About this game
The children of Zura are tasked with finding valuable objects that are useful to the village’s important adults: roots for the cook, plants for the medicine woman, precious stones for the inventor, and bones for the venerable shaman. In Hasp, the players will be playing out cards with different strengths and values. In a standard four-player game, players play in two teams of two and after playing seven tricks, they assess which team won the round, then start a new round. The first team to reach 12 points wins the game. Players predict the outcome of each round, and if they miscalculate, the victory points will be awarded to their opponents instead! —description from the publisher
Does it fit your group?
- Group size. Works with 2 to 4.
- Rules load. At 1.5/5 this is a light game — explain it in a few minutes, good for a table that has not played much.
- Age. The publisher suggests 10 and up. That rates the rules rather than the artwork, so judge the box yourself for younger players.