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Core Worlds
(Card) Climbing Games and Their Distinctions
Flying Arrow
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This is a list of card games from the 'climbing' family, with distinctions between them.

A climbing game is a card game where each player must play a card (or cards) to beat the card (or cards) of the previous player. All cards are played into a pile in the middle of the table. If everyone passes, the cards are cleared (sometimes being awarded to whoever played last) and a new round is started (generally by the winner of the previous round). Interestingly, in many climbing games the high card is the Two rather than the Ace.

Note the major distinctions between a climbing game and a trick-taking game: in a trick taking game each player plays exactly one card, but in a climbing game play continues until all pass, and you can only play if you "beat" the previous play.

This list draws distinctions between the various climbing games by specifying how victory is determined, which combinations are legal (and their ranks), and any other special rules.

(Games ordered by rank)
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1. Board Game: Tichu [Average Rating:7.73 Overall Rank:36]
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Tichu

Objective: Score points, based on cards taken and going out first.

Combinations allowed:
singles, doubles, any number of consecutive pairs (2-2-3-3-4-4), triples, full house, straight of at least length 5.

Distinctives: Play as partners. Relatively complex scoring based on card values, going out, etc. Four special cards in the deck. Scoring occurs after the third player goes out.
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Richard Irving
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Tichu is less about capturing scoring cards and more about going out first:
- Tichu (& Grand Tichu) is worth +/- 100 pts. (+/- 200 for Grand) which is bet that the player making the call will go out first.
- Both partners of the same team going out first (called a slam) is 200 pts.
- Going out first means you score the points captured by the last player (who fails to go out)

By comparison capturing cards is worth 100 pts. total per hand and these are usually split between both teams-- 70/30, 60/40, something like that.

When teaching the game, I always emphasize the game is about getting out as quickly as possible. If you play to go out quickly, the points will take of themsleves. (The exception is the endgame when you only a few points to win.)
 
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  • Posted Fri Jun 23, 2006 4:48 pm
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Flying Arrow
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What makes this game so much better than all the other climbing games? I've played a lot of Scum and Big Two, but have not played Tichu.
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  • Posted Mon Aug 6, 2007 6:15 pm
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Mike Sherwood
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Arundel
Maine
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I hope you've had a chance to play by now! The partnerships combined with the tension make this game great. Specifically, since most points are gained by gambles (calling Tichu) and supporting your team in those Tichu calls, it creates a lot of tension.
 
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  • Posted Thu Aug 20, 2009 4:41 pm
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Flying Arrow
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I have played it now, and I liked it, but it didn't seem that much different from the other climbing games. Perhaps with more plays.
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  • Posted Tue Sep 29, 2009 2:11 pm
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Jonathan Kandell
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Tucson
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I agree. People forget that other traditional climbing games like Big Two can also be played partnership if desired.
 
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  • Posted Sun Nov 1, 2009 12:23 am
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2. Board Game: Haggis [Average Rating:7.26 Overall Rank:304]
William Bekking
Canada
Kanata
Ontario
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Objective: Score points, based on cards taken and going out first.

Combinations allowed:
Sets (Singles , doubles , triples, 4, 5, 6 or 7(!) of a kind)
Sequences (run of at least 3 of a kind, consecutive pairs(2,3,4,5) ). Sequences must always be the same suit,
Bombs (3579 of different suits, jQ,QK,JQK, 3579 of the same suit)


Distinctives:
1. Designed as a two player game
2. Uses J,Q,K as wildcards or J,Q,K.
3. Only 3,5,7,9 and wild card are scored.

I may not have all the facts straight, but Sean up there can correct me for sure.

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Flying Arrow
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I could have sworn this game was already on this list. Guess not. Sean even wrote a geeklist about designing the game:

http://boardgamegeek.com/geeklist/34429/item/734152
 
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  • Posted Tue Sep 29, 2009 5:25 pm
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Sean Ross
Canada
North Vancouver
British Columbia
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FlyingArrow wrote:
I could have sworn this game was already on this list. Guess not.
It used to be. I took it off when I decided it would be better if I wasn't the one who was adding my own games to other people's geeklists.
Aiken Drum wrote:
I may not have all the facts straight, but Sean up there can correct me for sure.
I think only three things need to be added: playable combinations include consecutive pairs but also consecutive three-of-a-kinds, four-of-a-kinds, and five-of-a-kinds (unless that's what you meant by "consecutive pairs (2,3,4,5)"); scoring also includes points for each card left in your opponent's hand and the option to bet whether you will be the first player to empty their hand.
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  • Edited Wed Sep 30, 2009 5:09 pm
  • Posted Wed Sep 30, 2009 5:06 pm
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William Bekking
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Thanks for the clarification Sean. I knew I'd miss stuff. (Work is not the best place for this)
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  • Posted Wed Sep 30, 2009 5:51 pm
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Jonathan Kandell
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Tucson
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4. Bombs win but their points go to opponent.
(Is that still in the rules?)
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  • Posted Mon Oct 26, 2009 2:24 am
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Flying Arrow
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seandavidross wrote:
FlyingArrow wrote:
I could have sworn this game was already on this list. Guess not.
It used to be. I took it off when I decided it would be better if I wasn't the one who was adding my own games to other people's geeklists.


It was fine that you had added it. I'm glad it's been added back.
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  • Posted Mon Oct 26, 2009 2:50 am
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3. Board Game: Frank's Zoo [Average Rating:6.62 Overall Rank:693]
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Frank's Zoo

Objective: Score points, based on cards taken and going out first.

Combinations allowed: singles, doubles, triples, or any multiples, really.

Distinctives: Non-linear (circles back on itself with the mouse bettering the elephant) and non-transitive (mouse betters mosquito, lion betters mouse, but lion does not better mosquito) hierarchy. Play by playing same combination of a better animal, or by playing a one-card-larger combination of the same animal. After first hand, partnerships are introduced, which shift after each hand based on relative positions on the score sheet.
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Dana More
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Garden Grove
California
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Middlelweight climber. My favorite of the genre. Best played with all the rules, including the rotating partnerships. Plays in about 30 minutes.
 
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  • Posted Mon Dec 6, 2010 3:45 am
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4. Board Game: The Great Dalmuti [Average Rating:6.54 Overall Rank:791]
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Great Dalmuti

Objective: Go out as early as possible.

Playable combination types: singles, doubles, triples, quadruples. Each round uses only one combination type.

Distinctives: Loser of previous hand (Greater Peon) passes best two cards to the winner of previous hand (Great Dalmuti), and receives the Great Dalmuti's worst two cards. Same thing for next-to-last-place and second place, except they trade only one card. This game uses a deck with a unique card distribution.
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Michael M.
United States
Albany
New York
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Clearly the winner of this list.
 
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  • Posted Tue Dec 7, 2010 8:55 pm
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Justus Pang
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Houston
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I would hope so given your nickname!
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  • Posted Tue Dec 7, 2010 9:47 pm
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Sandra Snan


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I love it, first climbing game I ever played, lots of fun.
 
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  • Posted Mon Feb 6, 2012 2:52 pm
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5. Board Game: Gang of Four [Average Rating:6.63 Overall Rank:813]
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Gang of Four

Objective: Have as few cards as possible when the first person goes out.

Combinations: singles, doubles, triples, poker hands (straight, flush, full house, straight flush), four, five, or six of a kind ("gang of four"). "Gang of four" (or 5 or 6) can be played on any round.

Distinctives: Previous round winner/loser exchange one card (high from loser/low from winner). Special deck. Score points (points are bad) based on number of cards left in your hand when first person goes out. Double/triple points if you have too many cards. Suits are ranked.
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Richard Irving
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The problem with Gang of Four is its scoring system:

You score penalty points for the number of cards you have left and a multiplier based on the number of cards left:
Cards Left: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Multiplier: 1 1 1 1 1 1 1 2 2 2 3 3 3 4 4 5
Penalty: 1 2 3 4 5 6 7 16 18 20 33 36 39 56 60 80


If you can't go out first, but can get rid of more than half your starting hand, you only lose a few points. (i.e. this means "stragglers" (low cards, usually singletons which are hard to play out--unless you have the lead) are not that big of a deal. This takes away a lot of skill in the game--the hard part in most climbing games is getting rid of the stragglers. If you have one or two stragglers left, so what? It is not that big of a penalty.

But even worse, when you stuck with a large number of cards in your hand, you get REALLY punished. But this happens when you get a bad hand where you simply can't play cards. (OR someone else gets an outstanding hand, which allows no one else to play.) IOW, no fault of your own--nothing can be done about it.
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  • Posted Fri Jun 23, 2006 5:09 pm
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Jonathan Kandell
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There is nothing inherently wrong with the set-up, just where it's set in this particular game. Big Two has a similar penalty system, but works better in that game (1-pt per card, doubles if you have 10 or more, triples if all thirteen cards). In my experience the penalty kicks in when you played badly and not just when you had bad luck.
 
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  • Edited Mon Dec 6, 2010 2:16 pm
  • Posted Sun Nov 1, 2009 12:24 am
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6. Board Game: Lexio [Average Rating:6.94 Overall Rank:1059]
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Technically not a card game per se. Lexio is very similar to Gang of Four where the goal is to have the smallest number of 'cards' (tiles) in your hand when the first person goes out.

(Submitted by Matthew Marquand)
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Dave
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Glen Ridge
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This looks beautiful and sounds great! Now, if only some online retailer had it in stock...
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  • Posted Fri Jun 23, 2006 4:18 pm
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❇Ⓢ❈Ⓝ❈Ⓞ❈Ⓦ❇
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It is a gorgeous looking game that is pretty fun as well. Using tiles is a little clunky since it's difficult to shuffle them at the end of each round (compared to cards) but having those thick tiles sitting in front of you is really nice.

I lucked out a few weeks ago and picked up one of the last copies from Boards and Bits.

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  • Posted Fri Jun 23, 2006 5:53 pm
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7. Board Game: Big Two [Average Rating:6.72 Overall Rank:2349]
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Big Two

Objective: Have as few cards as possible when the first player runs out of cards.

Combinations: singles, doubles, triples, poker hands (straight, flush, full house, four of a kind, straight flush). Each round is a single type of combination. That is, if the first play in a round is a triple, you cannot play a poker hand to beat it.

Distinctives: Suit matters. Diamonds < Clubs < Hearts < Spades. Two is high, but other ranks otherwise normal. Hand ends when one player goes out and points are scored based on cards in other players' hands.
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Jonathan Kandell
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Tucson
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Distinctions: Combinations limited to 5-cards in length; incorporation of poker hands unique among climbing games; scalable 2-4; can re-enter after a pass.
 
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  • Edited Sun Jan 25, 2009 11:56 pm
  • Posted Tue Jul 1, 2008 4:10 pm
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Jon
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I don't think it warrants an entry. It seems just like Big Two except that the cards go from 1-15 in each suit and there's a board for scoring (with some wonky spaces to add in some randomness).
 
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  • Posted Wed Sep 3, 2008 11:57 pm
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Prince Theo
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There are only a couple of wonky spaces on the Golden Deuce board. There are a pair of swap spaces spots and a couple move ahead X spots, but nothing real crazy.

You move your pawns around the board and attempt to bear them off like you would in Backgammon or Parcheesi. Your movement points for your pawns comes from the amount of cards left in the other players hands. The person who went went out scores points for every ones hands while the person with the fewest cards scores points for the cards in the hands of the players behind them, and the third player scoring points for cards left in the hand of the fourth place player. The fourth place player gets nothing. There is a blocking element with the pawns and some strategy there. It does make the game longer, especially if you have a string of low scoring hands, good fun though.
 
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  • Posted Wed Apr 28, 2010 4:46 am
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George Leach
United Kingdom
Salford
Greater Manchester
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It doesn't appear correct that Big Two is unique in it's use of poker hands. Tichu also allows full houses and flushes doesn't it? I also would be highly surprised if there weren't other climbing games that use this, it appears to be a common source of confusion and differentiation between games that the sets and sequences allowed are always slightly arbitrarily defined. One reason why I particularly like Haggis is that the sets and distributions don't feel arbitrary to me (I'm aware that it's a fairly subjective criticism).
 
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  • Posted Wed Dec 29, 2010 4:59 pm
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Justus Pang
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Jugular wrote:
It doesn't appear correct that Big Two is unique in it's use of poker hands. Tichu also allows full houses and flushes doesn't it? I also would be highly surprised if there weren't other climbing games that use this, it appears to be a common source of confusion and differentiation between games that the sets and sequences allowed are always slightly arbitrarily defined. One reason why I particularly like Haggis is that the sets and distributions don't feel arbitrary to me (I'm aware that it's a fairly subjective criticism).


In big 2 you can beat a poker hand with a better one (ie straight with a flush/fullhouse/quad+1/straightflush). I don't think any other game does that. And In any case Tichu doesn't allow the flush or quad+1 and allows straights more than 5.

In the end, when you got a standard deck, the same mechanic and goal, the main differentiator between these games will be the allowable sets...and while I like Haggis I don't think their allowable sets are any less arbitrary...in the larger scheme of things I think that all depends on which climbing game you learned first.
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  • Edited Wed Dec 29, 2010 11:08 pm
  • Posted Wed Dec 29, 2010 11:04 pm
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8. Board Game: Dilbert: Corporate Shuffle [Average Rating:6.04 Overall Rank:2405]
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Dilbert Corporate Shuffle

Objective: Go out as early as possible.

Playable combination types: singles, doubles, triples, quadruples. Each round uses only one combination type.

Distinctives: Dilbert-themed version of Great Dalmuti, using card trading and a special deck. A couple special cards with their own rules are included.
 
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9. Board Game: Das GROSSE und das kleine A [Average Rating:6.41 Overall Rank:3888]
Richard Irving
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Wolfgang Kramer's addition to the genre:

Essentially, a double deck (1-13 with 8 cards per value, no suits) with 4 jokers and 2 special cards added: The Big A and the little a.

The little a goes to the first "trick" (round) won. The big A goes to the second.

When A or a is led, the players play a standard trick (i.e. Each MUST play one card, highest card takes the trick).

If the A is led, those cards go in the hand of the winner. The little a trick, the cards in this trick are set aside and scored by the capturing player at the end of the hand.

Scoring is a penalty for card left in the hand: A=20, a=15 (unless played in a little a trick, then it is worth 0), Jokers = 14 (unless captured in a little a trick, then it is worth one), all other card = face value.

"Who's the Ass" is essentially similar (It dispenses with the litle a).
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Dana More
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Difinitely on the lighter end of the climbing game scale. The 'ass' card adds a lot to an otherwise pedestrian game. Plays well with any number, even the maximum of 12.
 
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  • Posted Mon Dec 6, 2010 3:43 am
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10. Board Game: Scum: The Food Chain Game [Average Rating:5.94 Overall Rank:4424]
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Scum

Objective: Go out as early as possible.

Playable combination types: singles, doubles, triples, quadruples. Each round uses only one combination type. That is, if the first play for a round is a triple, you cannot play a four-of-a-kind to beat it.

Distinctives: Loser of previous hand (Scum) passes best two cards to the winner of previous hand (King), and receives the King's worst two cards. Same thing for next-to-last-place and second place, except they trade only one card. Often, players also physically change seats to the "King" seat and the "Scum" seat, etc. The names given to the loser and winner may not be "Scum" and "King". The names vary widely depending on the variation. (See the Scum main game page for alternate names for this game.) Suits don't matter. Played with a standard deck. Two is high, followed by ace, king, queen, etc.
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Charles Hasegawa
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Mesa
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Sounds a bit like a drinking game we played in college - the name was a little less refined if I recall...
 
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  • Posted Fri Jun 23, 2006 2:54 pm
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Flying Arrow
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It's known by lots of names... if you look at the game's page, five alternate names are listed but I think there are others as well.
 
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  • Posted Fri Jun 23, 2006 3:00 pm
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11. Board Game: Egyptian Ratscrew [Average Rating:5.87 Overall Rank:4660]
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Egyptian Ratscrew

Objective: Collect all of the cards. If you win a round, you take all the cards from the middle as your own.

Combinations: Singles only, but see distinctives.

Distinctives: Each player has his/her own face down deck from which cards are played, rather than chosen from a hand of cards. When playing cards numbered 2-10, it is a normal accumulation game, with higher cards beating lower cards. Whenever a face card or ace is played, on a Jack the next player has 1 chance to 'beat' the Jack by playing another face card/ace, on a Queen the player gets 2 chances, on a King 3 chances, or on an Ace 4 chances. If no face card/ace is played in the number of chances given, the previous player wins the stack. If at any time two identical-valued cards are played in succession, the first player to slap the pile takes the whole pile (and that could be a player with no other cards).
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Flying Arrow
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In Egyptian Ratscrew, it appears that in many versions of the game non face cards are all treated the same, and ignored until a face card/ace is turned up. In those versions, this game is not a climbing game. The non-climbing variant is what is described here on BGG, but the variant I always played was a climbing game (as I described above).
 
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  • Edited Fri Aug 15, 2008 5:58 pm
  • Posted Fri Jul 7, 2006 8:25 pm
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Andy Leighton
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Peterborough
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I wouldn't consider Egyptian Ratscrew to be a climbing game at all. It fits in more with War (and associated games).
 
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  • Posted Mon Jan 26, 2009 5:56 pm
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Flying Arrow
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I learned it as a climbing/accumulation game, as described above.
 
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  • Posted Mon Jan 26, 2009 5:58 pm
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Andy Leighton
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FlyingArrow wrote:
I learned it as a climbing/accumulation game, as described above.


Yeah your description seems a little different to how I've usually seen the game described (and not surprisingly it is a game for which there are loads of local rules). It usually has no beating (as in value of cards), when it goes into letter cards it is just a case of getting another letter card to avoid the previous player taking the cards. Also the putting the cards won at the bottom of your deck makes it fit more with War than climbing games IMO.
 
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  • Posted Mon Jan 26, 2009 6:12 pm
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Flying Arrow
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andyl wrote:
FlyingArrow wrote:
I learned it as a climbing/accumulation game, as described above.


Yeah your description seems a little different to how I've usually seen the game described (and not surprisingly it is a game for which there are loads of local rules). It usually has no beating (as in value of cards), when it goes into letter cards it is just a case of getting another letter card to avoid the previous player taking the cards. Also the putting the cards won at the bottom of your deck makes it fit more with War than climbing games IMO.


I don't think what happens to the cards has any bearing on whether it's a climbing game. It's a climbing game if you keep playing as long as the next player can continue to beat the previous player. In war, the winner takes the cards right away (unless there's a tie and there's a standoff). In ERS, cards pile up until there's a double or one player fails to "beat" the previous player. It's just very simplistic because the combinations are all singles and you don't even get to choose which single to play.
 
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  • Posted Tue Jun 22, 2010 5:40 pm
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George Leach
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I think it's fair to say that the commonly used Egyptian Ratscrew rules are not a climbing game, your variant does place it on a rather far flung branch of the climbing game genre. It's interesting to read of an alternative ruleset though.
 
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  • Posted Wed Dec 29, 2010 5:03 pm
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12. Board Game: Ohio [Average Rating:5.77 Overall Rank:5288]
Flying Arrow
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Reiner Knizia's contribution to the genre.

Objectives: Earn the most points by taking cards and not being left with cards.

Combinations: Single cards only.

Distinctives: Every player starts with the same 11 cards. 1-10 plus "Ohio". Low cards are better, but cards also indicate point values, so high cards are worth more points. Game over when one person runs out of cards. Score is points captured minus points left in your hand. Ohio cards are always 0.1 better than the last card played, but count -10 when scoring (whether captured or still in your hand).
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Dana More
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This is a really good game that needs to be reprinted. I've wanted a copy for years, and cannot find one anywhere. Turns out you can create a deck out of Rage cards, but I'd still like the actual game.
 
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  • Posted Mon Dec 6, 2010 3:48 am
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George Leach
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Salford
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Is this strictly a climbing game? It sounds like a trick taking game.
 
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  • Posted Wed Dec 29, 2010 5:08 pm
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It is a climbing game - you keep playing until everyone passes, rather than one card per player like a trick-taking game.
 
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  • Edited Thu Dec 15, 2011 4:42 pm
  • Posted Thu Dec 30, 2010 1:43 am
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13. Board Game: Tien Len [Average Rating:7.36 Unranked]
Jonathan Kandell
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Tucson
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Tien Len

Objective: Go out first, then second, then third, then fourth.

Combinations: singles, pairs; trios; quads; runs of 3+; pair-runs (3 or more pairs in sequence)

Distinctions: Suits ordered (spades < clubs < diamonds < hearts). Unique method of bombing 2s: 3-finger run (e.g. 445566) trump single 2; 4-finger run (e.g. 44556677) > pair 2's; 5-finger run > trios 2's; 6-finger run > quad 2's.
Once you "pass" you're out for whole round, unlike Big Two.

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Justus Pang
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clarifications: Runs of 3 or more. And note that the black cards are lower than the red cards in the suit order. And also note that there is no full house type of set.

I don't know if it was a local San Jose thing, but a quad could also bomb a single two (or another 4 of a kind). No bomb type was stronger than the other (ie if someone dropped a quad bomb, a sequence bomb could not be used to trump it).

Also, we played that the winner of a round is allowed to stack additional sets after everyone else had passed. For example, if everyone passed on a pair 88, then you could drop 99,JJ,KK before starting the next set. This makes passing on a low single or pair a particularly dangerous exercise.
 
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  • Posted Sun Nov 21, 2010 5:57 am
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14. Board Game: Peeper [Average Rating:5.98 Unranked]
Sean Ross
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North Vancouver
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Peeper

Objective: Go out first, opponent's penalized per tile left in hand.

Combinations: singles, pairs, run of three or more consecutive singles, run of three or more pairs, triples are bombs, quads are higher bombs. A mine can be formed by playing a pair of the same rank as a single just played by an opponent. A mine wins the round (i.e., cannot be bombed) unless another player can play the fourth tile of the same rank to form a return.

Distinctions: tiles instead of cards, tiles have Braille on them, four wildcards, mines, returns.
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15. Board Game: Dou Dizhu [Average Rating:7.56 Unranked]
Sean Ross
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Dou Dizhu

Objective: Go out first. Score based on amount bid for first lead.

Combinations: singles, pairs, triples, triples with attached card, full house, sequences of five or more consecutive singles, sequence of three or more pairs, sequence of two or more triples, sequence of two or more triples with attached card, sequence of two or more full houses, quad plus two attached singles, quad plus two attached pairs, bombs (quad with no attached cards), rocket (pair of jokers).

Distinctions: primarily supports 3 players (but there are rules for playing with 4), players bid to have the first lead, players score based on the amount bid and who goes out first.
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Jonathan Kandell
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Tucson
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Distinction: 1) 1 player bids to be landlord, other 2 team up against her; 2) landlord gets to "mine" the talon for extra cards.
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  • Edited Sun Jan 25, 2009 11:48 pm
  • Posted Fri Jan 23, 2009 4:15 am
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Justus Pang
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There is also a 4 player variant with two decks and the landlord getting 8 extra cards. Very popular in China at the moment.
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  • Posted Sun Nov 21, 2010 5:58 am
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Jonathan Kandell
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Can you say more about the 4p variant? Is it 3 versus 1?
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  • Posted Sun Nov 21, 2010 6:17 am
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Justus Pang
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check out the 4P variant at the bottom of the Pagat.com dou dizhu page.
http://www.pagat.com/climbing/doudizhu.html

I didn't actually play the game but we did watch it on Hangzhou TV one night and it pretty much correlates to the variant as written. If I had my druthers I would have kibbutzzed the folks playing the game in our neighborhood, but my gf's grandma would not have approved. That said, as I was walking by the players, I would sneak a peak and I'm quite sure this was the game they were playing (climbing games seem to create have a certain set of body languages).
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  • Posted Sun Nov 21, 2010 6:42 am
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16. Board Game: Shou Ba Yi [Average Rating:8.39 Unranked]
Sean Ross
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Shou Ba Yi

Objective: Go out first. Score based on total number of cards held by opponents. Opponents penalized based on number cards left in hand. Additional penalties assessed for being left holding Jokers.

Combinations: singles, pairs, triples with attached card, quad plus two attached cards, sequences of five or more consecutive singles (a "dragon"), sequence of three or more pairs, bombs (quad with no attached cards).

Distinctions: To go out, your last combination played must be a single and that card may not be a Joker.
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17. Board Game: Daihinmin [Average Rating:6.45 Unranked]
Jonathan Kandell
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Tucson
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Daifugō/Dai hin min (大富豪/大貧民) "Very Rich Man/Very Poor Man"

Objective: To get rid of your cards first and become the "Very Rich Man" who gets rid of his cards last.

Combinations: single; pair, trio, quad; five, six-of a kind with wildcards; 3+ card sequences.

Distinctions: 1) 4 of a kind (or 4 card sequence in some variations) causes a "Revolution" for rest of game (or until another revolution): card rank order reversed, e.g. highest cards are now 3,4,5...etc, and K, 2 being lowest. Any J causes temporary revolution, till next round. 2) Loser from each round not only has to give winner best card, but has to do errands like refilling drinks and getting more snacks. 3) An equally-ranked set to that just played (e.g. pair of 4s on a pair of 4s) causes next person to skip his turn. 5) Bombs: An 8 in any combo played legally wins and ends the turn. Single 2 bombs anything. Jokers are wild but can't beat 2s.
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18. Board Game: Zheng Fen [Average Rating:7.05 Unranked]
Jonathan Kandell
United States
Tucson
Arizona
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Objective: Win more Ks, 10s, 5s in "tricks" than your opponents; go out first.

Combinations: singles, pairs; trios; quartets; pair-runs (3 or more pairs in sequence), trio-pairs (3 or more trios in sequence), quartet-pairs (3 or more quartets in sequence), trio+two (+pair, two pt-cards, two cards of adjacent rank in same suit, a 3 +any); straight flush.

Distinctions: You get points for winning 5s, 10s, Ks not for cards left in hand nor going out first. Player going out first gets to score the cards left in hand of player going out last; player going out last scores 0; other players score for pt cards won. Two jokers are wild cards but count 0 points. If jokers used as singles, rank goes K,A,2, black joker, red joker; combinations with wild cards are exactly equal to ones with real cards. Bombs = 5-10-K mixed < 5-10-K of a single suit < quartet of 2s. Zheng Fen is the only traditional climbing game where some combos can be beaten either a higher ranked or longer combo of the same type.
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Lacombe
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Quote:
Zheng Fen is only climbing game where some combos can be beaten either a higher ranked or longer combo.


This is one of its more interesting features, and the biggest one that Tichu leaves out.

I just lambasted Tichu for changing the "three or more pairs in sequence" rule for stairs, because I feel it is anti-historical and against the nature of the family of games [as far as I can tell from Pagat, the most common requirement is as Zheng Fen: three or more].

But, perhaps I should similarly lambast Zheng Fen for removing the even more traditional [?] "must match size / 'shape' of previous combination" rule? I don't know. I would consider removing this restriction [i.e. going "back" to Big Two rules or "up" to Tichu rules], even though there aren't any other additions / removals in Tichu [besides its own quirky things like special cards, partnerships, etc] that I feel are worthy.
 
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  • Posted Tue Jun 8, 2010 7:19 pm
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Flying Arrow
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Quote:
Zheng Fen is the only climbing game where some combos can be beaten either a higher ranked or longer combo.


This isn't true. Frank's Zoo above is another example. Additionally, some games allow 'bombs' which can be played any time (even out of turn) to immediately win a round (unless a higher bomb is immediately played).
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  • Posted Tue Jun 22, 2010 5:48 pm
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Jonathan Kandell
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I should have specified "traditional" climbing game, and aside from bombs.
Corrected above.
 
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  • Posted Sat Jun 26, 2010 5:51 am
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19. Board Game: Guan Pai [Average Rating:6.00 Unranked]
Justus Pang
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Objective: Shed your cards first. Score points per number of cards left in opponent(s) hand. First to 60 points wins.

Combinations: singles, doubles, triples, full house, singles straight (5+ cards), consecutive pairs (2+ sets), consecutive triples (2+ sets). Bombs are quads with an additional card, or all three A's with additional card.

Distinctives: 48 Card deck (remove three 2's and one Ace). Two is high, 3 is low. Bombs include random filler card. Score points (points are bad) based on number of cards left in your hand when first person goes out. Bonus points if there are 16, 15, or 14 cards left in an opponent's hands (2P game only). Seems to have been developed to be a good 2 Player climbing game.
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Justus Pang
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note: I found out about this game become Mr.Bass posted the rules to this game as a "tichu" variant. I have GMed him to email the rules to the new game entry, but until then, look for the rules there. The rules are located here.
 
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  • Posted Thu Nov 25, 2010 1:45 am
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20. Board Game: Camissimo [Average Rating:5.67 Unranked]
Grant Fikes
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Abilene
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Camissimo

Objective: Go out as early as possible.

Playable combination types: Any single card or set of cards with the same number.

Distinctives: For each number in the game, there are four regular cards and one Triple Card which can count as one, two, or three cards. There is one Wild Card which counts as any number. The second play in a round determines whether each set must have higher-numbered or lower-numbered cards than the previous one. (Example: if the first player plays two 3's, the second player must play two cards of the same number besides 3, or pass. If the second player plays two 4's, the next player must play two cards with the same number higher than 4, or pass.)
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Was George Orwell an Optimist?
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Quote:
A climbing game is a card game where each player must play card(s) to beat the card(s) of the previous play.


In that case I guess I won't add Assault on Mt. Everest.
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  • Posted Fri Jun 23, 2006 6:15 am
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Andy Leighton
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Other climbing games listed on pagat

Zheng Shangyou (or Struggling Upstream)
Zheng Fen
Big Three
Gou Ji a game played with 4 decks.
 
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  • Posted Mon Jan 26, 2009 6:03 pm
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Grant Fikes
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As an unapologetic fan of Nikoli, a Japanese publisher of logic puzzles, I recently bought their card game Camissimo despite there being a dearth of information on the game on the internet. Recently, I saw a video review of Tichu and thought, "Hey, this mechanic reminds me of Camissimo." Thus, I discovered the "climbing games" genre, and had to register on BGG just to contribute my knowledge to this list.
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  • Edited Tue Feb 22, 2011 12:11 am
  • Posted Tue Feb 22, 2011 12:10 am
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Flying Arrow
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mathgrant wrote:
As an unapologetic fan of Nikoli, a Japanese publisher of logic puzzles, I recently bought their card game Camissimo despite there being a dearth of information on the game on the internet. Recently, I saw a video review of Tichu and thought, "Hey, this mechanic reminds me of Camissimo." Thus, I discovered the "climbing games" genre, and had to register on BGG just to contribute my knowledge to this list.


Thanks!
 
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  • Posted Tue Feb 22, 2011 12:51 am
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George Leach
United Kingdom
Salford
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Some geekgold for contributing
I still intend to one day find a pub climbing game group and try all of these out over a few boozy evenings.
 
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  • Posted Tue Feb 22, 2011 10:26 am
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