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Reviewed by Herb Levy
(Abacus Spiele, 3-5 players, ages 8 and up; 15 minutes +; about $8)
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Joshua fought the battle of Jericho and the walls came tumbling down. From that biblical event springs the new and aptly named card game from Abacus, designed by Tom Lehmann: Jericho.
The game consists of a deck of 110 cards divided into 75 wall cards (in denominations of 1, 3, 4, 5 and 7 in red, white, blue, yellow and brown), 22 trumpet cards and 3 scoring cards. Wall cards and trumpet cards are shuffled together and all players dealt a starting hand of 7 cards. Remaining cards are divided into six approximately equal piles. One scoring card is shuffled into piles 2, 4 and 6. Then piles 1, 2, 3, 4, 5, and 6 are combined to form the new deck.Each player chooses one card and places it, face down, in front of himself. This will be the first card in his wall building. He also chooses one card from his hand to donate to the supply and places that, face down, in the center of the play area. With all players revealing their first wall card, the game play begins.
A player has several choices each turn. The first option is to play a wall card. Wall cards are placed in front of the player. If he has already played a card in that color thereby starting that color wall, the new card is added to the wall. If this is a new color for him, a new wall in that color is started. The second option is to play a trumpet card.
All trumpet cards have a value of '2' and display all five colors. When a trumpet card is played, the player declares which color it represents. Integrating ict into religion blogeffective curriculum ideas. At that point, the player with the HIGHEST valued card on the table in that color LOSES that card to the supply. If more than one player has the same high valued card, they ALL lose it! (If a wall remains with only trumpet cards in it, the entire wall collapses.) The trumpet card is then added to the active player's wall of the declared color. (If he doesn't already have a wall in that color, the trumpet card is simply discarded since walls cannot stand with only trumpet cards.)
The final option available on a turn is to simply add a card to the supply. Regardless of option chosen, at the end of a player's turn, he draws a card from the deck and play moves clockwise and continues until a scoring card is drawn.
When a scoring card appears, the cards in the supply are turned face up and sorted into color. (Any trumpet cards in the supply are discarded). The player with the LONGEST wall (i.e. highest value) in each color wins the supply cards of that color. Won cards are placed aside. If there is a tie in wall value, the supply cards are divided up equally with any remainder staying in the supply, ready to be claimed at the next scoring round.
Now players, once again, feed a card to the supply (reducing their hand size by one) and the game continues. With the second scoring card appearance, the supply is again divvied up with all players contributing another card from their hands to the supply further reducing hand size. When the third and final scoring card appears, once again the supply cards are given out but now, there is an additional scoring source. All players separate from their walls the 1 value cards (noted by the number encased in a 'gold nugget') and get 1 point for every one of these. (Walls now left with only trumpet cards collapse and are discarded.) Players add that total to the number of cards won from supply (each card also valued at 1). The player with the highest total wins! (In case of a tie, the player with the most cards left in his walls wins!)
The beauty of the game is the tug of war you sense during play. You are, of course, trying to build the 'strongest' wall to score the most cards. Yet, by doing so, you become the prime target for those plentiful trumpet cards that can leave your walls in ruins! My biggest gripe with the game is that those scoring cards appear much too fast for my taste! Long range planning is not the way to go here. You need to strike, strike fast and then strike again to maximize your score.
Jericho is a marvelous example of a game mechanic fitting a theme. As the game progresses, you really do get the sense of walls tumbling down! And, as walls collapse and the supply begins to fill, players need to calculate how best to round up those valuable supply cards when the scoring cards suddenly appear. While the walls all around you may crumble, rest assured that Jericho is a clever little card game on a very solid foundation. – – – – – – – – – – – – Herb Levy
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Creating a WILD Experience
The Strohm girls have a knack for creating games and for being in the wild – hence the premise of their company's games and name of Two Sisters in the Wild.
Athia is a 17-year-old 11th grader and Maia is a 13-year-old seventh grader, both in the Clarion-Limestone Area School District.
Their first game called WILD: North East – North America teaches students about ecosystems and the wildlife that exists in those ecosystems. The goal in the WILD series is to build an ecosystem by matching symbols that connect the ecosystem. You begin with the ecosystem and end with an apex predator that is on top of the food chain. You win when you have all 10 card types in your ecosystem.
'We started creating the game (WILD) because we wanted to see if we could do it and challenge ourselves. We had made little games before that and loved doing it so, when dad was on board, we decided to take it to the next level,' said Athia Strohm.
Originally just a tabletop game, Athia and Maia received a $7,500 grant to convert the game into a mobile app which they offer for free through Google Play, and for .99 through Amazon Kindle.
The driving force to the WILD game was the thing they all had in common – nature. Dino run 2 game.
'Once our creative juices were flowing we started to design. We took as much criticism as possible to improve the game. Then with that, we built on the idea of the original cards and made Edge,' said Athia Strohm.
EDGE has become their most popular game to date.
EDGE is described as a competitive trading card game that builds ecosystems and food webs with two-four players. Players spend 10 rounds building their ecosystems. At the end of the rounds, each player adds up the points in their ecosystem and the player with the highest points wins.
'It's a fun way for people to learn about the environment by playing a game,' said Athia Strohm.
'People have already requested a solitaire version of it, but we are not sure how to do that yet,' added Maia Strohm.
Put to educational use
So far, the card games are helping teach students in 100 educational hubs such as schools, libraries and environmental centers and is sold by area merchants and online.
The accolades and grants they've received have given their games clout. In 2015 they won first place during the Harrisburgh University of Science of Technology's Indie Tabletop Award. They also received the Mensa Mind Games ® Competitor status after competing in this the 2015 Mensa Mind Games® competition.
Games Clout Games Game
In addition to the games teaching other students, the Strohm girls have learned quite a bit by producing the game and creating a company. Game production included writing and creating the cards as well as taking pictures of wildlife in zoos, parks and other natural habitats for the card pictures. Followed up with play testing and refining the rules to make the game more fun.
'Dad took us to the Small Business Development Center where Athia and I learned about companies and how they work. We met some people who helped us learn about it,' said Maia Strohm.
The girls also have learned about marketing their game. Part of their marketing has included a blog called 'Two Sisters in the Wild' found at www.twosistersinthewild.com. They are also learning how to use social media to communicate with fans and game enthusiasts. Their adventures are posted on Facebook at www.facebook.com/twosistersinthewild.
Close encounters in the wild
While they've been creating these games, the girls have had the chance to meet the experts in the wildlife field.
Games Clout Games Free Online Games
'We have met many wildlife industry folks. Karen Cleveland of the Michigan Department of Natural Resources spent time with us when we visited Michigan and she even had a lunch for us with a bunch of wildlife people there.' said Maia Strohm.
These introductions have led to some close encounters of the wild kind. Most recently the girls traveled to Michigan where they went to lunch with some of Michigan's wildlife experts and got to see a peregrine falcon nesting site. These encounters often end up as pictures on the cards, but the girls' parents, Jason and Janine, hope these memories last the girls a lifetime.
'We take the girls to places so they can take photos of animals and plants they don't already have. We use these opportunities to explore wildlife parks, zoos, education centers, aquariums, and state and national parks,' said Janine Strohm, the girls' mother. About your teachercoach mcdonalds health class website.
Games Clout Games Hacked
The sale of the card game has been put to good use with the girls responsibly divvying up the money between charities, college funds and travel expenses to research more cards.
'It gives us some money every month, but it also gives us chances to communicate with wildlife experts since we use some of the money to travel and see them,' Maia Strohm said.
Because nature is everywhere, the Strohm sisters are currently working on starter decks for all 58 National Parks.
The game consists of a deck of 110 cards divided into 75 wall cards (in denominations of 1, 3, 4, 5 and 7 in red, white, blue, yellow and brown), 22 trumpet cards and 3 scoring cards. Wall cards and trumpet cards are shuffled together and all players dealt a starting hand of 7 cards. Remaining cards are divided into six approximately equal piles. One scoring card is shuffled into piles 2, 4 and 6. Then piles 1, 2, 3, 4, 5, and 6 are combined to form the new deck.Each player chooses one card and places it, face down, in front of himself. This will be the first card in his wall building. He also chooses one card from his hand to donate to the supply and places that, face down, in the center of the play area. With all players revealing their first wall card, the game play begins.
A player has several choices each turn. The first option is to play a wall card. Wall cards are placed in front of the player. If he has already played a card in that color thereby starting that color wall, the new card is added to the wall. If this is a new color for him, a new wall in that color is started. The second option is to play a trumpet card.
All trumpet cards have a value of '2' and display all five colors. When a trumpet card is played, the player declares which color it represents. Integrating ict into religion blogeffective curriculum ideas. At that point, the player with the HIGHEST valued card on the table in that color LOSES that card to the supply. If more than one player has the same high valued card, they ALL lose it! (If a wall remains with only trumpet cards in it, the entire wall collapses.) The trumpet card is then added to the active player's wall of the declared color. (If he doesn't already have a wall in that color, the trumpet card is simply discarded since walls cannot stand with only trumpet cards.)
The final option available on a turn is to simply add a card to the supply. Regardless of option chosen, at the end of a player's turn, he draws a card from the deck and play moves clockwise and continues until a scoring card is drawn.
When a scoring card appears, the cards in the supply are turned face up and sorted into color. (Any trumpet cards in the supply are discarded). The player with the LONGEST wall (i.e. highest value) in each color wins the supply cards of that color. Won cards are placed aside. If there is a tie in wall value, the supply cards are divided up equally with any remainder staying in the supply, ready to be claimed at the next scoring round.
Now players, once again, feed a card to the supply (reducing their hand size by one) and the game continues. With the second scoring card appearance, the supply is again divvied up with all players contributing another card from their hands to the supply further reducing hand size. When the third and final scoring card appears, once again the supply cards are given out but now, there is an additional scoring source. All players separate from their walls the 1 value cards (noted by the number encased in a 'gold nugget') and get 1 point for every one of these. (Walls now left with only trumpet cards collapse and are discarded.) Players add that total to the number of cards won from supply (each card also valued at 1). The player with the highest total wins! (In case of a tie, the player with the most cards left in his walls wins!)
The beauty of the game is the tug of war you sense during play. You are, of course, trying to build the 'strongest' wall to score the most cards. Yet, by doing so, you become the prime target for those plentiful trumpet cards that can leave your walls in ruins! My biggest gripe with the game is that those scoring cards appear much too fast for my taste! Long range planning is not the way to go here. You need to strike, strike fast and then strike again to maximize your score.
Jericho is a marvelous example of a game mechanic fitting a theme. As the game progresses, you really do get the sense of walls tumbling down! And, as walls collapse and the supply begins to fill, players need to calculate how best to round up those valuable supply cards when the scoring cards suddenly appear. While the walls all around you may crumble, rest assured that Jericho is a clever little card game on a very solid foundation. – – – – – – – – – – – – Herb Levy
Have feedback? We'd love to hear from you.
Summer 2006 GA Report Articles
Read More
Read More
Read More
Read More
Read More
Read More
Read More
Read More
Read More
Read More
Read More
Read More
Creating a WILD Experience
The Strohm girls have a knack for creating games and for being in the wild – hence the premise of their company's games and name of Two Sisters in the Wild.
Athia is a 17-year-old 11th grader and Maia is a 13-year-old seventh grader, both in the Clarion-Limestone Area School District.
Their first game called WILD: North East – North America teaches students about ecosystems and the wildlife that exists in those ecosystems. The goal in the WILD series is to build an ecosystem by matching symbols that connect the ecosystem. You begin with the ecosystem and end with an apex predator that is on top of the food chain. You win when you have all 10 card types in your ecosystem.
'We started creating the game (WILD) because we wanted to see if we could do it and challenge ourselves. We had made little games before that and loved doing it so, when dad was on board, we decided to take it to the next level,' said Athia Strohm.
Originally just a tabletop game, Athia and Maia received a $7,500 grant to convert the game into a mobile app which they offer for free through Google Play, and for .99 through Amazon Kindle.
The driving force to the WILD game was the thing they all had in common – nature. Dino run 2 game.
'Once our creative juices were flowing we started to design. We took as much criticism as possible to improve the game. Then with that, we built on the idea of the original cards and made Edge,' said Athia Strohm.
EDGE has become their most popular game to date.
EDGE is described as a competitive trading card game that builds ecosystems and food webs with two-four players. Players spend 10 rounds building their ecosystems. At the end of the rounds, each player adds up the points in their ecosystem and the player with the highest points wins.
'It's a fun way for people to learn about the environment by playing a game,' said Athia Strohm.
'People have already requested a solitaire version of it, but we are not sure how to do that yet,' added Maia Strohm.
Put to educational use
So far, the card games are helping teach students in 100 educational hubs such as schools, libraries and environmental centers and is sold by area merchants and online.
The accolades and grants they've received have given their games clout. In 2015 they won first place during the Harrisburgh University of Science of Technology's Indie Tabletop Award. They also received the Mensa Mind Games ® Competitor status after competing in this the 2015 Mensa Mind Games® competition.
Games Clout Games Game
In addition to the games teaching other students, the Strohm girls have learned quite a bit by producing the game and creating a company. Game production included writing and creating the cards as well as taking pictures of wildlife in zoos, parks and other natural habitats for the card pictures. Followed up with play testing and refining the rules to make the game more fun.
'Dad took us to the Small Business Development Center where Athia and I learned about companies and how they work. We met some people who helped us learn about it,' said Maia Strohm.
The girls also have learned about marketing their game. Part of their marketing has included a blog called 'Two Sisters in the Wild' found at www.twosistersinthewild.com. They are also learning how to use social media to communicate with fans and game enthusiasts. Their adventures are posted on Facebook at www.facebook.com/twosistersinthewild.
Close encounters in the wild
While they've been creating these games, the girls have had the chance to meet the experts in the wildlife field.
Games Clout Games Free Online Games
'We have met many wildlife industry folks. Karen Cleveland of the Michigan Department of Natural Resources spent time with us when we visited Michigan and she even had a lunch for us with a bunch of wildlife people there.' said Maia Strohm.
These introductions have led to some close encounters of the wild kind. Most recently the girls traveled to Michigan where they went to lunch with some of Michigan's wildlife experts and got to see a peregrine falcon nesting site. These encounters often end up as pictures on the cards, but the girls' parents, Jason and Janine, hope these memories last the girls a lifetime.
'We take the girls to places so they can take photos of animals and plants they don't already have. We use these opportunities to explore wildlife parks, zoos, education centers, aquariums, and state and national parks,' said Janine Strohm, the girls' mother. About your teachercoach mcdonalds health class website.
Games Clout Games Hacked
The sale of the card game has been put to good use with the girls responsibly divvying up the money between charities, college funds and travel expenses to research more cards.
'It gives us some money every month, but it also gives us chances to communicate with wildlife experts since we use some of the money to travel and see them,' Maia Strohm said.
Because nature is everywhere, the Strohm sisters are currently working on starter decks for all 58 National Parks.
Juli Adams and Renee Vale from Four Winds Trading have been working with the Strohms to add their games to the National Park Visitor's Centers. When Athia and Maia finish new National Park Starter Decks, Four Winds Trading sells them to their National Park customers.
'Yellowstone National Park is selling the game in nine of their locations this summer, thanks to Juli and Renee at Four Winds Trading,' said Jason Strohm. 'Grand Canyon has sold the most so far.'
Yellowstone's support gives more people the chance to have fun while learning — a philosophy that is at the heart of all of the games the girls have created.
The phrase on the back of the original WILD card game was 'The Strohm sisters, Athia and Maia, think learning about nature should be as fun as playing a game.'
This article in a similar form was published in the Clarion News in 2015. Special thanks to the Clarion News and Amy Wozniak for taking the time to capture the girls' story. – Jason Strohm
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Maia Strohm
Games Clout Games Free
Game Creator, Photographer, and Little Sister
Athia Strohm
Game Creator, Researcher, and Older Sister
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