X-Pasch Deluxe
A game for 3-6 infiltrators
Game design by Valentin Herman
Published by Fanfor Verlag
X-Pasch is an abstract game of company formations and take-overs. Players
throw 3, 6-sided dice and use combinations of the result to various effects.
Companies are represented by playing cards and are controlled by the player
with a simple majority (more than any other player). If under your control
at the start of your turn you score it's income, in euros, and this is
added to your previous turn's total. You now throw your three dice and
use the combinations to place cards into play, place votes on cards already
in play, move votes between companies and draw cards. It is important
to note who started the game as play proceeds as a series of rounds, and
a player with the least euros at the end of a round gets to re-roll one
of his dice. Important for the scoring too, for as soon as a player gets
120 euros play ends immediately, players yet to score in the last round
tally their income and whoever has the highest total wins.
Fundamental
to the game is the concept of a 'pasch' or double. As certain combinations
and totals are harder to roll than others, the corresponding companies
tend to be more valuable. As an example we see here the '3-pasch or 10'
card. It has a value of 6 euros and a founding bonus of 4 votes. If a
player rolled 3,3,5 and this card was in his hand, he could put it into
play using the two 3's he would place two votes on the card (for the two
dice used) but also an additional 4 votes for the founding bonus, very
handy. With the spare '5' die the player could:-
- draw a card , to a maximum of five. If you have 5 cards you use the
dice to exchange instead.
- move one of your votes from one company to another in play. The vote
must go to a card with an equal or lower euro value.
- play 'found' a '5' company or place a vote on a '5' company already
in play.
Note that any combination of the above is possible. There are some additional
rules for a triple on the dice.
After mastering the basic rules, optional rules can be introduced, including
the dreaded 'bankruptcy roll' which a player can use instead of his normal
throw. A two-edged sword as if he cannot apply the result to any company
but his own then so be it!! Another optional rule makes some companies
more vulnerable to takeovers as they have colour coding so you can add
extra voters if you can match the colours.
The 'Deluxe' part of the game is the addition of an extra deck of cards
with a different colour back. The two decks are kept separate so the player
has the option to draw from either. The deck adds more strategy with cards
that can add or double income, some for a limited time. Other cards are
high risk companies with good euro returns but vulnerable to bankruptcy
rolls, merger cards for hostile take-overs and the 'Risky Business' option
of using votes to by an extra die to roll which can replace any of the
others. The most powerful perhaps the 'Managers Academy' that starts in
play but uncontrolled. Votes are added to the academy using 'straights'
(3,4,5) instead of doubles. Whoever controls the academy can cancel the
effect of one bankruptcy roll but then removes all his votes from the
academy! They also up the win criteria to 150 euros.
Not sure if strategy comments belong in a review but I generally find
even if you cannot take control of an opponent's company, placing enough
to tie for majority and thus cause them to lose the income can be just
as effective. They tend to develop an 'attachment' to previously owned
companies that can distract them from the big picture and neglect their
own position.
My own feelings for X-Pasch are positive. Play time for three to four
player is reasonably short, but could drag with more (the publishers recommend
5). Good quality components include lacquered play cards, lots of vote
markers and a sturdy box for everything. Age rating of 8 and above causes
no concerns and younger players could benefit from the exercise of mental
arithmetic, and trying to translate the rules!!
Downside? It's very hard to resist the urge to offer 'advice' during
another players turn which some players could resent. Also the little
wooden dobbers have a tendency to obscure valuable card information as
they accumulate during play. No English rules included in this updated
version, so my thanks to Jeff Goldsmith whose games site features a complete
translation of the rules and a friendly link should appear below. Check
out his 'Merchant of Venus' variant and Cafe International quizlette!
http://waggle.gg.caltech.edu/~jeff/#games
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