains one anemone card.

The player with the highest score starts the next round. Play four rounds, then the player with the highest score wins! In case of a tie, the player with more anemones remaining wins.

Technical sheet

Description

Choose one suit per player; each suit has ranks 1-10. Shuffle the deck, then deal ten cards to each player. Set the nine anemone cards within reach. The start player plays one card face up in front of themselves. Each other player in clockwise order must play a card face up in front of themselves in a suit that has not yet been played into the trick. If a player cannot play a suit that has not been played, they discard a card from their hand into their score pile. The highest card played wins the trick and takes all cards played into their score pile. The lowest card played takes an anemone card, which can be added to a card in a future trick to increase that card's value by 1 per anemone card played. If cards tie for the highest or lowest value, the later played card breaks the tie.

Once all cards have been played, players score 1 point per card taken, with the 3s, 5s, and 8s of each suit being worth an extra point. The player who has the lowest score at the end of the hand gains one anemone card.

The player with the highest score starts the next round. Play four rounds, then the player with the highest score wins! In case of a tie, the player with more anemones remaining wins.

Technical sheet

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