Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
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.