| Control
Nut |
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Game Review by Neil Thomson |
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Publisher:
Independent (James Miller)
Style: Card Game
Players: 2-4
Time: 30-45 minutes
Ages: 10+
Difficulty: Pick-up & Play
Price: $25 - Buy
Now
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| Game
Overview
Control Nut is a trick taking
game most similar to '500' (without the
bowers). However like any good game it takes
the mechanics of a classic and gives it
a slight nudge to create a new game all
of its own.
Control Nut is so named as it uses nuts
and squirrels as its theme. Each card features
artwork depicting nut crazy squirrels that
makes each card appealing and sums up the
fun nature of the game.
The game offers 4 suits of nut; Buckeyes,
Walnuts, Acorns and Peanuts. Each suit contains
the numbers 1-13 and the game can be played
by 2-4 players but it will appeal to most
as a 3 player game or 4-player game of partners.
Each hand consists of 2 distinct phases.
Phase 2 features the trick taking, where
cards are led and suit must be followed.
If players can't follow suit they can then
trump in or throw an off-suit. This is simple.
The first phase however is where the action
is set-up. The game features 8 Control Nut
cards. Each card has a special ability that
takes effect in phase 2. In every hand only
4 of the 8 Control Nut cards are randomly
drawn and used. This helps to make each
new hand fresh as the combination will change.
One by one each Control Nut card is auctioned.
Each player must make a bid using any 3
cards from their hand. The value of the
cards is totalled (cards revealed) and the
next player must make a higher bid if they
wish to win the card. The winner of a bid
takes the Control Nut card and then must
give the other players 1 card each from
the cards they used to bid. In this way
a player can win a powerful card but they
will weaken their hand in doing so, meaning
they may have difficulty winning tricks
later. All 4 Control Nut cards are auctioned
in this way and the player that wins the
majority (or last) of the Control Nuts will
determine the trump for the hand. This is
a major advantage that ensures that auctions
are fiercely contested. This phase is also
clever as it allows teams to show each other
a range of cards in their hand during bidding.
This information may prove crucial when
a player chooses what suit will be trump.
The next twist is that most of the Control
Cards must be played into a trick and the
winner of the trick earns the benefit bestowed
by the Control Nut. This requires the players
to be very careful when and how they play
Control Nut cards or they could backfire!
The scoring offers the final twist. Players
or teams will earn 1 point per trick and
these points are multiplied by the number
of stars won. Every suit has cards featuring
1 or 2 stars. These are usually on the lowest
valued cards (1's and 2's). This helps make
the low numbered cards actually worth something
and players can't afford to sacrifice them
if an opponent is winning the trick! The
first to 300 points wins the game.
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| The
Final Word
The strength of Control Nut
is that it will be familiar to many players
but the tweaks make it fresh and intriguing.
The Control Cards provide a little chaos
and the players will not always feel in
control. If you like a game with some control
but the potential to be surprised then Control
Nut is for you!
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