Sukimono

2012 · Reaaliaikainen

Sukimono

During the Edo period of Japan, players collect pots and plates while speculating on changing market demand. Each round, wanted objects are placed on a price chart, and players choose a regional deck of object cards. Everyone searches simultaneously for items to buy, spending their starting ryo and claiming a number card when they stop. Players then sell their purchases in number order, choosing how many items to offer at the current prices. Each sale lowers demand and reduces the item's value, while unsold goods may become worthless if the market is already satisfied. The player with the most ryo wins once someone reaches 50 or more; otherwise, another round begins.

Pelaajat
2–6 paras 6
Peliaika
30 min
Ikä
9+
Monimutkaisuus
1,9 / 5
Sarjojen kerääminenRaaka-aineiden spekulointiOsakkeiden omistus

Tietoa pelistä

Suunnittelu

Ludoyan pöydissä

Kaikki tilastot Ludoyassa
2
Kirjatut pelisessiot
4
Pelaajat
1h
Keskimääräinen peliaika

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