2023 Puesto n.º 22174 en BGG

Nutty Business

2–5 jugadores 10–20 min A partir de 10 años 1.3/5 de complejidad 5.5/10 de valoración

Acerca de este juego

Central Park, 1925: As part of a squirrel gang, you must smuggle in your illegal nut cargo, hide from customs officers, protect your loot, and prepare for potential police raids! In Nutty Business, players start with symmetrical hands of cards. Each round, they add a card on one of the two piles in front of them and activate the effect on top of each pile. Card effects involve hoarding nuts, stealing from opponents, and disturbing their plans. Once someone has played out their whole hand, the player with the most nuts wins. Even with only eight action cards, the game is surprisingly complex thanks to the variety of combinations and table dynamics to analyze. —description from the publisher

Qué sensaciones ofrece

Action / Event Hand Management Humor Animals Card Game Mafia Anthropomorphic Animals Mystery / Crime Smuggling

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Preparación

1. Each player takes all 8 cards of one gang (each gang has a distinct design and color on card backs) into their hand. 2. Place all 75 hazelnut tokens (42×1, 21×5, 12×10) in the center of the table within reach of all players. 3. Each player selects one card from their hand and places it face down in front of them, forming their first pile. 4. The player who most recently ate hazelnuts in any form (e.g., nuts or spread) goes first.

Flujo del turno

A turn has two mandatory phases in order: (1) Play a Card — the active player chooses a card from their hand and places it on one of their existing piles or starts a new second pile (maximum of two piles allowed at any time); (2) Apply all Card Effects — for each pile the player has, they apply the effect of that pile's top card. The player may choose which of their two top cards to apply first. Banker and Customs Agent cards are applied at a specific timing rather than during this phase.

Puntuación y victoria

The player with the most total hazelnut tokens at game end wins. Ties are broken first by the highest summed value of Contraband cards in hand, then by the highest summed value of Contraband cards on top of piles. Fuentes de puntuación: Contraband card effects (gain 2, 3, or 5 hazelnuts from the reserve), Thief card effects (collect 1 hazelnut per Contraband card on top of opponents' piles), Police Raid card effects (gain 1 or 2 hazelnuts from the reserve), Customs Agent passive effects (collect payments from players who play Contraband)

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Restriction

A player may never have more than two piles at once.

It is never possible for a player to create more than two piles. If a player has one pile, they may either add a card to that pile or start a second pile. If a player already has two piles, they must play their card onto one of those two existing piles.

Turn structure

Phase 1: Play one card from hand onto a pile.

The active player must choose one card from their hand and play it face up onto one of their existing piles (placing it on top). If they have only one pile, they may instead start a new second pile by placing the card face up next to the first. If they have two piles, they must add the card to one of those two piles. Creating a third pile is never allowed.

Turn structure

Phase 2: Apply the top card effect of each pile the player controls.

After playing a card, the active player must apply the effect of the top card on each of their piles. If the player has two piles, they may choose which top card effect to apply first. Banker and Customs Agent card effects are passive and are instead triggered at the specific timing described in their own rules, not during this phase.

Resource production

Contraband: gain hazelnuts from the reserve equal to its value (2, 3, or 5); pay players with active Customs Agents.

On your turn, after you play a card, if a Contraband card is on top of one of your piles, you gain hazelnuts from the central reserve equal to the value printed on the card (either 2, 3, or 5). Additionally, if any other player has a Customs Agent on top of one of their piles at the moment you play your Contraband card, you must pay that player 1 hazelnut if your Contraband is value 2 or 3, or 2 hazelnuts if your Contraband is value 5. This payment is triggered when the Contraband card is played, not when its effect is applied. The Banker card can exempt you from this payment (see banker rule).

Special

Customs Agent: a passive card that charges other players when they play Contraband.

As long as a Customs Agent card remains on top of one of your piles, it is active. Whenever another player plays a Contraband card of value 2 or 3, they must pay you 1 hazelnut. Whenever another player plays a Contraband card of value 5, they must pay you 2 hazelnuts. This effect is triggered only when the Contraband card is physically played (not when its effect resolves in a later phase). Customs Agent does not trigger at any other time. The active player may choose which order to resolve effects if multiple Customs Agents are in play.

Resource management

Thief: each other player pays you 1 hazelnut per Contraband card they have on top of a pile.

On your turn, after you play a card, if the Thief card is on top of one of your piles, each other player must give you 1 hazelnut for each Contraband card they currently have on top of one of their piles. A player can have 0, 1, or 2 Contraband cards on top of their piles, so they pay between 0 and 2 hazelnuts. A player with an active Banker card is exempt from this payment.

Special

Banker: a passive card that exempts you from paying Customs Agents and Thieves.

As long as a Banker card remains on top of one of your piles, it is active. While it is active, you do not have to pay other players' Customs Agents (when you play a Contraband card) or other players' Thieves (when a Thief effect resolves). This exemption lasts until the Banker card is no longer on top of your pile (i.e., another card is played on top of it).

Special

Police Raid: take one pile from another player and place it on top of their other pile; gain hazelnuts from the reserve.

On your turn, after you play a card, if the Police Raid card is on top of one of your piles, you take one pile from another player and place all of its cards on top of that player's remaining pile (burying those cards under the raided pile's cards). You cannot target a player who has only one pile. If the card that was on top of the now-covered pile was a Banker, you gain 2 hazelnuts from the reserve; otherwise you gain 1 hazelnut from the reserve. You do not keep the raided pile — it is merged into the target player's other pile.

Informe estratégico

Timing Customs Agent plays

Since Customs Agent charges opponents when they PLAY a Contraband card (not when its effect resolves), play your Customs Agent early in the game to maximize the number of turns it can passively collect income. Opponents must then choose between paying you or burying their Contraband with another card.

Banker as a shield

Play Banker before playing Contraband cards to avoid paying Customs Agent and Thief fees. This is especially valuable when multiple opponents have active Customs Agents, as Banker exempts you from all of them simultaneously.

Protecting your Banker

Opponents using Police Raid earn 2 hazelnuts (instead of 1) for burying your Banker. This makes you a more attractive Police Raid target when Banker is exposed on top of a pile. Consider playing other cards on top of Banker once you no longer need its protection.

Beach Holiday as a reset tool

Beach Holiday lets you recover an entire pile of cards back into your hand. Use it strategically to rescue high-value Contraband cards buried deep in a pile, or to get rid of a pile that has been targeted — effectively denying a Police Raid by reducing to one pile before your next turn.

Police Raid target selection

Police Raid forces you to choose a player with two piles. Prioritize targets whose exposed top card is a Banker (nets 2 hazelnuts vs 1) and whose buried pile contains cards you want to disrupt. Note that a player who has used Beach Holiday may only have one pile and be unraidable.

Tiebreaker awareness

If the game is close, keeping high-value Contraband cards in hand (first tiebreaker) or on top of piles (second tiebreaker) can decide the winner. Avoid burying Contraband unnecessarily late in the game when hazelnuts are close.

Managing hand size for end-game timing

The game ends when a player has no card at the START of their turn. Playing your last card simply gives everyone else one final turn. Use Beach Holiday to refill your hand and extend your own playing time while opponents may be running low.

Preguntas frecuentes y casos límite

Does a Customs Agent charge a player when the Contraband effect is applied (Phase 2), or when the Contraband card is physically played (Phase 1)?

The Customs Agent charges the player at the moment the Contraband card is played (Phase 1 — Play a Card), not when its effect is applied in Phase 2. If the Customs Agent was not on top of a pile when the Contraband was played, no payment is owed even if it becomes active later.

I have a Banker on top of one of my piles and I play a Contraband card. Do I still have to pay a Customs Agent?

No. An active Banker exempts you from paying any Customs Agent fees when you play a Contraband card, as well as from Thief payments.

A Thief is activated against me. Do I pay if I have a Banker on top of one of my piles?

No. An active Banker card exempts you from paying Thief effects. You give the Thief player 0 hazelnuts regardless of how many Contraband cards are on top of your piles.

I use Police Raid and the top card of the pile I bury is a Banker. How many hazelnuts do I gain?

You gain 2 hazelnuts from the reserve (instead of the standard 1) specifically because the buried card was a Banker.

Can I use Police Raid on a player who has only one pile?

No. Police Raid can only target a player who has two piles. If the target player has only one pile, you cannot use Police Raid on them.

Is Beach Holiday applied in Phase 2 (Apply Card Effects) like other cards, or does it trigger at the moment it is played?

Beach Holiday triggers only once, at the moment it is played (during Phase 1). Its effect is not re-applied during Phase 2 like most other card effects.

Can Beach Holiday be picked up and replayed to get its effect a second time?

No. Beach Holiday cannot pick itself up when its effect is triggered (it stays as the pile). Therefore it can only be used once per game per copy.

I have two piles. Can I choose the order in which I apply the top card effects?

Yes. When you have two piles, you may apply the two top card effects in either order of your choosing.

I play my last card. Does the game end immediately, or do others get a turn?

The game does not end immediately. When a player plays their last card, all other players get exactly one more turn. The game ends immediately only when a player has no card to play at the START of their turn.

The player who triggers the game end — do they apply card effects?

No. The player who has no card to play at the start of their turn ends the game immediately and does not apply any card effects on that turn.

Multiple players have active Customs Agents when I play a Contraband card. Do I pay all of them?

Yes. You must pay each player who has a Customs Agent on top of a pile at the moment you play your Contraband card. If you have an active Banker, you are exempt from all such payments.

Does the Thief collect hazelnuts for Contraband cards buried under other cards in a pile?

No. The Thief only collects 1 hazelnut per Contraband card that is on TOP of a player's pile, not those buried beneath other cards.

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