Djinn Rummy (2025)
Czas gry: 45
Min. wiek: 13
Gracze: 1 - 5
Wydawca: Grand Gamers Guild
Projektanci: Daniel Rocchi
Artyści: Nieznany
Mechaniki: Set Collection
Min. wiek: 13
Gracze: 1 - 5
Wydawca: Grand Gamers Guild
Projektanci: Daniel Rocchi
Artyści: Nieznany
Mechaniki: Set Collection
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You are the most powerful of ancient magicians and shapeshifters, but for a thousand years you have waited, sealed inside a meagre brass lantern, lost under the sands of time. A group of ardent archeologists have now uncovered your magical prison, and want to use your powers to grant them power and riches beyond belief. Polishing your lantern they have awakened not only your slumbering spirit, but your powerful cleverness and guile. Will you be able to grant these foolish mortals their hearts desires while outplaying them at their own game? Success for you means freedom from endless years of servitude and a return to earthly pleasures. Or is your fate sealed, like the burnished brass lantern which has been your solitary cell for centuries?
Djinn Rummy is a card game based on classic rummy depicting the battle of wits between a Genie and mortals. Mortals attempt to lay down runs and sets to score points and empty their hands of cards. The Genie plays differently, by playing a run from 1 to 10 (symbolizing the thousand years they have spent imprisoned), trying to empty their hand first. However, the Genie may take cards played by mortals by granting them "wishes" that possibly increase their chances to score and to win. If the Genie wins, they score alone; if any mortal wins, they score alone; but if a Genie grants three wishes to any mortal, that mortal and the Genie score, excluding all other mortals. At the end of each round, the Genie appoints a mortal as the new Genie to hinder their chances of winning.
—description from the publisher
Djinn Rummy is a card game based on classic rummy depicting the battle of wits between a Genie and mortals. Mortals attempt to lay down runs and sets to score points and empty their hands of cards. The Genie plays differently, by playing a run from 1 to 10 (symbolizing the thousand years they have spent imprisoned), trying to empty their hand first. However, the Genie may take cards played by mortals by granting them "wishes" that possibly increase their chances to score and to win. If the Genie wins, they score alone; if any mortal wins, they score alone; but if a Genie grants three wishes to any mortal, that mortal and the Genie score, excluding all other mortals. At the end of each round, the Genie appoints a mortal as the new Genie to hinder their chances of winning.
—description from the publisher
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Djinn Rummy
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ag.gameitem.lastUpdated: 2025-04-25 02:03:56.944