1967 Puesto n.º 3564 en BGG

Bazaar

2–6 jugadores 45 min A partir de 8 años 2.0/5 de complejidad 5.9/10 de valoración

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The components of Bazaar include a whole bunch of little chips, in five colors. At the start of the game, two equation cards are randomly chosen. Each equation card has five equations on it, for a total of ten equations that will be in effect for the duration of the game. The equations state equivalences between certain combinations of colors, for example: Red = Green Green Green Yellow = Blue Blue Red Four target cards are turned up, each with some combination of five chips represented on the target card (so a typical target card might be Green Green Blue Blue Blue). On your turn, you roll a colored die to randomly pick a colored chip for yourself, or you can make one exchange of your colored chips based on the equations. The goal is to end up with the right combination of chips to get one of the target cards. You want to do this quickly – and even more importantly, with as few chips left over as possible after you've purchased the target card – because this is how you score points. The original version is part of the 3M Bookshelf Series.

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Trading Set Collection Abstract Strategy Puzzle Math

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Preparación

1. Randomly select 2 of the 10 Exchange Cards and place them face up on the table. These form the Exchange and define the 10 active trading equations for the entire game. 2. Shuffle all 45 Ware Cards and deal them face down into four stacks of 5 cards each. These are the four stalls of the Bazaar. Set aside any remaining Ware Cards — they are not used this game. 3. Reveal the top card of each stack so that four Ware Cards are always on display. 4. Pile all 100 stones in a heap within reach of all players. This heap is the Bank. 5. Give each player a Player Reference Card. 6. The youngest player goes first; play proceeds clockwise.

Flujo del turno

On their very first turn, each player must roll the die and take one stone of the color shown (or any color if "Choice" is rolled). On all subsequent turns, a player chooses ONE of the following actions: • ROLL THE DIE: Take one stone of the color shown from the Bank. If "Choice" is rolled, take any one color stone. • TRADE: Return stones matching one side of any active Exchange equation to the Bank, then take the stones matching the other side. Only one trade may be made per turn. After performing either action, if the player now holds five stones matching any displayed Ware Card, they MAY purchase it (but are not required to). A player must perform a roll or trade before purchasing. After any purchase, the player's score is recorded. At the end of the turn, the player may not hold more than 10 stones.

Puntuación y victoria

Highest cumulative score at game end wins. Tiebreaker: fewest Ware Cards purchased. If still tied, players share the victory. Fuentes de puntuación: No-star Ware Card purchase (scored by stones remaining: 0=5pts, 1=4pts, 2=3pts, 3=1pt, 4+=0pts), Star Ware Card purchase (higher point values from star column on Player Reference Card), Double-star scoring after one stall is emptied (escalated values for all subsequent purchases)

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Setup

Two randomly chosen Exchange Cards are placed face up to form the Exchange.

At the start of the game, two of the ten Exchange Cards are selected at random and placed face up on the table where all players can see them. Together they display ten trading equations. These ten equations are the current rates of exchange and govern all trading for the entire game. The Exchange does not change once set.

Setup

Ware Cards are shuffled and dealt into four face-down stacks of five cards each; remaining cards are set aside.

All 45 Ware Cards are shuffled and dealt face down into four stacks of five cards each. These stacks are the four stalls of the Bazaar. The remaining cards (45 minus 20 = 5 unused cards per standard game) are set aside and play no role in the current game. The top card of each stack is always the active card available for purchase.

Setup

All 100 stones are piled in a communal heap called the Bank, accessible to all players.

All 100 stones (20 each in 5 colors) are placed in a single communal heap within reach of all players. This heap is referred to as the Bank. Players take stones from and return stones to the Bank throughout the game.

Setup

The youngest player goes first; play proceeds clockwise.

The youngest player takes the first turn. After each turn, play passes to the next player in clockwise order around the table.

Turn structure

On their very first turn, each player must roll the die and take one stone.

On a player's very first turn, they are required to roll the Special Die and take one stone from the Bank matching the color rolled. If the die shows 'Choice', the player may take one stone of any color of their choosing. No trading is allowed on a player's first turn.

Turn structure

On subsequent turns, a player either rolls the die for a stone or makes one trade — not both.

On any turn after their first, a player must choose exactly one of the following actions: (1) Roll the Special Die and take one stone of the color shown from the Bank (or any color if 'Choice' is rolled), OR (2) Make one trade using the active Exchange equations. A player may not both roll and trade in the same turn. After this action, they may optionally purchase a Ware Card if eligible.

Turn structure

Rolling the die grants one stone of the color rolled from the Bank.

When a player chooses to roll the Special Die, they take one stone from the Bank that matches the color face shown on the die. The Special Die has five colored faces (one per stone color) and a 'Choice' face. If 'Choice' is rolled, the player may select one stone of any color from the Bank.

Trading

A trade exchanges stones from one side of an active Exchange equation for the stones on the other side.

To trade, a player selects any one of the ten active Exchange equations shown on the two face-up Exchange Cards. They return all stones matching either side of the chosen equation to the Bank, then take all stones matching the other side of that equation from the Bank. The trade can be made in either direction (left-to-right or right-to-left). Only one trade may be made per turn. The player must hold the stones required for their chosen side of the equation before trading.

Informe estratégico

Minimizing Leftover Stones

Since scoring is entirely determined by how many stones you hold after a purchase, the highest value comes from holding exactly five stones (the ones needed) before buying. Plan your trades over multiple turns to arrive at the precise five-stone combination with nothing left over, aiming for the 5-point (0 remaining) score.

Timing Your Purchase vs. Opponents

Delaying a purchase to trade down to fewer leftover stones is profitable but risky. An opponent can buy the same Ware Card before you act. Evaluate how close opponents are to matching the same card before deciding to delay.

Targeting Star Cards Before Escalation

Star Ware Cards score higher than no-star cards at all times. Once a stall is emptied and scoring escalates, no-star cards become as valuable as star cards were before — making the remaining star cards extremely valuable (double-star scoring). Prioritize star cards when they become available.

Emptying a Stall Strategically

Emptying the first stall triggers scoring escalation for all players. If you are about to make a highly efficient purchase (0 or 1 stone remaining) on a no-star card, it can be worth emptying a stall first (if possible) to earn the higher star-column score for your purchase.

Stone Limit Pressure

The 10-stone limit forces players to be efficient. Accumulating many stones via rolling without trading can lock you out of future rolls unless you purchase. Plan trades proactively to stay under the limit and maintain flexibility each turn.

Choosing Which Exchange Equations to Use

With 10 active equations across two Exchange Cards, multi-step conversion paths (trading through intermediate stone combinations over several turns) can reach a target stone set more efficiently than a single trade. Since you can only trade once per turn, plan your sequence of trades in advance.

Preguntas frecuentes y casos límite

A player has the right stones to purchase a Ware Card but wants to trade first to reduce their stone count and score more points. Can they delay, and what is the risk?

Yes, purchasing is never mandatory. The player may trade on their current turn (or in subsequent turns) to reduce their stone count before purchasing. However, any other player may purchase that same Ware Card in the meantime, eliminating the opportunity entirely.

A player trades and temporarily holds more than 10 stones during their turn. Is this allowed?

Yes, a player may temporarily exceed 10 stones during their turn, but only if they subsequently purchase a Ware Card that reduces their total to 10 or fewer before the turn ends. If they end their turn above 10 stones, the player to their left removes the excess stones (above 10) and returns them to the Bank.

A player purchases the last Ware Card from a stall. How does this affect scoring going forward?

From that point on, all subsequent purchases from the remaining stacks are scored at escalated rates: no-star cards use the one-star (★) scoring column, and one-star cards use the double-star (★★) scoring column.

In the double purchase variant, a player's first purchase empties a stall. How is the second card scored?

The second Ware Card purchased is scored using the escalated (★) column, since the first purchase triggered the scoring escalation by emptying a stall.

In the double purchase variant, one stall is already empty. A player's first purchase in a double buy empties a second stall. Can they still make the second purchase?

No. If the first purchase of a double buy empties the second stall, the game ends immediately and the second purchase cannot take place.

Can a player use an Exchange equation in both directions (e.g., trade red for whites, and later trade whites for red)?

Yes. Each Exchange equation can be used in either direction on any turn. A player may return the stones on either side of the equation to the Bank and take the stones on the other side.

At the start of a turn, a player already holds the exact stones to purchase a Ware Card. Can they purchase immediately without rolling or trading?

No. A player must first either roll the die or make a trade before purchasing a Ware Card on any given turn. They cannot purchase as their sole action.

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