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rating
Ludopedia
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rating
BGG
Our Verdict
Samarra is a tense and strategic card game, perfect for those who enjoy asymmetric duels and a good dose of bluffing. If you like two-player games with twists, you'll enjoy the hunt-and-escape dynamic!
Highlights
- Tense two-player duel
- Clever asymmetric roles
- Strategic hand management
- High replayability
- Quick and addictive games
Keep in mind
- Requires careful plays
- Might have learning curve
- Two players only
RECOMMENDED
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In Samarra, you and your opponent dive into an intriguing duel where one takes on the role of Death and the other, the Merchant. Death, cunning and manipulative, seeks to seal the Merchant's fate using sharp card management, while the Merchant tries to survive and escape their fatal encounter. Each player starts with eight cards in hand and an initial location, setting the tone for nine rounds of tension and strategy.
Each round, Death draws three cards, attempting to form sets to 'curse' the Merchant, and then secretly chooses their location. Then, Death passes two cards to the Merchant. The Merchant, in turn, receives these cards and tries to sell their wares by forming card runs, before moving to a new location. The play is crucial: if Death manages to intercept the Merchant at their location at the end of three rounds, victory is instant for Death! Otherwise, the game proceeds for nine rounds, and points are totaled based on the sets and runs each player managed to form.
But the fun doesn't stop there! Samarra is played twice, with total points accumulated across both games. The detail that spices everything up? In the second game, you swap roles! Whoever was Death becomes the Merchant and vice-versa, ensuring both experience both sides of this hunt. Will the Merchant manage to outwit their fate and escape Death, or is their time running out?
Each round, Death draws three cards, attempting to form sets to 'curse' the Merchant, and then secretly chooses their location. Then, Death passes two cards to the Merchant. The Merchant, in turn, receives these cards and tries to sell their wares by forming card runs, before moving to a new location. The play is crucial: if Death manages to intercept the Merchant at their location at the end of three rounds, victory is instant for Death! Otherwise, the game proceeds for nine rounds, and points are totaled based on the sets and runs each player managed to form.
But the fun doesn't stop there! Samarra is played twice, with total points accumulated across both games. The detail that spices everything up? In the second game, you swap roles! Whoever was Death becomes the Merchant and vice-versa, ensuring both experience both sides of this hunt. Will the Merchant manage to outwit their fate and escape Death, or is their time running out?
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Mechanics
Categories
Families
Publisher
Goadrich Games
Designer
Mark Goadrich
How many players can play Samarra?
Samarra is an exclusive two-player game, ensuring a focused and intense duel experience.
What is the average playtime for a game of Samarra?
A game of Samarra typically takes between 20 and 40 minutes, ideal for those looking for a quick yet deep game.
What is the complexity level of Samarra?
We don't have an official BGG weight rating yet, but based on the mechanics, it appears to be a light to medium complexity game, easy to learn but with room for strategy.
What are the main game mechanics in Samarra?
The core mechanics include melding and splaying, roles with asymmetric information, and set collection. It's a mix that promises a lot of interaction!
What happens if Death catches the Merchant?
If Death manages to intercept the Merchant at the same location at the end of three rounds, Death wins the game immediately!
Are the roles fixed, or do players swap roles?
Players swap roles! Samarra is played twice, and in the second game, whoever was Death becomes the Merchant and vice-versa, which is fantastic for replayability.
Who is Samarra recommended for?
It's highly recommended for fans of two-player card games who enjoy bluffing, deduction, and a good dose of strategic tension.