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FLASH 10 is a card game with a tile-style mechanic. It is published by AMIGO Spiele from a design by
the renown and excellent German games creator Wolfgang Kramer.  It is for 2-5 players aged from about
8 years and up. Games take 15-30 minutes. If you do not speak German the fully illustrated translated rules
(English) are available online via BoardGameGeek.

FLASH 10 depends on speed of hand and eye as well as a quick mathematical brain. There are 100 cards
numbered from 0 - 99, of these 20 have a small flash on them, plus there is a set of 20 cards that show a
lightning flash. If you look carefully at the card layout illustrated above you can see that the number 10
has the small flash and that the lightning flash cards can be seen on the left between numbers 59 - 81 and
12-18.

All 120 cards are shuffled and players are dealt 10 each which are placed face down in a row in front of
them - consider the above illustration as being for a 4-player game. The remainder of the cards are placed
in the middle of the table, in reach of all players, face down in a fashionable mess.

Once all players have positioned their 10 cards they turn them face up, having not previously looked at them.
The game proper now begins. SIMULTANEOUSLY the players start to take one card at a time from the
middle, placing the card they have picked up onto one of the cards already showing in their own display. The
idea being to create a row of 10 cards that run from left to right increasing in value as they go, but not having
to be in full numerical order. ie they can be 13, 45, 48, TC, 77 etc...

The first player to do this calls STOP and all players have to stop taking cards from the centre; and then a scoring
occurs. Players score 1 point per card (from the left) that runs in sequence, adding an extra point for every card
that ends in 0 or 5 (these are the flash) cards, and subtracting a card for every Thunder Card.

Using the above example but adding a few cards to bulk out the line: 13, 45, 48, TC, 77, 12, 84, TC, etc the player
would score 1pt (13) 1+1pt (45) -1pt (TC) 1pt (48) 1pt (77) = 5-1 = 4pts the cards after the end of the sequence
are not counted. The TC card doesn't interrupt the sequence but it does cause a negative 1pt on the scoring.

Each time you pick up a card you must put it onto one of the cards (slowly becoming mini stacks) in your row. You
may not discard it - you never discard any cards. Also if you have any Thunder cards in your row you may not call
stop to end the round.

Scores are taken and kept after each round and at the end of a round where one or more players have reached the total
of 50 or greater then the game ends and the player with the most points is the winner.

This is a very simple but clever mechanic that works really well. It is advantageous to be quick of hand and eye but
you must also be careful for once placed a card cannot be moved. An enjoyable past-time for all players.

 

© Chris Baylis 2011-2015