Reapers (IMPORT)
Do you know of the Wild Hunt? It is said to be a portent of war, plague, or possibly the immenent death of whoever witnesses it - their soul destined to join the Hunt.
What’s that?
You’ve seen them ride?
Oh. That’s not good.
Ok, here’s what you should do. Gather the skulls of whatever wildlife you can find in the forest. Deer, boar, snakes, ravens - those are their favorites. Perform the cleansing rituals. If you must, search the graveyard. But you must be the reapers, lest you be reaped yourself.
Rooted in traditional trick taking games like Hearts or Spades, Reapers, designed by Daniel Newman, has some major differences that set it apart:
1. Every hand is drafted from face-up piles of 3 cards, rather than dealt to players.
2. Winners of tricks score the lowest value card in the trick, rather than the trick itself as a point.
3. There are four suits (deer, snake, boar, raven) as well as two different special cards, called “Reapers” and “Rituals.”
4. Players will place a wager as to how they think they will do in each hand, giving options for scoring the fewest points, scoring the second most points, or not trying to predict - all of which can be viable strategies.
Do you know of the Wild Hunt? It is said to be a portent of war, plague, or possibly the immenent death of whoever witnesses it - their soul destined to join the Hunt.
What’s that?
You’ve seen them ride?
Oh. That’s not good.
Ok, here’s what you should do. Gather the skulls of whatever wildlife you can find in the forest. Deer, boar, snakes, ravens - those are their favorites. Perform the cleansing rituals. If you must, search the graveyard. But you must be the reapers, lest you be reaped yourself.
Rooted in traditional trick taking games like Hearts or Spades, Reapers, designed by Daniel Newman, has some major differences that set it apart:
1. Every hand is drafted from face-up piles of 3 cards, rather than dealt to players.
2. Winners of tricks score the lowest value card in the trick, rather than the trick itself as a point.
3. There are four suits (deer, snake, boar, raven) as well as two different special cards, called “Reapers” and “Rituals.”
4. Players will place a wager as to how they think they will do in each hand, giving options for scoring the fewest points, scoring the second most points, or not trying to predict - all of which can be viable strategies.
Do you know of the Wild Hunt? It is said to be a portent of war, plague, or possibly the immenent death of whoever witnesses it - their soul destined to join the Hunt.
What’s that?
You’ve seen them ride?
Oh. That’s not good.
Ok, here’s what you should do. Gather the skulls of whatever wildlife you can find in the forest. Deer, boar, snakes, ravens - those are their favorites. Perform the cleansing rituals. If you must, search the graveyard. But you must be the reapers, lest you be reaped yourself.
Rooted in traditional trick taking games like Hearts or Spades, Reapers, designed by Daniel Newman, has some major differences that set it apart:
1. Every hand is drafted from face-up piles of 3 cards, rather than dealt to players.
2. Winners of tricks score the lowest value card in the trick, rather than the trick itself as a point.
3. There are four suits (deer, snake, boar, raven) as well as two different special cards, called “Reapers” and “Rituals.”
4. Players will place a wager as to how they think they will do in each hand, giving options for scoring the fewest points, scoring the second most points, or not trying to predict - all of which can be viable strategies.