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The Crow And The Pitcher box art

The Crow And The Pitcher

Players

3-4

Time

?-?

Age

12+

Weight

1.75

Rating

5.58

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

The Crow and the Pitcher has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, the game does not require a significant level of cooperation.

Replay value

The Crow and the Pitcher has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. It offers a fresh and engaging experience each time it is played.

Luck profile

The Crow and the Pitcher has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of chance and skill.

Overview

The Crow and the Pitcher is a trick-taking game based on the Aesop fable of the same name. Players must play off one another in order to gain points, but the highest suited card is not always the one that takes the trick, so one must be as clever as the Crow in Aesop's fable to score points and not perish from thirst. The deck consists of three colored suits of stone cards (numbered 2-10) and one set of black "thirst" cards (also numbered 2-10); a separate deck of pitcher cards has values from 6 to 13, with some duplicates, and one pitcher is revealed each trick. One player leads the first trick with a stone card, and other players must follow suit, if possible. If a player cannot follow suit, she can play a thirst card instead, and from the next round thirst cards can lead the trick. Whoever wins a trick leads the next trick, so winning tricks helps you dictate play. If the sum of the colored cards is less than the pitcher value, then the lowest card matching the lead wins; this player gets all cards played (positive points for colors, negative for thirst) and the Pitcher card (worth -5 points). If the sum of the colored cards is equal to or greater than the pitcher value, then the highest card matching the lead wins, and this player gets all cards played (again, positive points for colors, negative for thirst). In all cases, cards valued higher than the trick's pitcher card do not count toward determining whether the pitcher is full. If the trick is led by a thirst card, the highest thirst card wins, and that player takes all thirst cards played – so make sure you hold onto your low value thirst cards to avoid winning a thirst-led trick! After three rounds, the player with the high score wins.

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Credits

Designers

1
Sean MacDonald

Artists

2
Phil Kilcrease Sean MacDonald

Publishers

2
5th Street Games NoMADS GAMES (I)

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