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Gamewright | Gubs | Card Game | Ages 10+ | 2-6 Players | 20 Minutes Playing Time

£9.9£99Clearance
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I actually cannot wait to introduce my children to this one, it's a few years away yet but I think an excellent game for children to learn winning and losing, but critically not to give up on the game as it can always turn around. This is where games provide important life lessons for our young people and this is an excellent one to start this with. But it is not so serious that defeat would be upsetting because you simply gather in and shuffle the cards, then go again. Final Thoughts Letter Cards: Three cards that spell the word “GUB”. These cards randomly appear when drawn by a player and end the game immediately if all three Letter cards have been revealed. Letter cards are consider Event cards. Draw: Draw one card. You may choose not to draw (which at times may be strategically wise) but can not skip two turns in a row. You cannot draw after playing cards.

Gubs | Toys | Toy Street UK Gubs | Toys | Toy Street UK

Once the player has played as many or as few cards as they like, they must discard down to 8 cards. A player cannot discard by choice if they have eight or less cards in their hand. The player’s turn is then over and opponent directly to the player’s left goes next. However, unprotected Gubs are still fair game and can be lured away by shiny gems or they can be trapped in a soap spout. There are cards which will help you free your own Gubs and in turn trap or steal another players. Players should not forget though, that certain events can happen out of everyone's control. These can damage all of the Gubs colonies so players need to be prepared. In Gubs, each of the players are attempting to play and protect (or steal and protect) the most Gubs (weird snail-type creatures, but without the shell). To do this, each turn the active player has the option of drawing a card (this is not required, but you cannot skip the draw step two turns in a row). Next, he may play any number of cards from his hand - allowing him to protect Gubs, steal Gubs, trap Gubs, etc. Finally, he must discard down to eight cards and then play passes to the left. Whenever an Event card is drawn, however, it immediately resolves (most of these are nasty and greatly affect the game). Included in the Event cards are the letters "G", "U", and "B". Once all three letters have been drawn, the game is immediately over, and whoever has the most free or protected Gubs is the winner. GUBS is fast and fun. There is enough meat in the game to make it interesting to the Gamer Geek, promotes togetherness and growth making the Parent Geek happy, and is fast and easy enough for the Child Geek to learn and appreciate. All in all, GUBS is a great game!

After you have played or simply drawn a card and passed your turn, tell the next player it's their turn by saying, "Go". Seek wisdom from The Esteemed Elder or protection from a Toad Rider as you fend off a myriad of traps, lures, and other surprising events! I would suggest that the Feather card, being an interrupt (i.e. “canceler”), can only be played at the same moment a Hazard or Trap card is played. If a Hazard or Trap card is already in-play, the Feather card cannot be used to destroy them. You’ll need the Flute and Spear cards to free your Gubs. My reasoning is based on the card’s wording which states “ Cancel any Hazard or Trap card when it is played“. Which, again, suggests to me that the Feather card only becomes useful when a Hazard and Trap card is played. Play: Play cards from your hand, as many or few as you like. You don't have to play as cards. Sometimes you can't.

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Each player starts the game with a Gub in play on their side, that is to say, face up in front of them.Smirking, I finished the deal, and looked at my hand. I rolled my eyes as I saw that I didn’t have much in the way of protecting my GUBs. My little geek, however, giggled evilly… Final Word GUBs are small, cute, and terribly fragile. Protect your colony of GUBs from other players and keep them safe to the end of the game!

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