2005 Puesto n.º 12881 en BGG

Fruit Spy

3–5 jugadores 15–20 min A partir de 8 años 1.3/5 de complejidad 5.5/10 de valoración

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Fancying themselves spies like those in the movies, a group of little animal rascals have decided to sneak into Farmer Papa's neighboring orchard to gather gardening intelligence (i.e., fruit) they can use on their own farm. Competing with both open and hidden information, they must identify bluffing and beware of the others' weapons. The player who can obtain the most yummiest fruit will be recognized as the best fruit spy! In Fruit Spy, six farmhouse boards are arranged in a circle in a random order, with 2-4 fruit tokens (valued 1-7) placed randomly upon them. Two stand-up figures — Farmer Papa and Daly — are placed on their respective starting farmhouses. Each player has eight spy cards in hand — trick cards valued 1-7 and one tool card — and on a player's turn, they place one card face down on a farmhouse of their choice. If another face-down card is already there, the player turns it face up; if the revealed card is a tool card, then both the new card and the tool card are discarded. When cards are played on the farmhouse where one (or both) of the figures stands, that figure is moved — clockwise for Daly, counterclockwise for Farmer Papa. The game ends when one of the figures reaches its starting farmhouse or when all players have played all of their cards. Fruit tokens are then awarded in order of the players' total strength on each farmhouse: the strongest player takes the fruit token with the highest Yum-yum value, the second-strongest player takes the next highest-valued token, and so on. Any remaining fruit tokens go to the strongest player. Daly is scored as a fruit token of value 10 while Farmer Papa kicks everyone out of the farmhouse where he stands at the end of the game empty-handed. The player with the highest Yum-yum value total wins! Earlier versions of Fruit Spy were titled Dead Man's Treasure, with players fighting for treasure chests in exactly the same manner as Fruit Spy.

Qué sensaciones ofrece

Area Majority / Influence Hand Management Bluffing Pirates Science Fiction Animals Card Game Space Exploration

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Preparación

1. Place the ships board in the centre of the table. 2. Arrange all 6 planet boards around the ships board in any order. 3. Place the two ship tokens (merchant ship and pirate ship) on their designated starting planets — each starting planet has a printed image of its corresponding ship. 4. Distribute treasures randomly to planets based on player count: - 3 players: 2 treasures on each planet. - 4 players: 3 treasures on each planet. - 5 players: 4 treasures on any two planets (excluding the two starting ship planets), then 3 treasures on all other planets. Return any unused treasures to the box. 5. Divide the pirate cards by colour. Each player chooses one colour and takes all 8 cards of that colour. Return unused cards to the box. All players keep their cards hidden from opponents.

Flujo del turno

The game is played in two sequential phases: PHASE 1 — SENDING PIRATES TO THE PLANETS: Players take turns in clockwise order, with the youngest player going first. On each turn, the active player selects one card from their hand and places it face down on any planet of their choice. This increases their hidden strength on that planet. Any number of cards may be placed on any planet over the course of the game. Each time a card is played on a planet that already has at least one card, the previously last-played (still face-down) card on that planet is flipped face up. Only the most recently played card on each planet remains hidden. If the revealed card is a Teleport, special rules apply (see Teleport rules). If a face-up card is revealed on a planet currently occupied by a ship token, that ship must immediately move to an adjacent planet in its designated direction — unless the revealed card is a Teleport, in which case ships do not move. PHASE 2 — COLLECTING THE TREASURES: This phase begins immediately when either (a) any ship returns to its starting planet, or (b) no player has cards remaining in hand. All face-down cards are flipped face up. Players compare strength (sum of card values) on each planet one at a time. On each planet, players in descending order of strength each choose one treasure. Extra distribution rules apply for ties, leftover treasures, Teleport cards, and ship positions.

Puntuación y victoria

After Phase 2 is complete, all players sum the point values of their collected treasures. The player with the highest total is the winner. Ties are broken by the player who collected the most distinct types (values) of treasure, counting the merchant ship as a treasure type. Fuentes de puntuación: Pirate cards with values contributing to area control strength (not scored directly), Treasures with values 1, 2, 3, 4, 5, 6, 7 collected from planets, Merchant ship token worth 10 points if collected

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Card play

Cards must always be played face down onto a planet.

When a player takes their turn during Phase 1, they must select one card from their hand and place it face down on any planet of their choice. Cards are never played face up voluntarily. Other players do not know which pirate card has been added. There is no limit to the number of cards that can be on a single planet.

Card play

Playing a card on a planet with existing cards flips the previously last face-down card face up.

Every time a player places a card on a planet that already has at least one card, the card that was previously the last face-down card on that planet is immediately turned face up. This means only the most recently played card on any planet remains hidden at any time. The first card played to a previously empty planet remains face down until a subsequent card is played there.

Turn structure

Players take turns in clockwise order; the youngest player goes first.

During Phase 1 (Sending Pirates to the Planets), the youngest player takes the first turn. Play proceeds clockwise. On each turn a player must play exactly one card face down to any planet. Players may add cards to the same planet as previous turns or to a different planet.

Turn structure

Phase 2 begins when a ship returns to its starting planet OR all players are out of cards.

The treasure-collecting phase (Phase 2) is triggered immediately when either of these conditions is met: (1) Any one of the two space ships moves onto the planet where it started the game, or (2) No player has any cards remaining in their hand. When triggered, all cards still face down on the table are immediately turned face up and scoring begins.

Movement

A ship moves whenever a card is revealed face up on its current planet, unless the revealed card is a Teleport.

Every time a player's action causes a card to be turned face up (per the reveal rule), if that planet is currently occupied by one or both ship tokens, the affected ship(s) must be moved immediately to an adjacent planet. Ships do not move if the card just revealed is a Teleport card.

Movement

The merchant ship always moves clockwise.

When the merchant ship must move (triggered by a card being revealed on its current planet), it advances one planet in the clockwise direction around the ring of planets.

Movement

The pirate ship always moves anticlockwise.

When the pirate ship must move (triggered by a card being revealed on its current planet), it advances one planet in the anticlockwise direction around the ring of planets.

Movement

If both ships are on the same planet when a card is revealed there, both ships move in their own directions.

If both the merchant ship and the pirate ship occupy the same planet at the moment a card is revealed there, each ship moves independently: the merchant ship moves one planet clockwise and the pirate ship moves one planet anticlockwise.

Informe estratégico

Controlling the Merchant Ship's destination

The merchant ship moves clockwise one planet each time a card is revealed on its current planet. By tracking how many face-down cards are on planets ahead of the ship, you can estimate when and where it will stop at the end of Phase 1 — and concentrate your card strength there to claim the 10-point bonus.

Using Teleport cards offensively

Playing a card onto a planet where you suspect an opponent's Teleport is the last face-down card will cause both your card and their Teleport to be removed. Use this to eliminate a strong opponent card you spotted being placed, effectively cancelling both cards at zero cost beyond losing one of your own.

Controlling the pirate ship to deny opponents

The pirate ship moves anticlockwise and destroys all treasures on its final planet. If you can engineer card reveals on the pirate ship's current planet to push it toward a planet where a rival has concentrated their strength (but you have none), you deny them their payoff at no cost to yourself.

Being the sole player on a planet

The single-player-on-planet rule grants you all treasures there, regardless of quantity. Placing cards on less-contested planets, especially those with the maximum treasures for the player count, can yield a large haul with minimal opposition.

Leftover treasure advantage for strongest players

Because extra treasures beyond the number of players on a planet all go to the strongest player, concentrating your card strength on high-treasure planets rather than spreading thin is more efficient — winning a planet by a large margin earns bonus treasures, not just one.

Tiebreak awareness

Ties are broken anticlockwise. If you are likely to tie on a valuable planet, also spread some cards onto the planet immediately anticlockwise of it to secure tiebreak advantage, rather than doubling down only on the contested planet.

Triggering the end game deliberately

Phase 2 triggers when any ship returns to its starting planet. If you are leading, you can try to accelerate ship movement (by revealing cards on the ship's current planet more frequently) to end the game before opponents can reinforce weaker planets.

Preguntas frecuentes y casos límite

A player plays a card on a planet occupied by a ship, and the card that gets flipped face up is a Teleport. Does the ship move?

No. When a Teleport card is the one revealed, ships on that planet do not move. The Teleport and the card just played are both removed from the game instead.

At scoring time, a player has a Teleport card and two pirate cards on a planet. Does the Teleport count toward their strength?

No. Teleport cards are ignored when calculating strength. Only the values of the regular pirate cards are summed.

When Phase 2 begins, the pirate ship is sitting on a planet that has treasures. Can players collect those treasures?

No. All treasures on the planet where the pirate ship is currently located are discarded at scoring time — they are stolen by the ship crew. No player receives them.

Is the merchant ship token available for all players to compete for, and who gets it?

Yes. The merchant ship counts as a treasure worth 10 points on whichever planet it currently occupies at the start of Phase 2. It is treated exactly like a regular treasure: the player with the highest strength on that planet selects it (or it may be taken as the leftover treasure by the strongest player if more treasures than players exist).

Both ships are on the same planet. A non-Teleport card is revealed there. What happens?

Both ships move simultaneously in their own directions: the merchant ship moves one planet clockwise and the pirate ship moves one planet anticlockwise.

A ship moves onto its starting planet during Phase 1. Does the game end immediately, even if players still have cards?

Yes. The moment any ship arrives on its starting planet, Phase 2 is triggered immediately. All remaining face-down cards are flipped and scoring begins, regardless of whether players still hold cards.

After Phase 2 flips all cards, a planet has only Teleport cards and no regular pirate cards. Who gets the treasures?

Since Teleport cards are ignored for strength and no player has a regular pirate card on the planet, the situation falls under no-player coverage. The rule that 'if only one player has played pirates on a planet, that player takes all' does not apply. No player has qualifying strength. No treasures are distributed (they remain uncollected, as there is no player with strength to award them to).

When Phase 2 triggers, the last card played to some planets is still face down. Are they revealed?

Yes. When Phase 2 begins, all cards still face down anywhere on the table are immediately turned face up before strength is evaluated.

Two players are tied on a planet, and they are also tied on the adjacent anticlockwise planet. How is it resolved?

Continue moving anticlockwise planet by planet, comparing each tied player's strength, until a planet is found where one tied player has higher strength than the other. That player wins the tiebreak. This chain continues until the tie is broken.

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