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Product Description Venture is a Card Game for 2+ players ages 10 years+ 45 minute playing time from Eagle-Gryphon Games Kartenspiele Set Contains: 1 x Eagle-Gryphon Games EAG01398 Venture
T**I
A game for serious gamers
We take our games seriously in this house. Favorites include Puerto Rico, Viticulture, Carcason, Raiders, El Dorado and Splendor. This game is a lost treasure. As other reviewers have said, it is so elegant in its simplicity and yet offers endless iterations. Plays well with just two, even better with more. Great for travel as it's just two packs of cards. Beautiful quality cards. Don't hesitate.
G**S
classic sid sackson game
a sid sackson classic... simple card game where you spend resources (cards) to create conglomerates of corporations (set collection of cards) and collect profits (points).... person with most profit wins the game... solid, enjoyable game
B**E
A clever card game from game designing legend Sid Sackson
Venture is a classic game by legendary designer Sid Sackson, and first appeared in 1969. It's gone through several editions over the years, including the highly recognizable original edition in the 3M Gamette series, as well as editions from Avalon Hill (1981) and a German edition from Schmidt (1991). Most recently it has appeared in a new edition from Gryphon Games (2012), as part of their Sid Sackson Signature Series, which includes Sleuth, Monad, and Venture, all three being excellent games. Rick Soued of Gryphon Games is a long-time admirer of Sackson's genius, and this attractive new series is his brainchild, and part of his mission to bring many of Sackson's games back into the public eye with the help of brand new editions.Sadly Mr Sackson is no longer around to appreciate the love and care that has been given to his games, but fortunately for us we may continue to enjoy his legacy with the help of a quality product that matches his skill as a designer. One only has to consider the box cover of this new edition of Venture to see evidence of the publisher's thoughtful attention to detail. It bears homage to Sackson by featuring a lithograph of his home town New York City as it would have looked around the time of the year of his birth. As a further nice touch, the cards in the game use pictures of industrial leaders and silhouettes from that same era. Many consider Venture to be a hidden gem in Sackson's ludography, and perhaps this quality reprint will help it become more widely known, and give it the recognition and respect it deserves.Venture is not for those who require a convincing theme, or who are particularly AP prone. But it will appeal especially to those who enjoy brainburning and complex choices, and who thrive on the challenge of being engaged with difficult and deep decisions within the context of a relatively simple ruleset, and don't mind some degree of luck through card draw, as well as moments of real interaction. It's a very clever, tight and constrained design that is a splendid exhibit of the genius that is Sid Sackson. Sackson was the Knizia of his day, and clever designs like Venture deserve to be as widely known and as readily available as Sackson classics like Acquire and Sleuth. The publisher Gryphon Games has done us a real service by bringing this title back into print in a handsome new edition, and this little Sackson gem should be welcomed and appreciated by discerning gamers around the world. - EndersGame @ BGG
M**N
A tactical card game for captains of industry.
This is a tactical card game for captains of industry with an emphasis on mental arithmetic.Players buy industries (corporation cards) to form conglomerates using money (resource cards). At the start of each turn five companies are face up ready for buying. Players can to buy businesses and collect one resource card, to collect two resource cards. Businesses with matching letters can be combined into corporations to earn points. Whenever a resource "take profits" card is drawn all players score their holdings. The competition intensifies as businesses become worth more points in larger corporations as the game reaches its conclusion. Drawing a proxy fight card allows a player to buy the top card from an opponents conglomerate pile, sometimes at a heavy discount. Players can spend money to partially protect their holdings, but the cost becomes increasingly expensive. The scores build rapidly as the game advances until the last corporation is bought and a final scoring is taken and winning often hinges on the last few cards.
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