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Egyptian Ratscrew box art

Egyptian Ratscrew

Players

2-10

Time

?-?

Age

10+

Weight

1.23

Rating

5.68

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.2

Low interaction

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 2.3

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, high frequency of interaction, low emphasis on cooperation.

Replay value

Egyptian Ratscrew offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The game offers deep strategic possibilities and room for players to improve their tactics over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may not be the easiest game to learn, it offers a good balance between ease of learning and depth. Overall, Egyptian Ratscrew has a strong replayability score of 8.02.

Luck profile

Egyptian Ratscrew has a moderate influence of luck. The game outcome is not predominantly determined by random elements, but they still have a notable impact. Players have substantial ability to mitigate randomness through strategic decisions and planning. Overall, the game has a balanced mix of luck and strategy.

Overview

Description by Wikipedia.org "Egyptian Ratscrew, commonly abbreviated as ERS and also known as Egyptian Rhapsody, Egyptian Rattrap, Slap, Bloodystump, Nuclear Holocaust, Egyptian Rat Race, and Egyptian War, is a card game of the accumulation family, reminiscent of Slapjack and Beggar-My-Neighbour, but more complex. The game is played with a standard 52-card deck (or with multiple standard decks shuffled together with large numbers of players). Each player takes an even share of the deck as their face-down pile. Players take turns laying a single card from the top of their pile. If a face card is played, the player after the player who laid the card has a number of chances to play another face card (J=1, Q=2, K=3, A=4). If they succeed play continues as usual; If they fail, the player who played the last face card claims the entire pile. If, at any time, certain "sets" appear in the pile (usually pairs and sandwiches, but not limited to triples, runs, etc) ANY player may SLAP the pile and claim all the cards. Even a bystander may do this and jump into the game. The game ends when one player has all the cards.

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Credits

Designers

1
(Uncredited)

Publishers

2
(Public Domain) University Games

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