Bazar Tintin
1979
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Players
2-5
Weight
N/A
Age
6+
⚙️ Game Mechanics
How this game works - core systems and player actions
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📖 About This Game
WINING:
It involves purchasing cards that represent CASTAFIORE’s sheet music, in order to build collections:
The ship's wheel and the captain's old rum; the professor TOURNESOL’s watch and umbrella; and the canes of DUPONT and DUPOND.
Form series to win prizes and, at the right moment, trade your cards for Tintins.
PREPARATION:
In the middle of the table, put the following:
The deck of 104 cards, with the figure upside down
A roulette, that you set the numbers of Tintins need to win the game ( you set it from 30 to 50), decided between players.
One players in the Banker, that is responsible to to give cards to the players, and also in the begin give 15 Tintins to each player.
THE GAME:
The first player is the bank, each player take a turn rotating to the left. Each player turn need to draw a card from the main deck.
What happen if you draw:
CASTAFIORE, CAPTIAN, TOURNESOL or DUPONT/DUPOND card - you purchase it, paying to to the bank the price and its yours, but the player is not obligated to buy it. Leave on the side of the deck face up and pass the turn.
1 TINTIN card - The banker pays him the TINTIN, and the card is placed next to the deck face up.
RECEIVE or PAY card - the players follow the card instructions and place the card next to the deck face up
TINTIN or MILOU card, this card is free, works like a Joker, that can replace any card from the game.
You can exchange, buy or sell cards between players in order to complete a series, and then exchange that series for Tintins to the bank.
If the deck run out of cards, you need to use the upside up cards that are next to the deck, shuffle and use them as the new deck.