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    instict
    Wizards of the Coast/1998/$7.99

    Instinctis reminiscent of a number of classic trick-taking card games, and is essentially a simplified, five-suit version of Spades. The rules are exceptionally simple and easy to learn, and new players can open the game, read the rules, and be playing within a few minutes.

    Players must use their instincts to correctly predict/guess how many tricks they will take from each hand. If they get exactly as many tricks as they predicted, they score points; if they fall short of their bid or overshoot it, they get nothing. The first player to acquire 100 points wins. Players who realize they probably won't make their bids, or who have already overshot them, can devote their energies to helping other players miss their marks. As the game says, "Play for fun. Play to win. Play to watch your friends lose."

    Each deck contains 66 cards divided into five colored suits (red, blue, green, black, and white, the symbols on the cards corresponding to the color symbols used in Magic) of 12 cards each and six trump cards, emblazoned with a jester (from the "Jester's Cap" Magiccard; Magicplayers may recognize some of the other popular images used, including "Avenging Angel" and "Rathi Dragon").

    Instinctis intended for three to six players and play time is about an hour per game, shorter for players who stay focused and longer in games for more than 100 points. Children are able to easily learn the rules, but might have trouble accurately gauging how many tricks they are likely to take. Younger players might also have trouble dealing with someone taking tricks from them or giving tricks away to them simply to make them blow their bids; losing is one thing, but being made to lose is another.

     
         

     

     

     

     

     

     

     

     

     

     

     



     

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