Since 1991, the Double 6 has been held every year.
It is during the Festival des jeux de Saint-Herblain that this prize recognizes an author and a game of the year.
" I love the Festival des jeux and its Double 6. And I'm not saying that because I was rewarded", jokes Théo Rivière, "board game author and winner of the last Double 6 with Draftosaurus. "I say this because Double 6 is one of the few awards that goes to game writers, not just publishers as they often are. It's a great way to showcase our work, which is often overlooked by the general public. "
The selection of games is carried out by the Library of Saint Herblain, the Maison de jeux et Sortilèges de Nantes.
The scoring relates to the understanding of the rules, the aesthetics and the material of the game, without forgetting the pleasure of the game. over 50% of the score awarded by a professional jury, the Herblinois public completes the second half of the Double 6 score.
“The final score of the game is made up for half of the scores of the Herblinois who have played the game during the weeks preceding the Festival des jeux, and half by a jury, itself made up of professionals and ordinary inhabitants like me", explains Claire Bescond, 40-year-old Herblinoise and member of the jury for the Double 6 prize in 2017. "I think that gives it additional legitimacy. "
Hubywoky The Beginning is the first card game to include the concept of "continuous gaming", that is to say that encourages physical play with friends and then earn points on the virtual part of the game when you are alone, then return play with your friends ... etc ..!
Hubywoky is a strategic, scalable card game for 2 or 3 players, where all the cards are unique.
Each player must strategically build 3 stacks of 4 cards (2 stacks of 4 cards for 3 players), paying attention to the sequence of his cards (Bonuses and monsters) while taking care to remember them to counter them. plans of his opponent!
Hello everyone ! Today we're going to talk about Tam Town.
Tamtown is a village in a southern country, where famine has caused the disappearance of several villagers in recent days.
While the origin of these premature deaths is a lack of food, its cause and responsible remain obscure. It is to identify them and get the village out of its nightmare that Jétou, the village chief, calls in investigators to help him in his quest for the truth and stop the devastation.
A mysterious informant, undoubtedly touched by the fate of Tamtown, disseminates snatches of messages forming a text leading to identify the cause and the responsible of this famine.
To retrieve and order these messages, families and investigators unite to face the events that are fierce against the village and take action at the price of time.
As long as the cause and the responsible are not identified, time does its work and famine increasingly reduces the number of villagers ...
Will players be able to ward off the spell before they see the village disappear? Will they be savvy and united enough to counter the misfortunes that befall Tamtown?
Only a team spirit will reverse the spell and reveal the truth ...
The object of the game is to uncover the Cause and then the Culprit of the famine before each family has lost all of its members.
To do this, the players have pieces of sentences on their cards (the clues) that they must put judiciously, in a very specific order, to recompose 2 messages.
First the one concerning the Cause and then the one concerning the Guilty.
Each complete message is made up of 4 cards. These 4 maps, when put together, form a panorama depicting the environment of Tamtown, one by day and the other by night.
The problem is that to ask these clues players have to spend time materialized by broken hearts. Each card played or placed costs 1 or 2 broken hearts.
These broken hearts are placed in front of the players embodying a family and when a family has 3 broken hearts it loses a member ...
Each family having a limited number of members (between 4 and 6), players must arm themselves with ingenuity to avoid ousting their partners.
To see how far will go the spirit of collaboration of the players and to highlight that a selfish one leads everyone to his loss, it is planned that only one player can win the game!
It will be the one who survives, of course, and who has the most broken hearts in hand at the end of the game. So, will you be the player who has avoided helping your partners?
Or the one who will have been able to help his neighbor to bring out the best among us?
Victory is not won, it is earned and offered to us!
Today we're going to talk about Ultrium Sphere, Terra Nueva!
In the distant future, man has conquered space and the ultimate entertainment is an extremely violent sport called ULTRIUM SPHERE.
In these matches, anything goes. At least two teams compete against each other to score the decisive 3 goals that lead to victory.
Teams are usually owned by powerful corporations or simple independents, and players come from all over the Galaxy (humans, androids, genetic experiments, or aliens).
ULTRIUM SPHERE has become the most popular game in the entire universe and is watched by hundreds of billions of people. Players who manage to survive the game and perform remarkably well are virtually elevated to the rank of Deities and are called the ULTRAs.
In ULTRIUM SPHERE, each player is the leader of an Ultrium Sphere team, which they try to lead to victory. Each team consists of two decks: 25 Ultra cards and 25 Interaction cards. Ultra Cards represent team members and describe their race and various characteristics, offensive (tackle, attack, shooting) and defensive (resistance, stop, pass).
Interaction cards are the different strategies the team can apply. At the start of the game, each player draws 4 Interaction Cards and 6 Ultra Cards. The 6 Ultras must be arranged in two lines, the attack line and the defense line (3 Ultras in each line). Interaction cards remain in hand.
Ultras can be used either for their particular ability or to perform various actions depending on their place in the field. Attackers can interfere with the opponent's defense (tackle, attack) or attempt to shoot a goal.
Defenders can pass to attackers (one pass must take place before each shot on goal) or stop the opponent’s shots. The player must activate the Ultras (i.e. turn them at a 90 degree angle) when using them.
Once activated, Ultras can no longer be used. Therefore, the player must not activate all of their Ultras during their turn, as the activated Ultras will not be able to defend themselves during the opponent's turn. When the player chooses to play an action, he must roll a 12-sided die and add the personal Ultra bonus for the chosen action.
To know whether the action succeeds or not, the player compares the total to a success threshold, which must be exceeded or not depending on the type of action. The Interaction card can be used at any time to strengthen its own Ultras or weaken the opponent's Ultras.
When the turn begins, the player draws 1 Interaction card and places all of their Ultras vertically. First, he / she can replace the Ultras and have 2 Ultras exchange places. He can then use the Ultras and Interaction cards.
When the player can no longer or no longer wants to perform an action, or when he scores a goal, his turn ends and the opponent can begin his turn. Play continues until one of the players scores 3 goals.