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	<title>Game: Farfalia</title>
	<link>http://www.boardgamegeek.com/boardgame/11002</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 10:02:18 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 10:02:18 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Why 11 rounds instead of 10?</title>
	<description>&lt;b&gt;minismurf wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;10 rounds seem like a very fair game. Every player is dealer twice, and every player is on a team with everyone else once. So why do people (and the rules) advocate playing a game of 10 rounds + 1 extra round to determine the winner?&lt;/i&gt;&lt;br&gt;Well, let me answer this 15 months later.  The special &quot;final round&quot; is to avoid the case where the 2nd place player is paired with the 1st place player in the 10th round and therefore is unable to win.</description>
	<link>http://www.boardgamegeek.com/article/2315759#2315759</link>
	<pubDate>2008-05-15T04:20:26+00:00</pubDate>
	<dc:creator>rathstar</dc:creator>
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	<title>Thread: Why 11 rounds instead of 10?</title>
	<description>10 rounds seem like a very fair game. Every player is dealer twice, and every player is on a team with everyone else once. So why do people (and the rules) advocate playing a game of 10 rounds + 1 extra round to determine the winner?</description>
	<link>http://www.boardgamegeek.com/article/1381411#1381411</link>
	<pubDate>2007-03-10T02:07:39+00:00</pubDate>
	<dc:creator>minismurf</dc:creator>
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	<title>Image</title>
	<description>
		Right out of the box... &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic126710_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/126710</link>
	<pubDate>2006-05-13T16:25:40+00:00</pubDate>
	<dc:creator>Necro1970</dc:creator>
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	<title>Thread: Re: Selecting the next dealer if the score is tied</title>
	<description>Thanks for the update, Derek!  That's a big difference, because if the dealer is playing poorly, they would continue to be the dealer and the partnerships will not rotate.  That makes a lot more sense to move the dealer to the left each hand.</description>
	<link>http://www.boardgamegeek.com/article/799527#799527</link>
	<pubDate>2006-02-10T01:47:46+00:00</pubDate>
	<dc:creator>steveoliverc</dc:creator>
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	<title>Thread: Re: Selecting the next dealer if the score is tied</title>
	<description>Wow.  It shocks me to see that the rules HAVE been changed, and that the original game designer wasn't even informed of the rule change!&lt;br&gt;&lt;br&gt;The basic rules for Farfalia detail a 3-hand game wherein the dealer in each hand is the player with the lowest score.  I assumed that, in the case of a tie for lowest score, the new dealer would be the first player of those tied-for-lowest clockwise from the previous dealer.&lt;br&gt;&lt;br&gt;The rules state:&lt;br&gt;&lt;br&gt;&lt;i&gt;At the end of the hand, the new dealer (the player with the lowest&lt;br&gt;score) takes the five subject cards and returns them to the&lt;br&gt;subject stack, which is reshuffled.&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Also, while I've got your ear, Derek: is the (alternate) game title &quot;Chinkway&quot; pronounced &quot;Chink-Way&quot; or &quot;Chin-Kway&quot;?  The former is a pronunciation I, frankly, would not use when introducing a game (for possible racial implications).  What's the origin behind such a game title?</description>
	<link>http://www.boardgamegeek.com/article/798946#798946</link>
	<pubDate>2006-02-09T19:22:36+00:00</pubDate>
	<dc:creator>thatmarkguy</dc:creator>
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	<title>Thread: Re: Selecting the next dealer if the score is tied</title>
	<description>Steve&lt;br&gt;&lt;br&gt;I've just read your question.  As the inventor of the game I should know all the answers but 'things happen' to rules once publishers get their hands on them.  But unless my rules have been changed you have read them incorrectly.  The dealer always passes one place to the left.&lt;br&gt;&lt;br&gt;Derek</description>
	<link>http://www.boardgamegeek.com/article/798770#798770</link>
	<pubDate>2006-02-09T17:26:27+00:00</pubDate>
	<dc:creator>Carver</dc:creator>
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	<title>Thread: Selecting the next dealer if the score is tied</title>
	<description>I haven't played this yet but in reading the rules, there doesn't seem to be a way to determine who will be the dealer in the next round if more than one player is tied for lowest score.  This doesn't seem too likely to happen but if I am reading the rules correctly, then it does seem possible.  Has anyone run into this?</description>
	<link>http://www.boardgamegeek.com/article/723222#723222</link>
	<pubDate>2005-12-08T21:44:19+00:00</pubDate>
	<dc:creator>steveoliverc</dc:creator>
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	<title>Thread: User Review</title>
	<description>FarFalia is a trick-taking game for five players. It supports two and three with dummies and four with different arrangements, but it's designed for five and shines that way.&lt;br&gt;&lt;br&gt;The game features a fairly standard deck (four suits, 1-13, special cards - butterflies - on each suit as 8, 10 and 12) and even more standard card play: dealer chooses trumps or no trumps, suit must be followed and that's just about it.&lt;br&gt;&lt;br&gt;However, there are few twists. Players are formed in two teams; the dealer plays alone. Teams score together. Dealer gets two extra card and gets to choose trumps, so it's not a bad position to be in the end.&lt;br&gt;&lt;br&gt;Players score points by collecting sets of five cards. Every time a player wins a trick, she gets to choose a card from the trick for her team. It must be one of the five target cards chosen at the beginning of the round. Target cards have suit or a butterfly on them. Butterfly cards are like any other card, except in the scoring, where they count only as butterflies, not as their regular suit.&lt;br&gt;&lt;br&gt;In the end of the round, teams score points for the amount of target cards they collect. Full set of five is worth 15 points and it goes down from there. The scoring mechanism is clever and takes some thought, especially in the beginning of rounds, when you have to assess what you are likely to get during the hand.&lt;br&gt;&lt;br&gt;The game can be played in two ways. FarFalia way is to have three rounds, where the new dealer is always the player with the least points. Teams are formed by seating order. Chinkway way is to play five or ten rounds with rotating dealer so that everyone plays one round alone and four rounds partnered with everybody else. After that a final round is played where seating order is manipulated so that the top three players all have a chance to win the game (which is not possible if, say, first and second players are paired as a team).&lt;br&gt;&lt;br&gt;The biggest problem I have with the game is its dependancy on card luck. If you have a bad hand, there's is little you can do. However, FarFalia is anyway probably best played on a lighter level, where card luck is not such a big problem, but more a source for table talk.&lt;br&gt;&lt;br&gt;Despite my concerns, FarFalia is a good game; it's pretty simple and thus easy to teach. It might not satisfy the hardened trick-taking veterans, though the partnership structures should be interesting enough. In any case, it makes a good introductory trick-taking game - if you have exactly five players.</description>
	<link>http://www.boardgamegeek.com/article/560314#560314</link>
	<pubDate>2005-07-20T09:08:41+00:00</pubDate>
	<dc:creator>msaari</dc:creator>
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	<title>Image</title>
	<description>
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		&lt;img src="http://images.boardgamegeek.com/images/pic72655_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/72655</link>
	<pubDate>2005-03-18T21:38:23+00:00</pubDate>
	<dc:creator>EJKemp</dc:creator>
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	<title>Thread: User Review</title>
	<description>	Trick-taking games always need some kind of gimmick to make them interesting, to me at least.  There’s so many of them that a game has to have some new and unusual mechanic for me to sit up and take notice.  Most of the best trick-taking games work with only four players, so one that’s tailored to five people catches my interest.  Farfalia (daVinci Games, 2004 - Derek Carver) not only was very playable by five people, but it also had an interesting mechanic - that of collecting a set.  This made Farfalia not only a trick-taking game, but also a set collection game - the first card game I’ve played that straddled both categories.&lt;br&gt;&lt;br&gt;	The game was very quick, and very fun.  It has perfect knowledge - something I’m fond of in a card game, and has several variations included in the rules.  The game works well for two or three (okay) and four (good) players, &lt;font color='#FF0000'&gt;but is at its best with five.&lt;/font&gt;  It plays fairly quickly and isn’t a real brain burner.  I enjoyed it, because the strategy was evident; but the game still felt fairly “light”.  It’s one of the better candidates I’ve had to introduce amateurs to the “trick-taking” genre.&lt;br&gt;&lt;br&gt;	A deck of fifty-two cards is shuffled, made up of four suites - each numbered “1” through “13”.  Each suit is of a different color (red, green, blue, and orange) with each color having a matching symbol on it (strawberry, leaf, fish, and shell respectively.)  The only exceptions are the “8”, “10”, and “12” of each color, which have symbols of a butterfly on them.  One player is randomly chosen to be the dealer, and three teams are formed.  The dealer makes up one team by themselves, with the other four players forming two teams of two.  Scoring cards with different colors are given to the players to identify what team they’re on.  The entire deck is dealt, ten cards to every player except the dealer, who gets twelve.  The dealer chooses two of these cards to remove from the round secretly and also declares which suit is “Trump” (the dealer can declare that there is no trump).  Twenty-five symbol cards (with five cards for each symbol) are shuffled, and five of them laid face up in a row on the table, forming the “Farfalia” set (some nonsense about a magazine needing pictures of wildlife).  The round is ready to begin, starting with the player to the left of the dealer.&lt;br&gt;&lt;br&gt;	The leading player plays any card from their hand, with play proceeding clockwise around the table.  Players must play a card from the same suit if possible; otherwise, they can play any card from their hand.  The player who plays the highest card in the color that was led takes the trick, unless a trump card was played, in which case the highest trump card wins the trick.  When the player wins the trick, they may take one card from the trick of their choosing to try and match the “Farfalia” set.  A player may only take a card if it matches one of the “Farfalia” set AND they don’t already have one of that type.  The player who won the trick leads in the next trick, and the round continues for ten hands.  At the end of the round, each player checks the number of cards they have that match the “Farfalia” set.  (Partners count as one person for this purpose.) Players receive points depending on how many matches they’ve gotten (1 match = 1 point; 2 matches = 3 points; 3 = 6; 4 = 10; 5 = 15).  The player who has the least points becomes the new dealer and reshuffles both decks, playing another round the exact same way, with different teams and a different “Farfalia” set.  After three rounds, the player with the highest score is the winner!&lt;br&gt;&lt;br&gt;	A four-player game is played the same as a five-player, with two exceptions.  The partners are permanent, and no cards may be taken from the first three tricks played.  Two or three players play the same as a four player, but with a dummy player which has half of their cards exposed.  There are also ten wild cards included with the game that allow players to use one of several variants listed in the book and at the web site (&lt;A target='_blank' href=&quot;http://www.davincigames.com&quot; rel=&quot;nofollow&quot;&gt;www.davincigames.com&lt;/A&gt;).&lt;br&gt;&lt;br&gt;Some comments on the game...&lt;br&gt;&lt;br&gt;1.)	Components:  As always, I enjoy the way daVinci packages their small, boxed card games, putting them in a small plastic frame that holds the cards easily in a box that measures about 4” by 6”.  The cards are of excellent quality, able to take a real beating (mine went through the toddler test and survived.)  The symbols and colors are very clear and easy to tell apart, and there’s very little clutter on the cards.  The only thing I really didn’t like was the generic background of the cards - it’s simply the daVinci logo.  Having the little scoring cards is unnecessary, but nice - and they certainly help remind who’s on what team.  A couple blank cards are included in case some cards DON’T pass the toddler test.&lt;br&gt;&lt;br&gt;2.)	Rules:  For a very simple game, the rules were quite lengthy.  This is because they assume nothing, taking into account that perhaps the reader has never in their life played a trick-taking game before.  Small illustrations and examples are included throughout for ease of play.  The instructions are translated from Italian, but you would never know it; they are well written.  All the variants included are nice - I don’t mind going to a website, but I’d prefer to have them written in the rules - and they are in this game.  The rules are fairly simple; people who have played trick-taking games before will pick up on the game immediately, and those who haven’t should have no problems either.&lt;br&gt;&lt;br&gt;3.)	Strategy and Simplicity:  Sometimes simple is the best way to go.  When I first read the rules, I thought, “Is that all?”, as it seemed like the game really didn’t have a lot of “meat.”  After a couple plays; however, I realized that the game really offered more choices than were first apparent.  When playing the game, the card to play often seems obvious, but only if you want to win the trick.  Winning a trick is useful because it allows a player to control the next trick, but at the same time is only really nice if the trick won allows the player to take one of the cards needed for the set.  The dealer seems to be at a disadvantage, because they have no partner, but choosing ten out of twelve cards and the color of trump suit is a very big deal and can give them a huge advantage.  Most of the rounds we played were very close.&lt;br&gt;&lt;br&gt;4.)	Card counting:  Because the game has almost perfect knowledge (in a five-player game, two cards are removed), players rely on watching which cards are played to help them plan their tactics.  This obviously gives players who have better memories a larger advantage.  This isn’t much different from other common trick-taking games, so I don’t see that fans would be annoyed - but some people dislike this aspect of these type of games, so I thought I’d mention it.&lt;br&gt;&lt;br&gt;5.)	Players:  Playing with a dummy hand makes for an interesting exercise, but I really don’t like playing with a “computer” opponent like that; so my preferred number is four or five.  Farfalia makes a decent game for four, but with five players - the game really shines.  Having switching partners and more cards played per trick really changes the game.  I played my initial playing with four players and had a lukewarm feeling about the game.  Playing with five changed my opinion to a much higher one - the interaction was much different.&lt;br&gt;&lt;br&gt;6.)	Fun Factor:  The game doesn’t have the “take that!” factor of some trick-taking games, as there are no negative cards.  The idea is to win tricks so you can match your set.  This can lead to howls of dismay, when a player does not get the trick they need or win a trick that is useless to them; and that always provides at least the other players with a good time.  The game isn’t rip-roaring fun but does make for a pleasant diversion.&lt;br&gt;&lt;br&gt;I like Farfalia.  &lt;font color='#FF0000'&gt;The theme is pasted on like a cheap tube of glue, and there are no complicated rules; but the game is solid, and completes its purpose.&lt;/font&gt;  Because the game lasts only a few rounds (taking about thirty minutes), it acts as an excellent lead-in to a game night.  I find that although there is a decent amount of strategy in the game, it doesn’t require a lot of thought, making for an excellent “conversation” game.  Of course, you can take the game seriously if you want; but if you’re looking for a light, interesting trick-taking game, Farfalia is not a bad choice.&lt;br&gt;&lt;br&gt;	Tom Vasel&lt;br&gt;	“Real men play board games.”&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/78821#78821</link>
	<pubDate>2005-01-20T16:36:04+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
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	<title>Image</title>
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		A game card &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic57961_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/57961</link>
	<pubDate>2004-11-05T19:02:26+00:00</pubDate>
	<dc:creator>ilsilvano</dc:creator>
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		&lt;img src="http://images.boardgamegeek.com/images/pic55143_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/55143</link>
	<pubDate>2004-10-01T18:07:08+00:00</pubDate>
	<dc:creator>purplesally</dc:creator>
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