Datto (IMPORT)
This game is in Japanese but is language-independent (no Japanese text on cards), a pdf copy of the English rules will be provided with the game if they are not included within the box.
DATTO! is a trick-taking game based on the fable of the Hare & the Tortoise. It is ostensibly a race game, in which the player to advance the farthest will win.
Turn order for each trick is based upon the players' position in the race, with the players who have advanced the least playing cards to each trick first. Players must follow suit if possible, and the winner will advance a number of spaces equal to the lowest value played in the lead suit. If only one card of the lead suit is played, the player advances a number of spaces equal to the number of cards left in their hand.
Each player also receives a "nap" card, which allows them to sit out of one trick.
This game is in Japanese but is language-independent (no Japanese text on cards), a pdf copy of the English rules will be provided with the game if they are not included within the box.
DATTO! is a trick-taking game based on the fable of the Hare & the Tortoise. It is ostensibly a race game, in which the player to advance the farthest will win.
Turn order for each trick is based upon the players' position in the race, with the players who have advanced the least playing cards to each trick first. Players must follow suit if possible, and the winner will advance a number of spaces equal to the lowest value played in the lead suit. If only one card of the lead suit is played, the player advances a number of spaces equal to the number of cards left in their hand.
Each player also receives a "nap" card, which allows them to sit out of one trick.
This game is in Japanese but is language-independent (no Japanese text on cards), a pdf copy of the English rules will be provided with the game if they are not included within the box.
DATTO! is a trick-taking game based on the fable of the Hare & the Tortoise. It is ostensibly a race game, in which the player to advance the farthest will win.
Turn order for each trick is based upon the players' position in the race, with the players who have advanced the least playing cards to each trick first. Players must follow suit if possible, and the winner will advance a number of spaces equal to the lowest value played in the lead suit. If only one card of the lead suit is played, the player advances a number of spaces equal to the number of cards left in their hand.
Each player also receives a "nap" card, which allows them to sit out of one trick.