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Things From Another World
Lamokrady
Lamokrady
by (Self-Published) (2016)
Player Count
2 to 6

Player Ages
10+

Playing Time
30 minutes to 45 minutes
Categories
  • Card Game
  • Bluffing
  • Humor
  • Animals
  • Mechanisms
  • Set Collection
  • Hand Management
  • Family
  • Animals: Llamas
  • Rating: 7/10 from 6 users

    Description

    From the publisher:

    Who you are? You're a breeder! Become a llamaherd of your llamas, alpacas and guanacos - choose animals by their common characteristics and herd the flocks to get the points! Beware of malicious ducks - they will gather to hinder you in achieving the goal. Use the help of benevolent Dalai Lamas and cunning llamarustlers - but beware! - Your opponents may try to use them against you!

    The title Lamokrady is a neologism, which comes from Polish words "lama" (llama) and "kra??" (to steel). It's catchy and familiar because of the similarity to word "koniokrady" (horse thieves).

    In the game players try to collect sets of llamas with common characteristics. Every llama features 4 characterstics and players want to play sets of 3 llamas with 1/2/3/4 common characterstic in order to gain 1/3/7/13 points. Other than llamas the deck of cards consist of disturbing ducks and helpful Dalai Lamas.

    On a turn a player choose one of these actions:
    1) Play and score set of 3 llamas (with optional help of Dalai Lama) and draw 3 cards
    2) Play a set of 4 ducks and draw 4 cards
    3) Draw two cards from the deck and propose two cards from hand to next player

    If a player was proposed with cards from previous player, instead of doing a normal turn she must do the following:
    4) Discard them at the beginning of her turn and perform a normal turn
    5) Accept the cards and propose two cards from hand to next player (this will count as a turn)
    6) Accuse the giver of proposing a duck
    6a) If the accusation was right, the current player receives 2 points, draw two cards from giver's hand, give her back the cards proposed, may perform action 1) or 2) and propose two cards for next player.
    6b) If the accusation was wrong, the giver receives two points, the cards proposed are discarded and the accuser loses her turn.

    The game ends when the deck is depleted. The player who gathers most points is the winner.

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