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BOARD GAMES & CARD GAMES
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Rio Grande Games
| Change Horses
Change Horses
Price: £28.99
RRP = £34.99
Board Game; 2-5 Players; Ages 8+ by Eggertspiele/Rio Grande A racing game with a twist. Players secretly get a horse (in a color) assigned before the game starts. The player with the horse in last place at the end of the
game wins. On your turn - sequence of play is decided by auction - you play 2 colored horse cards. When every player has put down cards, the horses move; but only horses with an odd number of cards on the table! If the number of open cards is even, the horse does not move. GAME REVIEW FROM COUNTER MAGAZINE Eggertspiele / Rio Grande 2-5 players, 30 minutes designed by Bruce Whitehill reviewed by Ben Baldanza One would think the world doesn\'t need another racing game, or even a horse racing game. But ``Big Game Hunter\'\' and published author Bruce Whitehill brings us a new one with the interesting idea that the winner is the horse in last place after three others have crossed the finish line. This seems to be an ill-conceived idea for a race game; after all, if you\'re trying to finish last, just don\'t move, right? But of course this game doesn\'t allow that as the horses move based on cards played by all players, and the result is a bit of a warped version of Royal Turf without the private betting. The track is a familiar multi-lane oval and six horses, noted by color of the jockey as well as a number, run each race independent of the number of game players. Each player randomly and privately gets assigned an ownership certificate that assigns the horse they are secretly playing. Players also get a set of horse movement cards that each shows two horse colors on them. >From the individual decks, players draw three cards and two of these are played before more are drawn. First each player plays a single card, and the horses all move based on the play. Then a second card is played, and it is the sum of both plays that determines the next horse movement before the ``tote board\'\' is cleared to start the process again. The card play defines how the horses move. As mentioned, each card shows two horse colors. After the first set of cards is played, the frequency of every color represented is counted. If the number is even, that color horse does not move. If the number is odd, the horse moves one space for each time that color appears. After the first set of cards are played, a second card round is played and now it is the result of all the cards played, not just the second set, that determine the horse movement. Playing last obviously has an advantage, so Change Horses offers both a standard way to determine turn order and a more advanced method. The standard way is to randomly choose the order each round. The ``Derby League\'\' version uses a separate set of carrot cards to auction off the turn order slots. This is a ``For Sale\'\' style auction, where you can beat the prior bid or drop out and take the next available slot, with the first player slot being the worst. This is the basic idea of the race, and it gets spiced up a bit with wild horse cards. Each player gets two of these and can use them in addition to their horse card to gain advantage. The four ways to use the cards include covering a horse card played to eliminate its effect, moving two horses outward on the track, giving a boost to all horses in the last two rows that have horses, or changing horses. This final action lets you bail from the horse you\'re supporting and draw randomly from new ownership cards to get another one. This is a desperate play but sometimes necessary when your horse is being moved quickly to the finish line. There are limited strategies in the card play. You must play two of the three cards you draw, and most of the time you\'ll be trying to help ensure that your horse color doesn\'t end up odd. This is hard to do with any reliability, and that\'s why the wild horse cards are important but must be used judiciously. There is not enough control in the game to feel that your play means too much unless you\'re the last player, and as a result it\'s likely that this game will get limited play over the next 12 months and then fade quickly from memory. Turfmaster, The Very Nasty Horse Racing Game, Win Place & Show, and many others have brought horse racing to the game table. Change Horses is the latest and likely won\'t be the last, but being last place in a race is something we won\'t likely aspire to very often. It is lighter fare than typically expected from Eggertspiele, and comes in a larger-than-necessary Neuland-sized square box rather than the rectangles of the rondel series. The rules are very clear and the joint publishing with Rio Grande makes the game easily accessible on both sides of the pond.
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| Change Horses
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