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Jambo
- Game Review by Neil Thomson

Publisher: Kosmos \ Rio Grande
Style: Card Game
Players: 2
Time: 20-40 minutes
Ages: 10 to Adult
Difficulty: Pick-up & Play

Price: $46

 
Game Overview

Jambo is Swahili for Hello and in keeping with this pleasantry both players assume the roles of Swahili traders. The aim is to buy and sell wares through your marketplace to make the most gold. Each player starts with 20 gold and a large marketplace that has room for 6 wares. Each player then takes 5 cards from the deck and play begins. Each player can take up to 5 actions per turn and their turn is split into 2 phases. Phase 1 allows the active player to draw a new card from the deck. Doing so costs 1 of the 5 available action tokens and the player can choose to keep or discard the drawn card. If discarded the player can spend another action to draw another card and all 5 actions can be used in this way until a card is kept. Once the player chooses to keep a drawn card, phase 1 comes to an end and no further cards can be drawn. Phase 2 then allows the player to play any card(s) from their hand. Each card played in such a way also costs an action. Many of the cards depict a variety of wares, which include trinkets, fruit, furs, tea, silk and salt. Each of these cards also has two numbers - a buy value and a sell value. When playing a card the player can choose to buy or sell the wares on the card and pay or collect the appropriate value. A card can only be used to buy wares if all wares depicted are available from the supply piles. Likewise a player can only sell a ware card if they have all the wares depicted on the card. Through these cards the players can fill their market stalls and sell their goods for a profit. To spice up the play the deck also includes a large variety of people, animal and utility cards all of which cost an action to play. The people and animal cards offer a once off use. They may allow a player to draw more cards, discard a card for gold, pay gold to take a ware of choice etc. The animal cards are usually used to effect your opponent by making them swap wares with you, loose a utility, discard cards etc. The utility cards are a little different. They require an action to play but they remain in the game and are placed behind your market stall. Each player can have up to 3 utilities in play at once and the effect of the utility can be activated once per turn by using an action. The deck of cards also contains 5 small market stalls, which can hold up to 3 additional wares. These are very useful as a player must pay an extra 2 gold when buying wares if they completely fill their large market stall. By buying a small stall this can more easily be avoided. The game continues until 1 player earns 60 gold or more. This triggers the end of the game but the other player gets 1 more turn to try and earn more gold than their opponent. This is a neat little feature as a close game will have players nervous about only just reaching or creeping past 60 gold.

The Final Word

Jambo is a great addition to the Kosmos series and reflects all the good points this series has to offer. It is simple, quick to learn and offers both players a tight contest that is fun to play. The artwork for this game is wonderful and the cards really add to the theme using African animals and tribes people. Top notch!

 
Pick-up & Play
 
These games can be picked up and learned in 30 minutes or less making it ideal for new players. The rules are straightforward and can often be clearly understood without even playing the game. These games are great for all ages due to the minimal rules and options available. Don't make the mistake of regarding this category as too easy though as truly great games can be found here and it would be a folly for experienced gamers to overlook them.
 
 
Moderate
 
Moderate games can still be learnt in approximately 30 minutes but are designed to offer a greater depth of strategy. Games at this level will often appear straightforward at first but after several plays a greater sophistication will become apparent. This adds much to the games re-playability and will appeal to gamers that enjoy the variety of options available to them. The rules for these games can sometimes take several reads due to their intricate nature and therefore several play tests are required to fully clarify them. These games can appeal to hard-core gamers and infrequent gamers alike. A large number of gamers will find themselves playing games in this category.
 
 
Challenging
 
These games can still be learnt and enjoyed by newcomers to gaming but on the whole are best suited to the experienced gamer. The rulebook can be more akin to a small journal at times and the complexity is mentally challenging. These games are without a doubt still very enjoyable but they will take more work to prepare for and often require a serious commitment to play (large part of a day or weekend). These games often appeal to lovers of a particular genre or the regular miniatures gamer.
 
 
 
 
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