Q&A

Are the rules of Infarkt available on-line?

Yes, you can download the rules of the game in different languages:

Where can I use medicines (drugs)?

The drug according to the rules can be used anytime and beyond player's move. The player must inform the others that he is using the drug, the card of drug is than discarded and the player adjusts health status board according to card he used. The amount of drugs that the player owns is not limited; also use of multiple drugs at once is not restricted. After the last drug card from its pile is revealed, the used cards of drugs are reshuffled and the new drug card pile is made.

For more experienced players we recommend playing with the following restrictions for drugs:

  • The player can have at any time only two drugs
  • The player cannot use drugs at any time, but only in his/her turn (the actions performing phase)
  • After the last drug card from its pile is revealed, the used cards of drugs are not reshuffled and the drugs cards are no longer available.

Where and when can I use the goods cards (food, beverages and tobacco)?

These cards can be used only in combination of two cards with different symbols when performing action "home".

What is tha meaning of tokens "C" and "F" and similar signs on game board and events cards?

Tokens and the marks "C" are important only if you are playing with the Career expansion, if not, ignore then the tokens "C" or marks "C".

Tokens and the marks "F" are important only if you are playing with the Family expansion, if not, ignore then the tokens "F" or marks "F".

If you want to ask anything else, please do so.

Zasláno od Per na
Hi -
I want to order Infarkt.
I live in Sweden, and would like a total quote, including Freight.

I want a quote for the full package, including the Family & Career modules. I do not understand wheter these are included in the €25 price recommendation.

I went to the homepage, to try to order, but most information was available in Czech only..
If there is a way to order games , via an English language page, just please direct me there. Otherwise, I would look forward to receiving a quote or additional information.

Best regards
Per Sylvan
Sweden
Zasláno od Vladimír Brummer na
Hi Per,
for ordering Infarkt please write us on info@czechboardgames.com
There is also our eshop http://shop.czechboardgames.com/obchod (in Czech however).
All 5 extensions (modules) are included in the Infarkt box.
Best regards
Vladimir Brummer
Zasláno od Marius na
Hello

On the Black market tile it says that you can't go to the supermarket if you go to the black market. But the rules say that you can't go to the flea market. Which one is correct? I suppose the rules are right and there's an print error on the black market tile, am i right?

Happy New Year
Marius
Zasláno od Vladimír Brummer na
It must be print mistake in EN rules, because it is not allowed to use Black market and Supermarket in same turn (not Fleamarket as it is written in EN rules), thanks for pointing on that.

Vladimir
Zasláno od Vladimír Brummer na
PARTY TIME MODE to the rules:

If players play defensively, mainly green card are used, medications, and the the family extension - it is possible that the game is excessively extended and loses amusement. For these cases, use this modification of rules (mode):

The player who make a party obtains 1 money (from the bank)

Vladimir Brummer (Author)
Zasláno od Powstrike na
Hi

In the extreme version of the game, if we choose 2 extensions, it is not mentioned what activities are replaced by the new extensions. The rules did say the tile would include what was replaced but I do not see such rules on the tiles.
Zasláno od Jan Vanecek na
There is a place for one extension between fitness and pharmacy.
If you want to add more than 2 extensions you can put it next to the game board.
Zasláno od JJ na
When you invite neighbors to a party, you can invite the rest of the players or only de ones who are sitted next to you? thanks
Zasláno od admin na
@JJ: Only the ones sitting next to you.
Zasláno od XXX123XXX na
==============================================================================================
______________________________________________________________________________________________


"INFARKT GOES TEMPORAL"


This post describes a rule variant of "INFARKT" named "INFARKT GOES TEMPORAL". The variant adds a lot of strategy to the game by implementing different days AND time of day. You have to plan ahead but sometimes you have to improvise because just like in real life, some things can be expected while others come up surprisingly.

The only thing you need that is not included in the original game is a regular 6D dice. All the other things you required to implement "days" (for example "Monday", "Tuesday", "Wednesday") and "part of day" (for example "morning", "afternoon" or "evening") are in the game box already.

The first part of the following text describes how to "simulate" a set of different days. The second part describes how to do different parts of such a day. Please tell me what you think!

This variant has turns and rounds. Now, what is a turn and what is a round?



________

TURN
________


A turn is when a player resolves days and parts of days. Unfortunately, this has to be down-time for the other players (otherwise your game will end up in chaos). Clockwise turn order may be agreed on.




_________

ROUND
_________


A round is when all players have made their turn. A round ends when with the starting player's turn.

Before you start playing the game, you might want to decide whether to pass on the starting player marker after each round or not.




_________

DAYS
_________


Main "mechanism": Piling up the mini-expansion cards.

DETAILS:

Use ALL (!!!) the mini-expansion cards ("Bar", "Career", "Family", etc) included in the game. Each of them represents options you have on a particular day. This means each round represents a day of the week where certain actions are possible while others are not. On "Day 1" (lets arbitrarily call it "Monday") for example each player may have the option to get family markers which stands for something like making family connection on "Monday" (but not on what you may call "Tuesday" or "Wednesday"). Next round will be "Day 2" (lets call it "Tuesday"). This is when the "Family" expansion is gone but the "Bar" expansion is up. So this "Tuesday" you can invite another player to the bar (which means that you cannot do this on "Wednesday") and so on.

All you need to do in order to include "days" into the game is shuffle the mini-expansion cards and place them face down next to the board. The starting player turns the top-most mini-expansion card (for example "Bar") face up. This is the only mini-expasion card that one of your meeples can step on in this round. Once the round is over, the starting player will place the mini-expansion card that is face up on a discard pile and turn the next mini-expansion card (for example "Family") face up. This mini-expansion card will be accessible in this round while the previous one is not. Next round "Career" might be an option while "Family" is not. Once all mini-expansion cards are on the discard pile, shuffle them and place them face down next to the board. The starting player turns the top-most mini-expansion card (for example "Bar") face up.

What is your strategy? Just like in the original game, you may of course decide to NOT place one of your meeples on that currently available mini-expansion card. But bare in mind, next round it will be gone!!!

This is all it takes to represent different days and the different options they provide but how can you represent parts of a day such as "morning", "afternoon" or "evening"?

Very simple! All you need is your 6D dice. Here we go.




_________________

PARTS OF DAY
_________________


Main "mechanism": Dice rolling.

DETAILS:

Each meeple may be viewed as the representation of the player at a particular time of day. Some things (represented by "Event" cards) may happen in the morning, others in the afternoon, others in the evening, and some never happen at all.

Place only 1 "Event" card face up. A player may select this card or one card of the face down pile. This represents the fact that we cannot foresee all of our future. Maybe just parts of it (i.e., only one card face up).


Your turn goes as follows.


- Speak out loud either "A" or "B" at the beginning of each of your turns.

- Roll the 6D dice.

- Once you said "A", proceed according to the following dice role.


[1] No "Event" card for you. Place only 2 meeples
on the board and resolve whatever is
appropriate for their positions.

[2] No "Event" card for you. Place 3 meeples on
the board and resolve whatever is
appropriate for their positions.

[3] First, get 1 "Event" card and resolve it.
Second, place 3 meeples on the board and
resolve whatever is appropriate for their
positions.

[4] First, place 1 meeple on the board and
resolve whatever is appropriate for its
position. Second, get 1 "Event" card and
resolve it. Third, place 2 meeples on the
board and resolve whatever is appropriate
for their positions.

[5] First, place 2 meeples on the board and
resolve whatever is appropriate for their
positions. Second, get 1 "Event" card and
resolve it. Third, place 1 meeple on the
board and resolve whatever is appropriate for
its position.

[6] First, place 3 meeples on the board and
resolve whatever is appropriate for their
positions. Second, get 1 "Event" card and
resolve it.


- Once you said "B", proceed according to the following dice role.


[1] First, get 1 "Event" card and resolve it.
Second, place 3 meeples on the board and
resolve whatever is appropriate for their
positions.

[2] First, place 1 meeple on the board and
resolve whatever is appropriate for its
position. Second, get 1 "Event" card and
resolve it. Third, place 2 meeples on the
board and resolve whatever is appropriate
for their positions.

[3] First, place 2 meeples on the board and
resolve whatever is appropriate for their
positions. Second, get 1 "Event" card and
resolve it. Third, place 1 meeple on the
board and resolve whatever is appropriate for
its position.

[4] First, place 3 meeples on the board and
resolve whatever is appropriate for their
positions. Second, get 1 "Event" card and
resolve it.

[5] No "Event" card for you. Place 3 meeples on
the board and resolve whatever is
appropriate for their positions.

[6] No "Event" card for you. Place only 2 meeples
on the board and resolve whatever is
appropriate for their positions.


This was your turn. Pass the 6D dice over to the next player for the next turn to begin as described above.

It is interesting to see how changing from "A" to "B" (and back) wisely can make you live longer.



___________________

FINAL THOUGHTS
___________________



The game plays best if you do both, "days" and "parts of days" but you may also try any of the two without the other.

Anything unmentioned here is identical to the original rule.

This is a rule variant named "INFARKT GOES TEMPORAL". Please tell me what you think of this rule variant.

Any suggestions how to optimize this variant?


______________________________________________________________________________________________

==============================================================================================
Vložte komentář



(Váš email nebude zobrazen veřejně.)

Níže napište číslem výsledek (ochrana proti spamu) / Please enter one digit result (spam protection).
šest mínus šest = six minus six =