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        Pepper®
•  Ages 8 to adult
3–6 players
5-15 minutes
per game
Stock #95252
Suggested Retail
Price $5.99


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FULL REVIEW

Fictional Reality Magazine
Clay Richmond
December 2006
USA

Pepper is a fast moving easy to learn and easy to play card game from Out of the Box Publishing Inc. On the packaging it says that the game is for ages eight and up, but I would broaden it some and say that anyone that can play the game of “Crazy Eight” can easily master this game (and my kids were well into playing card games of that level by age five). The rules are easily readable in just a few minutes and if you are anything like me, the rules are actually so easy you might not understand what the point of the game is. It’s not until you play your first game that things will suddenly “click” into place. The game is for three to five players, though I could easily see adding an extra player or two without any real trouble. A complete game from start to finish should only take five to ten minutes. The card deck consists of fifty-two cards, but that is where the similarities with a normal deck of playing cards ends. There are five suits (or colors) in the deck, and each suit has two cards of each of the numbers one through five. Two of the suits have an extra card being a six (I know, those of you who are obsessed with perfect symmetry will be losing sleep of this deck). Also, the deck comes in a fitted tin carrying box and a card sized folded set of rules.

There is even an extra card that has an FAQ (Frequently Asked Questions) on both sides of it. I thought the rules were clear enough not to generate questions, but if you had any doubts, this should definitely clear up any of the finer points for you. As I mentioned in the beginning, the game is amazingly simple. What I didn’t quite get from reading the rules was how the strategy in the game might work (even reading the strategy tips didn’t do it for me). But about three seconds into my first game suddenly the lights came on. The idea is to get rid of all your cards, but you only get to play when someone else plays on you. I don’t what to spoil all the fun and tell you ALL the rules, but getting rid of cards only when played on means that if the players (assuming they are all trying to win) will most likely be playing on the person who has the most cards. This of course means that unless you can make a player pick up their cards, then sooner or later all players will be down to one card and the player whose turn it is has to be attentive enough to pick the right person to play on (in a situation where a player with one card plays on a player with only one card, then one of the two always win). Since each player only has five cards, at most only about half the deck is used so you can’t really count cards very easily, but you can play the odds and remember what a player has played so far and has picked up (if any). The deal breakers are the sixes. There are only two in the deck, and they can’t be beaten, and beat all the other cards (except each other of course). So having one of these gems in your hand can really increase your odds of winning (but by no means insures it). The game moves fast, and you will probably want to play again after your first, and second games and then before you know it you have played half a dozen hands. This game is a good family game and I think it is especially good for younger kids and adults with younger kids you are growing tired of playing “Crazy Eights” again and again (I remember those days well). It’s also a good game where socialization is the prime goal as the game is not overly competitive and does not require three advanced degrees and ten years of experience to master it.

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