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Pyramid Magazine Online
March 2001
Brad Weier
USA
Shipwrecked Card Game
Published by Out of the Box
Designed by Matthew Kirby and Mark Alan Osterhaus
Illustrated by John Kovalic
24 Bid cards, 24 Resource cards, 65 gemstones, rulebook;
$15.95
Two to four castaways are stuck on a deserted island
and must compete with each other for food, shelter,
water, and friends in this new bidding game from Out
of the Box Games. In the tradition of their previous
games, Apples to Apples and Bosworth, Shipwrecked
is simple, fun, and hysterically illustrated by John
Kovalic.
Kovalic provides a unique illustration for twenty Resource
cards. The Resources are divided into the four types
mentioned above and are ranked from ten to 50 Points
each. The first Crusoe to win 100 Points worth of cards
of a single type of Resource, or to win 150 Points worth
of cards of any type, wins the game. Each Resource also
has an Income number that gives players gemstones, the
local currency, at the beginning of their turns. Finally,
they have a Value number players can use to sell the
card to the bank for a quick cash infusion. As the Points
of the cards increase, the Income decreases, so a player
lagging behind in Points receives more help from the
bank each turn.
Players win Resource cards by bidding on them. On each
turn, a player reveals the top Resource card and begins
a six round bidding session. The price of the Resource
cards begins at five gemstones for the first round and
it decreases every round until a player wins the Resource.
This system makes it possible, but highly unlikely,
that a castaway could win the card for free.
Players do not bid with their gemstones, however. They
bid with one of six Bid cards, played face down each
round. Each player has two Stop cards, three Pass cards,
and one Strike card. If a castaway is the only one to
play a Stop card during a bidding round, that player
wins the Resource and pays the bank the appropriate
amount. A Strike card trumps a Stop card. Two or more
Strikes in a single round, however, cancel each other.
The Pass card simply allows the bidding to advance in
hopes of winning the Resource at a later -- and cheaper
-- bidding round. In a final bit of strategy, playing
a Stop card does not necessarily stop the bidding. A
player must announce that she is stopping the bidding.
This allows players a last minute change of heart should
they suspect a Strike has been played.
Players can tie during a bidding round if two or more
play Stop cards at the same time. Ties are broken by
the number of Pass bids played during previous bidding
rounds for this card. The Resource goes to the player
with the most Passes. If a tie remains, then the tied
players pay for the Resource and must begin a new bidding
session with just those players involved. This is an
expensive outcome, and if a player can not pay for a
Resource card, then he is bankrupt and out of the game.
The fun of Shipwrecked is trying to out-guess your
opponents. Players must decide how much each of their
rivals are willing to pay for a Resource, what their
bidding strategy will be, and how to win while avoiding
a dreaded tie.
Shipwrecked is not a revolution in bidding games, but
it is quick, easy to learn, and fun. And John Kovalic's
illustrations are a riot; the picture of the monkey
sitting atop a disgruntled castaway's head is almost
worth the price tag alone.
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