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Sting box art
1984 Ranked #22,882

Sting

Players lay runs and sets in front of opponents in a rummy-style card game, trying to empty their hand first. Unfinished piles score against their owner, while powerful wild cards and pile-moving effects create vicious reversals.

Card Game Set Collection Take That Traditional Card Games: Rummy

Players

2-6

Play time

Not listed

Age

9+

Complexity

1.25/5

Rating

5.32

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

A version of "Rummy" with the standard IGI twists, the main one being that players lay down runs and sets *in front of their opponents*, and except for the player who wins the round by being the first to get rid of all of his or her cards, sets and runs in front of a player are scored *against* that player at the end of the round. In addition to cards numbered 1 through 10 in the red, blue, green, and yellow suits, there are Wild Sting cards (regular wild cards), Double and Triple Wild Sting cards (wild cards that double and triple the score of a run or set), Pass-a-Pile cards (to move a run or set that's in front of you to another player), Take-It-Back cards (to deny Pass-a-Piles), and Super Wild Sting cards (that *can't* be passed and must be eaten at the end of the round).

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

A version of "Rummy" with the standard IGI twists, the main one being that players lay down runs and sets *in front of their opponents*, and except for the player who wins the round by being the first to get rid of all of his or her cards, sets and runs in front of a player are scored *against* that player at the end of the round. In addition to cards numbered 1 through 10 in the red, blue, green, and yellow suits, there are Wild Sting cards (regular wild cards), Double and Triple Wild Sting cards (wild cards that double and triple the score of a run or set), Pass-a-Pile cards (to move a run or set that's in front of you to another player), Take-It-Back cards (to deny Pass-a-Piles), and Super Wild Sting cards (that *can't* be passed and must be eaten at the end of the round). All in all, another IGI game that will have the players ready to knife each other by the end of the night. The approximate playing time is a guess.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Game and edition data

All specifications (5)

Play and group

Players
2–6
Best with
2
Play time
20 min
Age
9+
Complexity
1.3/5
Credits and catalog connections

Credits

Designers

1
(Uncredited)

Publishers

3
Gibsons International Games Waddingtons

Linked items

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