|
|
|||||||||||||
|
Category |
|
||||||||||||
|
||||||||||||||
Summary |
||||||||||||||
As card
games go, this one is quite revolutionary. Perhaps its oddest feature is that
you cannot rearrange your hand, as you need to play the cards in the order
that you draw them. The cards are colorful depictions of beans in various
descriptive poses, and the object is to make coins by planting fields (sets)
of these beans and then harvesting them. To help players match their cards
up, the game features extensive trading and dealmaking. The newest English
version is from Rio Grande games and it comes with the first expansion
included in a slightly oversized box. |
||||||||||||||
|
||||||||||||||
Pictures |
||||||||||||||
|
||||||||||||||
De 3 à 5
joueurs
De 10 à 99
ans
Durée de la partie 45 minutes |
|
|
|
Introduction: |
|
|
But du jeu: |
|
|
|
Commentaire
personnel: |
BOHNANZA |
|
|
COMPOSITION DU JEU: |
|
104 cartes
haricots/pièces d'or: d'un côté se trouve une pièce d'or, de l'autre une sorte de haricots
avec en dessous le haricomètre qui indique, selon le nombre de cartes de
cette sorte plantées dans un champ, le gain en pièce d'or. Le chiffre en haut
de la carte indique le nombre de haricots de cette sorte. |
||||
|
|
|
|
|
|
|
|
|
|
Dos des 104 cartes |
20 cartes |
18 cartes |
16 cartes |
14 cartes |
|
|
|
|
|
|
|
|
|
|
12 cartes |
10 cartes |
8 cartes |
6 cartes |
|
|
|
|
|
|
6 cartes troisième
champ: (dont une
qui ne sert qu'avec l'extension !) que les joueurs pourront acquérir en cours
de partie. |
||||
|
|
|
|
|
|
|
|
|
|
6 cartes |
|
|
|
|
|
|
|
|
|
RÈGLE DU JEU: |
|
Préparation |
Bohnanza
Published by Amigo
Designed by Uwe Rosenberg
For 3-7 players aged 12 and up
The players are bean farmers and they grow and sell the beans they have grown for as much as they can. When selling beans, a player harvests an entire field, selling it for an amount based on the number of beans in the field: the more beans, the higher the price. Sometimes, however, a player may be forced to sell his beans before he wants and at a low price; such is the nature and challenge of the game. At the end of the game, the player who has earned the most money as a bean farmer, wins the game.
104 beans/coin cards
20 Blaue Bohnen (Blue “Roy” Beans)
18 Feuerbohnen (Fire Beans)
16 Saubohnen (Broad Beans)
14 Brechbohnen (Brech (pun - “sick”) -Bean)
12 Sojabohnen (Soya Beans)
10 Augenbohne (Black-eyed Beans)
8 Rote Bohnen (Red Kidney Beans)
6 Gartenbohnen (Garden Green Beans)
6 third bean field cards (3. Bohnenfeld)
1 rules booklet
24 Kaffeebohne (Coffee beans)
22 Weinbrandbohne (Brandy beans)
4 Kakaobohne (Cocoa beans)
The bean cards each have four stacks of coins on the bottom which show how many coins a player receives for selling the number of beans displayed below each stack of coins. They also show the number of cards of that type. The "beans" are comic characterizations of imaginary and actual bean varieties. On the back of each bean card is a picture of a coin; this is the payment the players receive when they sell beans.
Shuffle the bean cards and deal 5 cards to each player. As the cards are played in the order dealt, players hold their cards in their hand with the first card in front facing them and the others behind it in order. The order of the cards may not be changed. Place the remaining bean cards in a stack with the coin side up (the draw pile) and the third bean field cards nearby. When a player draws bean cards, he draws them one at a time and places them behind the others in his hand.
On his turn a player must carry out four actions one after the other.
The player must play his first card on one of his fields. If he holds no cards, he obviously skips this step. He can play the card on an existing row (the type of bean must match) or begin a new field. After this first card is played, he may play the second card on a bean field (either the same field or another field.
If he cannot play the first card because it doesn't match any of his fields, he must sell all the beans in one of his fields to make room to play the first card.
When a player wants to or must sell beans, he can choose which field's beans to sell. After choosing the field, he removes all the cards from the field, counts the cards, compares the count with the numbers at the bottom of one of the cards, and keeps bean cards (turning the cards over) equaling the number of coins shown for that number. The bean cards not used as coins are placed bean-side up on the discard pile. If there aren’t enough beans to generate coins, all the beans are discarded. Place the coins next to the player's fields. A player may not sell beans from a field containing only one card. If he only has fields with 1 card in each, he can choose one field and discard the bean card for no money.
The player draws 2 cards from the draw pile and lays them face up in front of himself. He can keep both of these cards, but must place them in his fields as his third action. He can also offer them to the other players in trade for cards they offer. He can request a specific card or ask what the player is willing to trade. In addition he can offer cards from his hand. Other players can only offer cards from their hands and can only trade with the player whose turn it is. The numbers of cards traded do not have to be equal. Players must play their traded beans on their fields immediately after a trade is concluded.
The order of cards in players' hands may not be changed through trading, but they may trade any card from their hands. To preserve card order, traded cards may be taken from a hand only for the trade itself and not before.
In the trading phase, players may also offer to donate bean cards to another player. The player whose turn it is may offer the cards just drawn and/or those in his hand and to any other player. Other players may only donate cards from their hands, and only to the player whose turn it is. If an offered donation is not accepted, the player offering it must keep the card in the same place in his hand.
Now, the player whose turn it is, must play any drawn cards he still has. If any drawn or traded cards cannot be played, the player must sell beans to make room.
The player draws 3 cards one by one from the draw pile and adds them to his hand at the back in the order drawn. Play then passes clockwise.
Players can at any time, even when it is not their turn, sell bean cards from one of their fields.
They may also buy a 3rd bean field at any time for 3 coins.
Players may also make promises to other player to trade cards on their turn, but these need not be kept.
Re-shuffle the discard pile each time the draw pile runs out. When the draw pile runs out for the 3rd time, the game ends immediately. Each player may now sell all the beans in his fields. Players discard the cards in their hands as they have no value. Whoever has the most money is the winner.
With 3 players: Remove the Cocoa beans and set them aside. Each player starts the game with a third bean field at no extra charge. The game ends when the deck is exhausted for the second time, instead of the third time.
With 4 or 5 players: Remove the Coffee beans and set them aside.
With 6 or 7 players: Remove the Cocoa beans and Garden beans and set them aside. The first player starts the game with 3 cards in his hand, the player on his left has 4 cards, the next player has 5 cards, and the rest have 6 cards. In the fourth action "Take new bean cards", each player draws 4 rather than 3 new cards. A third bean field costs 2 rather than 3 coins.
The object
of the game is to collect sets of these various types of beans and then convert
them into coins. The winner is the player with the most coins by the end of the
game. Play is quite easy. Each player receives five cards. The first instinct
when you are dealt a mitt-full of cards of various suits is to group them by
the suits, but that is illegal in this game. You must use the cards in the
order you receive them. When it’s your turn you must ‘plant’ either the first
or both the first and second card in your hand. And if you have more than two
types of bean fields needing planting, then you need to ‘harvest’ one of your
fields and plant the new beans. Plus if you have a choice between harvesting a
bean field with one measly bean and a potentially valuable multiple bean field,
you have to harvest the multiple bean field.
Anyway, after you’ve planted the first card (or cards) in you hand, you draw
two more cards off the top of the deck to use in trades with other players.
This is the heart of the game. You will have to either plant these two new bean
cards yourself or else trade them to another player that is willing to take
them. And hopefully they will give you a valuable card in return. Plus during
this trading period, any of the players can freely trade any of the cards in
their hand to you, with only restriction being that any traded cards must be
planted at the end of the trading round. After you’ve traded and planted, you
draw three more cards and place them in the back of your hand in the order you
receive them.
When you decide to harvest a field (for whatever reason) you convert the cards
into coins through an interesting mechanism. Each of the cards has a one, two,
three, four coin progression on the bottom. And to receive one coin, you need
to collect at least the number of beans depicted on the corresponding one coin
column. So if there are 20 cards in the set total, you need collect a high
number of the total cards to score one coin. Whereas if there are only 6 cards
in the deck total, a couple bean cards will score a coin. As an added wrinkle,
when you score a field, you remove a number of bean cards from the deck
corresponding to the number of coins earned. This means that the next person
trying to collect that type of bean will have a tougher row to hoe (no pun
intended of course).
After the deck has been passed through three times, the game is over and the
player with the most coins is the winner. This is the odd part of the game, as
I never seem to be able to tell who is going to win a given game. You could
play very cutthroat, making each player harvest his bean fields prematurely
because no one is willing to make mutually beneficial trade. But many
Bohnanza’ers insist that pushing for unequal trades is bad for coin production,
and therefore bad for the trader constantly hoping for killer deals. I would
agree, this game is less about trading for profit and more about making sure
you manage your hand efficiently (even if you’re operating at a loss). The only
minor drawback is the German language on the cards can be a little daunting to
inexperienced foreign language gamers. But other than that, I can
wholeheartedly recommend this game for virtually any family gaming night or as
a light filler for an evening of games.
There are also two expansions for the game. The first adds three new types of
beans, which allows you to tailor the deck to the exact number of players. I
would recommend getting this one. The second, La Isla Bohnita, is supposed to
be fairly weak, as it adds nothing useful to the game (and actually discourages
trading by giving players new avenues of bean acquisition). But I haven’t
actually played the second one, so feel free to dismiss my words as the hearsay
it is.
The basic
idea is that you are a bean farmer planting two fields of beans. No field can
contain more than one type of bean. With
eight different types of beans in the deck, in various quantities, it becomes a
frantic trading game trying to collect sets of the two
types of beans you are planting.
A player begins with five cards in his hand. During a players turn, the action
sequence is as follows:
· Plant the top card in your hand in one of your two fields. You may plant the
second bean if you
so desire.
· Pick the top two cards from the deck and place them face up in front of you.
Keep and plant
these two cards or begin trade negotiations.
· All players then plant the cards they traded for that round.
· Pick the top three cards from the deck and add them to the back of your hand.
The main problem that a player faces is that cards must be planted in the order
in which they appear in a player's hand. The
order of the cards in your hand cannot be changed. With the inability to mix
beans of different types in a field, trading can
become frantic as players try to deal off cards which would force them to
prematurely harvest beans already planted in one of
their fields to make room for a bean which is at the top of their hand. A
player can purchase a third beanfield for three coins,
but this strategy has proven questionable due to its cost. If a player elects
to purchase the third field, he should do so very early
so as to maximize its potential.
As mentioned, the eight beans come in various quantities. The more you are able
to collect of one type, the greater the dollar
value you receive when you harvest them. Beans which are scarce produce greater
financial yields that beans which are
plentiful. Players must keep an eye on what other players are trying to collect
and try to avoid duplicating those beans in their
fields. Further, players must also keep an eye on which beans have already been
played so as to not attempt to begin fields with
beans which may now be scarce in the deck.
The game ends when the deck has been cycled through three times. However, the
deck is much smaller the second and third
time as players now have cards in their fields, cards in their hands, and cards
acting as coins. Thus, rounds two and three are
swift.
Another highlight of the game is the artwork on the cards. There are humorous
drawings of the eight beans in the game. The
names of the beans are written in German on the cards. This forces non-German
speakers to make up names for the beans
based on their perceptions of the illustrations. Thus, the Sau Bohne becomes
the ' Mushy Guy' or the ' Pig Dude'; the Brechen
Bohne becomes the ' Dizzy Guy' or the ' Bourbon Street Bean'; the Feuer Bohne
becomes the ' Chili Pepper' or the ' Lung
Cancer Guy'; etc. This makes for humorous and frantic trading sessions.
For a card game with simple rules, the game does pose lots of interesting
decisions for the players, and has a wonderful trading
element. It's overall length is short -- 30 to 40 minutes.
The first thing you need to know is
that "bohn" is the German word for "bean," making the name
a decent pun which even translates well. The punny bean theme is carried
through the cards which depict visual puns for various types of beans—
black-eyed beans, sour beans, soy beans, etc. Each bean is repeated in the deck
a different number of times, from 6 to 20.
Over the course of the game, players
plant beans into their two fields (a third field can be purchased later). Each
field can hold an unlimited number of beans, but they must be of the same type.
A new type can only be planted by harvesting the beans already there. If enough
beans are harvested at once, they can be sold— the more beans, the more they're
worth. And money is what wins the game. The cards are smartly designed with a
"beanmeter" at the bottom of each, showing how many beans are
required for each payoff.
Players are dealt five cards to start
with, which they must pick up in the order they're dealt. Throughout the game,
the order of a player's hand cannot be changed— they must be played in a first
in, first out queue. This takes a little getting used to, since sorting one's
hand is second nature to most people. But it's crucial to the game's mechanics
that cards be left in their natural order.
That's because each turn, players must
plant one or two cards, starting with the oldest ones in their hand (the ones
at the front of the queue). If the player has no empty fields and is forced to
plant a bean which doesn't match the types already growing, he must harvest
from one of the fields so it will accomodate the new type of bean. This can
cause a player to harvest before enough beans were planted to earn money, or
before he has the chance to increase their value by playing the other matching
beans in his hand. Even worse, if one field has a single bean and the other has
more than one, you must harvest the more populated field. This makes managing
your hand a crucial aspect of the game, which is accomplished through trading.
After playing a card, a player turns
up two more from the deck which he can either keep or trade (together or
singly). Cards from players' hands can be traded to sweeten the deal, and he
can even offer to give cards away. If, despite the player's efforts, he's
unable to get someone to accept one or both of the flipped cards, he must take
them himself.
Any cards players receive as trades
are not put into their hands, but are set near their fields. When all trades
are finished, players must plant all of these cards. Since this can force a
premature harvest, players will often make sweet deals to get rid of unwanted
cards. The simple mechanism of those two flipped-over cards encourages trading,
resulting in a constant flow of cards from player to player. A player finishes
his turn by drawing three cards and adding them, in order, to the back of his
hand.
When the deck is exhausted, the
discard pile is shuffled to form the new deck. It will be much smaller than it
was originally, though. The back of each card shows a coin. When players
harvest beans, they keep one for each coin in the payoff, turning them over to
the coin side. So when the discards get shuffled, there are fewer of them each
time. When the deck gets exhausted for the third time, players harvest their
fields for the last time and count their coins to determine the winner.
The truly great thing about Bohnanza
is that it's not like other card games. Lately there have been a rash of games
which riff on the Hols der Geier and 6 Nimmt! mechanics, and I'll
be quite happy if I never see another trick-taking game. The mechanisms in
Bohnanza are not only fresh (I can't think of another game where you're forced
to play your cards in the order in which you receive them), but they work well.
The jury's still out on the value of
buying a third field. With three players, it's easily worth the 3 coin cost
since you'll have longer to use it. With five players the cost drops to two,
but it will take a while to earn enough to pay for it and there's less
opportunity to capitalize on it. The four player game is the hardest call, since
the cost remains at two but the chances to plant in it decrease from the three
player game. If you can get it early, it can be worthwhile to be able to
collect an extra variety of bean, giving you more time to gather larger sets.
Less so than in most collecting games
(thanks to the frequency of trades and the ease with which players can be
involved in them) it's better to avoid gathering the same types of cards as
your right-hand neighbor, since other players will be able to trade their cards
to him first.
Bohnanza is a wonderful little card
game about beans. The players take on the roles of expert bean farmers who are
each trying to plant, trade and harvest their own beans to make the most money.
The game comes in a small box,
containing 104 cards. Each card represents a particular type of bean, and is
complete with the name of the bean, the amount of coins paid out if you harvest
those beans, and finally a very amusing and colourful cartoon drawing of the
bean. The names of these beans are in German, but our game group quickly came
up with a set of nicknames for the different bean types, based on the artwork
on the cards.
There are 8 different types of beans
in this game. The number of cards for each type varies between 6 and 20. The
more rare a bean is, then the more valuable it is when harvested.
To begin the game each player is dealt
5 bean cards which they take up into their hands. The game departs from a
normal card game in that cards in a players hand may not be sorted at all. The
first card into a players hand remains at the front of the hand, the last card
remains at the back. No card is allowed to be moved in the hand at all.
In front of each player lies their
beansfields. Each player has two beanfields available to them and they are
simply two spaces on the table where a player grows beans. Each beanfield may
only grow one particular type of bean at any one time. The more beans players
plant in their beanfields, the more coins they will earn come harvest time.
Play passes around the table from
player to player. During a turn a player must follow a strict procedure:
After trading
has been completed, any cards that were traded must be planted in beanfields -
harvesting to make room if necessary. Traded beans cannot be discarded, or
taken into the hand, they must be put in the ground.
A player may harvest beans at any
time. This simply involves scooping up the bean cards in one of the two
beanfields, counting them and converting them to the correct amount of gold. On
each bean card is a bean-meter which indicates how many cards pay how much
gold. On the reverse side of each bean card is a gold coin - the appropriate
number of bean cards are flipped over to convert them into cash, while the rest
of the harvested beans are placed on the discard pile.
Each player also has the option of
purchasing room for a third beanfield. This can be done at any time and costs
costs 3 coins. It gives the owning player more flexability in growing beans.
The catch here is will the game last long enough for the extra beanfield to pay
for itself ? It's an interesting question that I haven't found the answer to
yet, but I suspect it depends on the number of players playing the game.
When the deck is exhausted, the
discard pile is reshuffled. When the third deck has been played through, the
game ends. This tends to happen very quickly, because bean cards are being
constantly removed from the game as coin cards. Players should be aware that
once the third deck begins, they will probably only have two or three turns left
and should plan accordingly.
When the game ends, players are
allowed to harvest any beanfields and gain any coins from them. The coin cards
are tallied and the highest total wins.
Bohnanza has been a huge success with
our games group here in Australia. As far as I can tell, the game is flawless.
The game keeps everybody involved for around 45 minutes, and seems to always
produce close finishes (but not that many ties, oddly enough). There have been
a few rough spots with the English translation of the rules, but nothing that
harms the game at all. I've tried to consolidate what I've read about the rules
issues into a definitive English translation, which is available on this web
site in the Games Cupboard.
A fabulous game that can be played with family and friends. A gem.
Amigo Spiel also released an expansion
deck of 50 cards late in 1997. It adds 3 new types of beans - Chocolate, Coffee
and Brandy - that allowed the game to be played with up to 7 people. Amigo also
included more balanced rules for specific numbers of players. Definitely worth
tracking down if you're a fan of the parent.
The Billabong Boardgamers bean
nicknames:
104
cards 6 cards labelled '3 Bohnenfeld' (third beanfield) 1 set of rules
Game Idea
Each
player trades beans which he grows in his fields and tries to sell them for as
high a price as possible. The more beans of the same type a player owns, the
more money he will make when he sells them. Unfortunately the player is usually
forced to sell his beans too early at a lower price. Sometimes he makes nothing
at all. The aim of the game is to earn as many coins as possible by trading
beans.
The Bean Cards
There
are eight varieties of beans. Each is composed of a different number of cards;
the value of the beans is inversely proportional to their frequency.
A
beanmeter is represented on the bottom of each card. It explains to the player
how many coins he will receive for the sale of his beans. The numbers show how
many beans of the same variety have to be sold in order to earn one, two, three
or four coins (exception : French beans). It is not possible to receive more
than four coins. Example 1: a
broad bean with a beanmeter 3 - 5 - 7 -8. Three or four broad beans are worth
one coin when sold, five and six are worth two coins, seven are worth three
coins and eight or more are worth four coins.
The Coins
On
the back of each bean card is a coin of value one. A player gets his money by
turning up sold beans.
Beans Fields
At
the beginning of the game, each player is allowed to plant two and only two
varieties of beans, in front of him. This is called a bean field. Each player
has the possibility, once during the game, to buy a third field. With a third
beanfield, a player can put three rows of cards in front of him. A third
beanfield costs three coins (which are put in the discard pile). He receives a
"3 Bohnenfeld" card, which he places in front of him.
Note:
there are six "3 Bohnenfeld" cards in the game, one is a spare.
Setup
The
five cards "3 Bohnenfeld" remain in the game box. The bean cards are
well shuffled and dealt, one by one, to the players. Each player is dealt five
cards, which constitutes his hand. Important: the order of the cards in a
players hand should never be altered during the game. Sorting the cards is
strictly forbidden. Clarification: each card is placed in the hand in the order
in which it is received. A new card is always placed behind the oldest cards.
The remaining cards are placed in a stack in the middle of the table, coin side
up. They form the draw pile. The player at the left of the dealer starts.
Sequence of Play
The
player whose turn is to play performs the following four actions, some are
optional.
1. Play bean cards (mandatory)
The
player must put the first card in his hand into one of his beans fields
(Exception: if the player has no cards, he proceeds to next action). He starts
or extends a row of the same variety of beans. Then he may put a second card
into one of his fields. A player must always put beans belonging to the same
variety in a field. Often a bean card is not compatible with the one already in
the fields. In this case, the player must make some space by harvesting all the
beans in a field.
Harvesting Beans (optional)
If
a player wishes or has to harvest beans, he gains coin cards (flip the
appropriate number of bean cards) as indicated on the bean cards beanmeter.
Beans not converted into coins are placed on the discard pile. Example 2: three runner beans are worth one coin.
The player turns up one card. The two remaining cards are discarded. The player
puts his coin in front of him.
Important:
a field with only one card cannot be sold. However, if all the fields of a
player have only one card, he chooses a field, from which he removes the card
and discards it. For this card he receives nothing.
2. Trading Beans (mandatory)
The
player takes two cards from the pile and puts them face up on the table. He may
choose to keep these two cards, or he may trade them with the other players. Example 3: a Soya bean and a French bean card
have been drawn. The player doesn't want these cards because they are not
compatible with his fields of kidney and haricot beans. He asks to the other
players: "Does someone want one or two of these cards ? I wish for a
kidney bean for the Soya bean."
He
can also offer cards from his hand. Example 4: the player says "Well, the French bean and a blue bean
from my hand for the kidney bean".
The
other players can only offer cards from their hands. They can also offer or ask
for many cards for one card. All the players can only trade with the player
whose turn is to play.
Important:
during the trading action, the card order in the players hands should not be
altered. The traded cards can be taken from anywhere in the hand, but they must
be removed from the hand only at the moment of the exchange. Keep traded cards
well separated from cards in the fields. They should not be put back in the
hand, nor exchanged again. When all the players have finished trading, the
action is ended.
During
all the trading action the players may also give their cards away. The player
whose turn is to play can give cards from his hand or the cards he has just
drawn. The other players can only give cards in their hand. The gifts does not
have to be accepted.
3. Plant Beans (mandatory)
Now,
all the players who traded plant their traded bean cards in their fields. If
the player whose turn is to play has kept the one or two of the drawn cards
(see action 2), or if he did not succeed to get rid of them, he must now put
them in his fields. When it is not possible, he must harvest beans to make room
for the traded beans.
4. Draw new cards (mandatory)
The
player takes, one by one, three cards from the pile and puts them in his hand.
They are put behind the old cards, in the order in which they are drawn. Play
then passes to the player on the left.
Other player actions
The
players can sell beans, or create a third beanfield, whenever they want. This
is possible even when it isn't their turn. The players can also make promises,
whenever they want, that they are not obliged to keep.
Game End
As
soon as the pile is empty, the discarded cards are shuffled. They form the new
pile. Players should be given the opportunity to harvest beans to ensure the
cards go into the reshuffled deck. When the deck is empty for the third time,
the game ends immediately. Each player is still allowed to harvest his
beanfields. The cards in hand, are worth nothing. The player with the most
coins is the winner.
Variants
For
the beginners, we recommend that you use three fields in a three player game.
With five players, the third field should cost only two coins.
"Je crois qu'il pioche !"
Joueurs : 3 à 5 |
Contenu : 104 cartes de jeu |
Age : à partir de 12 ans |
6 cartes "3 Bohnenfeld" |
Durée : 45 Minutes environ |
règle du jeu |
Auteur : Uwe Rosenberg |
Publié par : © Amigo |
Chaque joueur pratique le commerce de haricots, qu'il cultive sur son champ et essaie de vendre le plus avantageusement possible. Plus un joueur possède de haricots de la même sorte, plus le profit lors de la vente est élevé. Malheureusement, le joueur est souvent contraint de vendre ses haricots, trop tôt à un prix inférieur. Parfois même il ne gagne rien. Le but du jeu est de gagner le plus de thalers au moyen du commerce de haricots.
Il existe huit sortes de haricots. Chaque variété comprend un nombre différent de cartes, la valeur des haricots est inversement proportionnelle à leur fréquence.
20x Haricots
Bleus (Blaue Bohnen) |
12x Soja
(Sojabohnen) |
18x Piments
(Feuerbohnen) |
10x Haricots
Blancs (Augenbohnen) |
16x Fèves
(Saubohnen) |
8x Haricots Rouges (Rote Bohnen) |
14x Haricots
mange-tout (Brechbohnen) |
6x Haricots Verts
(Gartenbohnen) |
L'échelle de valeurs à la vente est représentée au bas de chaque carte. Les chiffres correspondent au nombre de cartes de la même sorte à donner pour recevoir un, deux, trois ou quatre thalers (à l'exception des haricots verts). Il est impossible de gagner plus de quatre thalers.
Exemple 1 : Fève avec une échelle de 3 - 5 - 7 - 8 Trois ou quatre cartes fève rapportent à la vente un thaler, cinq et six rapportent deux thalers, sept rapportent trois thalers et à partir de huit quatre thalers.
Le dos des cartes haricot représente une monnaie d'une valeur de un thaler. Le joueur reçoit sa monnaie en retournant sa carte.
Au début du jeu, chaque joueur à la possibilité de planter seulement deux sortes de haricots devant lui. Une telle suite de cartes est appelée un champ de haricots. Chaque joueur à la possibilité, une fois, au cours du jeu, d'acheter, à n'importe quel moment un troisième champ. Il peut dès lors poser devant lui jusqu'à trois sortes de haricots. Il en coûte trois thalers, qui sont mis dans la pile de défausse. Le joueur reçoit une carte "3 Bohnenfeld", qu'il pose, visible des autres joueurs, devant lui.
Attention : il y a six cartes "3 Bohnenfeld" dans le jeu. Une doit être retirée du jeu, car elle est inutile. On peut la mettre de côté, au cas ou une carte champ de haricots soit perdue.
Les cinq cartes "3 Bohnenfeld" restent dans la boîte
de jeu. Les cartes haricot sont bien mélangées et distribuées une par une
aux joueurs. Chaque joueur reçoit cinq cartes, qui forment sa main.
Attention règle de base : l'ordre des cartes de la main d'un
joueur, ne doit jamais, à aucun moment, être modifiée au cours de la
partie. Classer les cartes, comme c'est souvent l'usage dans d'autres jeux de
cartes est interdit.
Cela implique lors de la distribution des cartes : quelles sont placées dans la main du joueur dans l'ordre dans lequel elles ont été distribuées, la première carte étant au dessus. Les nouvelles cartes seront toujours placées derrière.
Les cartes restantes sont placées en pile au milieu de la table, côté thaler visible, elles forment la pioche. Le joueur à la gauche du donneur de cartes ouvre le jeu.
Le joueur dont c'est le tour doit effectuer successivement quatre actions (phases).
1. Jouer des cartes haricot
Il doit poser la première carte de sa main, sur un de
ses champs de haricots (exception : si le joueur n'a aucune carte en
main, il passe cette action). Il commence ou prolonge une rangée de cartes de
la même variété de haricots. Puis il peut poser une deuxième carte, la
première de sa main, sur un de ses champs. Un joueur doit toujours poser des
haricots de la même variété dans un champ de haricots. Il arrive souvent dans
le jeu, qu'un joueur doive poser une carte haricot qui n'est pas compatible
avec celles déjà posées dans les champs. Dans ce cas, il doit d'abord faire de
la place en vendant tous les haricots d'un de ses champs.
Vente des haricots
Si un joueur doit ou veut vendre des haricots,
il compare le nombre de haricots avec l'échelle de valeur correspondant à cette
variété. Les haricots non convertis en thalers sont placés dans la défausse, à
côté de la pioche.
Exemple 2 : trois haricots mange-tout valent un thaler. Le joueur retourne une des cartes. Les deux cartes restantes sont placées, face visible, à côté de la pioche (la défausse). Le joueur pose son thaler devant lui.
Attention : un champ avec un seule carte ne doit pas être vendu. Exception : si tous les champs d'un joueur ne comportent qu'une seule carte, il doit choisir un champ, duquel il ôte la carte pour la mettre dans la pile de défausse. Pour cette carte, il ne reçoit aucun thaler.
2. Commerce et cadeau
Le joueur prend deux cartes de la pioche et les pose
visibles de tous sur la table.
Il peut conserver ces deux cartes. Il devra alors les poser dans ses champs
durant l'action trois. Il peut aussi proposer un échange aux autres joueurs.
Exemple 3 : des cartes soja et haricot vert viennent d'être tirées. Le joueur ne conserve pas les cartes, car elles ne conviennent pas à ses champs de haricots rouges et blancs. Il demande aux autres joueurs : "Quelqu'un veut il une ou deux de ces cartes? Je souhaiterai un haricot rouge contre le soja."
Il peut également proposer des cartes de sa main.
Exemple 4 : le joueur dit "Bien, le haricot vert et un haricot bleu de ma main contre un haricot rouge".
Les autres joueurs ne peuvent proposer que des cartes de leur main. Ils peuvent aussi proposer ou demander plusieurs cartes en échange d'une seule. Tous les joueurs ne peuvent négocier qu'avec le joueur dont c'est le tour.
Attention : durant la phase de commerce, l'ordre des cartes dans la main des joueurs ne doit pas être modifié. Les cartes échangées peuvent être prises, n'importe ou dans la main, mais elles ne doivent être retirées de la main, qu'au moment de l'échange, pas avant. Les cartes échangées doivent être bien séparées des cartes appartenant aux champs de haricots, posées devant chaque joueur. Elles ne doivent pas être remises dans la main, ni échangées à nouveau. Quand plus aucun joueur ne veut faire d'échange, l'action est terminée.
Durant toute la phase de commerce (action 2) les joueurs peuvent également faire présent de leurs cartes: le joueur dont c'est le tour, peut donner des cartes de sa main ou les cartes qu'il vient de tirer de la pioche. Les autres joueurs ne peuvent donner que les cartes de leur main. Les cadeaux n'ont pas à être acceptés.
3. Planter les haricots
A présent, tous les joueurs plantent les cartes
haricots marchandées dans leurs champs. Si le joueur, dont c'est le tour, a
conservé une ou deux cartes tirées de la pioche (action 2) ou bien s'il ne s'en
est pas débarrassée auprès des autres joueurs, il doit maintenant les déposer
dans ses champs. Quand ce n'est pas possible, il est contraint de vendre au
préalable, des haricots.
4. Tirer des nouvelles cartes
Le joueur prend, une par une, trois cartes de
la pioche et les met dans sa main. Elles sont placées derrière les anciennes
cartes, dans l'ordre dans lequel elles sont tirées. Puis c'est au joueur
suivant dans le sens des aiguilles d'une montre.
Les joueurs peuvent, à n'importe quel moment, même si ce n'est pas leur tour, vendre des champs de haricots. De même pour l'achat du troisième champ. Les joueurs peuvent également, faire des promesses, n'importe quand, qu'ils ne sont pas obligés de tenir.
Dès que la pioche est vide, la pile de défausse est battue. Elle forme la nouvelle pioche. Lorsque la pioche est vidée pour la troisième fois, le jeu s'arrête immédiatement. Chaque joueur peut encore échanger ses champs contre des thalers. Les cartes en main, ne valent plus rien. Celui qui possède le plus de thalers est le vainqueur.
Pour les débutants à Bohnanza nous recommandons d'utiliser trois champs dès le départ dans un jeu à trois personnes. Avec cinq personnes, le troisième champ ne devrait coûter que deux thalers.