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Subject: Wyatt Earp - A Mini Review rss

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May 2018 be all you dreamed it would be and be all that you dreamed...
All of my reviews aim to offer a brief overview that allows people to get a good feel for what the game may offer them. I feel that other reviews can be sought if detailed game mechanics is what you are after.

In Wyatt Earp each player takes on the role of Sheriff in the Wild West, each eager to bring in the outlaws of the day. Bringing in the outlaws will earn a nice reward and it is the Sheriff who earns $25,000 first that will be declared the winner.

The game consists of 7 wanted posters, each one displays a different outlaw. The outlaws consist of Billy the Kid, Bob Dalton, Wes Hardin, Jesse James, Butch Cassidy, Belle Star and The Sundance Kid. The game consists of 78 cards and it is these cards that control the action. The set-up is complete by placing a $1000 reward on each outlaw, dealing each player 10 cards and turning 1 card face-up on the table.

The cards come in 2 basic types, outlaw and sheriff cards. There are 7 outlaw cards for each outlaw (49) and a total of 29 sheriff cards that change the play in some way. A player starts their turn by drawing a card (either from the deck or the top card of the discard pile). The player can then choose to play 1 sheriff card if they wish (only 1 can be played per turn) and resolve its effects. Before finishing their turn a player can choose to play outlaw cards. If an outlaw has not had any of its cards played to the table yet, then only a meld of 3 or more can be played. Once a player has played a meld other players can place any number of cards matching that outlaw in their own play area (on their next turn). This is called a lay-off. Whenever outlaw cards are played, $1000 must be added per card to the reward for that outlaw (minus $1000) So playing 1 card adds nothing to the reward.

That sounded awkward - an example. If 5 Billy the Kid cards were played, he would have a reward of $5000 ($4000 for the cards + the initial $1000 at the start of the round). The hand continues in this fashion until one player gets rid of all their cards.

When the hand ends each player calculates who has the most capture points for each outlaw. Each outlaw card in the game has a capture value number on it and these are added up. Some of the special sheriff cards also offer capture points and they can be played on any meld, but some of these have risk and may fail when played. Each outlaw is scored separately.

As long as an outlaw has a total of 8 capture points on the table, they have been captured. The player with the most capture points for the outlaw will take most of the reward, whilst the other players that helped in the capture will take a smaller share. If 1 player has 5 capture points more than any other player, they will take all of the reward. Any outlaws that had less than 8 capture points in play have managed to escape the sheriffs. All reward money remains on them for the next round and $1,000 is placed on all outlaws before the next hand can begin.

The Final Word

Wyatt Earp is an excellent game that uses the basic rummy system (this is by the same designer of the Mystery Rummy series and follows many similarities). The variations work extremely well, the sheriff cards make the play quite unpredictable and the action is fierce as players try to capture the most wanted (valuable) outlaws. If you are after a short card game that would appeal to regular card players or the more serious gamer - then Wyatt Earp will not disappoint. With a playing time of 30-60 minutes it is ideal for holidays or after tea with the family. Highly recommended!
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