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Brian Walker
United Kingdom
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This review was first published in Games International, May 1990.

This splendid little card game is initially reminiscent of Sid Sackson's Bier Borse (aka Bazaar). The differences soon become clear, though: for one thing, you don't get a headache. In Sid's game you had to collect beer mats or diamonds, depending on the version being played. Here, you are after keys.

Seven different 'safe' cards are laid out in the centre of the table. Each card requires a particular combination of four keys to open the safe. A varying number of points is awarded to the player cracking it Players are allowed to choose one key card per turn, or cash them in for a safe.

For every set you trade in above one, you score ten bonus points. The optimum strategy is to collect as many cards as possible in an effort to trade in the maximum amount in one foul swoop. What this means is that the player who holds the biggest hand will generally win the game. This, and the lack of player interaction, are the flaws in what is an otherwise interesting game.

The official variant offers a partial solution to this problem: deal out two bonus cards to each player. Instead of collecting them after trading, players must select an opportune moment to place them under a particular safe card. The player who collects that card gets the bonus, but if you still have bonus cards left at the end of a turn you lose ten points for each such card. Problem solved.

Cash? That will do nicely, thank you.

Brian Walker
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Edmund Proctor
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Brought Cash years ago based on this review. One game that I wish to play (before the other players give up).

I am also uploading slowly issues of Games International to RPGGeek.
 
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