Description
Description
In the trick-taking card game 6th Sense, you score by correctly predicting the number of tricks you take in a round. The game lasts 4-6 rounds depending on the number of players. The deck contains cards numbered 0-14 in five suits, and at the start of a round players are dealt a hand of 11-15 cards, after which the top card in the deck is revealed to designate a trump suit. Each player then simultaneously selects a card from his hand to predict the number of tricks he will win that round, and then places this card face down on the table. In general, the normal rules of trickery apply: one person leads a card, the other players must follow suit if possible, and the highest trump card or the highest card of the suit led wins the trick. That said, some cards have special effects when played: when you play a 0, you can treat it as a 0 of that suit, or you can remove the 0 and a previously played card from the current slot. A trick with a 4 in it is won by the lowest card played instead of the highest; another 4 negates this effect. The 6 and 9 are on the same card, and you specify which value you want when you play it (or when you use it to predict the number of tricks you'll win). When you roll an 8, you can look at the prediction card for whoever wins that trick. If a suit contains at least one 12, the winner of the suit may choose to immediately split the cards in that suit so that it counts as two suits. If at the end of the round you have collected as many tricks as you predicted at the start of the round, you get the same number of points. If you failed to collect this number, you lose as many points as the difference between your prediction and what you collected, e.g. if you predicted 5 and collected 4 or 6 tricks, you lose 1 point. After the specified number of rounds, whoever has the most points wins.
Specifications:
In the trick-taking card game 6th Sense, you score by correctly predicting the number of tricks you take in a round. The game lasts 4-6 rounds depending on the number of players. The deck contains cards numbered 0-14 in five suits, and at the start of a round players are dealt a hand of 11-15 cards, after which the top card in the deck is revealed to designate a trump suit. Each player then simultaneously selects a card from his hand to predict the number of tricks he will win that round, and then places this card face down on the table. In general, the normal rules of trickery apply: one person leads a card, the other players must follow suit if possible, and the highest trump card or the highest card of the suit led wins the trick. That said, some cards have special effects when played: when you play a 0, you can treat it as a 0 of that suit, or you can remove the 0 and a previously played card from the current slot. A trick with a 4 in it is won by the lowest card played instead of the highest; another 4 negates this effect. The 6 and 9 are on the same card, and you specify which value you want when you play it (or when you use it to predict the number of tricks you'll win). When you roll an 8, you can look at the prediction card for whoever wins that trick. If a suit contains at least one 12, the winner of the suit may choose to immediately split the cards in that suit so that it counts as two suits. If at the end of the round you have collected as many tricks as you predicted at the start of the round, you get the same number of points. If you failed to collect this number, you lose as many points as the difference between your prediction and what you collected, e.g. if you predicted 5 and collected 4 or 6 tricks, you lose 1 point. After the specified number of rounds, whoever has the most points wins.
Specifications:
-
PEGI / Recommended age of use:10+ years
-
Number of players:2-6
-
Playing time:15-30