- An addictive dice game of strategy vs. Greed
- Easy to learn to play in minutes
- Small enough to take anywhere - great for travellers
- Great value for money
- Suitable for 2 - 6 players
| Main Language(s): | English unknown |
| Model Number: | 2050 |
| Number of Game Players: | 2 to 6 |
| Assembly Required: | No |
| Batteries Required?: | No |
| Batteries Included?: | No |
| Material Composition: | 100% Plastic |
Product details
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This product is subject to specific safety warnings
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Most Helpful Customer Reviews
3 of 4 people found the following review helpful:
5.0 out of 5 stars
Family Fun,
By
= Durability:4.0 out of 5 stars = Fun:4.0 out of 5 stars = Educational:3.0 out of 5 stars
This review is from: Clamshell Greed (Toy)
This game was originally bought for us by a friend. It has been a great holiday game for the whole family where grandparents, parents and children can all play at the same level. I was disappointed to find it had gone out of production when Waddington's folded as my children, grown with their own partners would have liked their own game. Now I've found it on Amazon and have bought a game for both my children. It's become a family tradition and reminds us of great holidays with long-gone grandparents.
4.0 out of 5 stars
Great fun, but rules could be clearer!,
= Durability:5.0 out of 5 stars = Fun:4.0 out of 5 stars = Educational:5.0 out of 5 stars
This review is from: Clamshell Greed (Toy)
We bought this for Christmas, as a family game. It comes in a little box, is lightweight and easy for travelling, which is great, as we fly Ryanair a lot! We love it now, but the rules are a bit ambiguous to say the least. They could do with fleshing out a bit!Below is a description of how we played it initially (wrongly!) and how we've ended up playing it (hopefully the right way, but great if others correct this if we're wrong!). Initially we played it by collecting a lot of Ds and Gs (D=100 points, G=50). The rules say that in order to qualify for throwing again you have to have points on at least one die in a single throw. We thought this meant that you always had to keep at least one die back from a throw in order to carry on throwing the others, and we therefore struggled to score highly, mostly scoring under 500. Couldn't work out how you'd ever get comfortably over 500 points, let alone some of the combinations on the score card! Then we realised the rules really did say that you had to get 500 or more in order to score at all, so tried playing again with different rules. This time we did not keep back a die after each throw. As long as there was something that potentially was a score, very often a D or a G, you were allowed to throw again. We also decided that any time you liked, you could throw all the dice again, even if you'd previously decided to keep them. Again this was provided you had got something that was worthy of a score on your dice. For instance, you might throw three Gs in one throw, but since it was only worth 300 points, you'd choose to throw them all again to have a better chance of getting above 500. Here's another example. If you threw the dice and got D,G, green E, two black Es and an R, you could choose to keep the D and the G, since they'd score 100 and 50 points respectively. Since they have a score, they qualify you to throw again. The other letters don't score anything unless they appear in a particular combination (see the score card). However, instead of keeping them (150 points) and throwing only 4 dice again, you might choose to throw all the dice again, as the score of a particular combination is likely to be higher than the individual score of Ds and Gs on the dice, e.g. if you throw three pound signs (all in one throw) they score you 600 points, whereas you'd have to throw a full house of Ds to score the equivalent, which is much less likely. (well, I'm not an expert on probability, but I can tell you which happens more often in the game!). It is important to note that this game is NOT like Yahtzee, you can't throw one R in one throw, and two Rs in the next and decide to score them as 400 (I think!?) as if they were all thrown in the same throw. Any of the point-scoring combinations DO have to be thrown in the same throw. Once we'd got the hang of this, the scores started getting quite high, and it also got more addictive! We play the "Full house" rule in the following way: if a player throws a 'full house' by scoring on all the dice (not necessarily in the same throw),(perhaps 4 Ds in one throw, one G in the next and another D in the next), they get to keep that score and can throw all the dice again to add to it. Should they score only a zero on the next throws, they still get to keep whatever score they had from the first series of throws with "Full house". Still not entirely sure if we are totally following the rules, but it seems to work and we are now totally hooked! Hope this is helpful if there are any other GREED players out there who are also struggling to get off the mark. It is worth pushing through, though it is great fun and my 4 year old plays it as well as my 10-year old!
5.0 out of 5 stars
Dice Game Greed review,
By
= Durability:3.0 out of 5 stars = Fun:4.0 out of 5 stars = Educational:5.0 out of 5 stars
This review is from: Clamshell Greed (Toy)
Clamshell Greed
Bought this game as a Christmas present for my 5 yrs old grandaughter who has recently started school and loves numbers, counting etc. Have played a few times and it is a fun game and quite quick due to there only being 5 rounds then highest score wins or first to reach 5000 wins instantly. I am amazed at quickly my grandaughter has picked up counting in 50's and 100's, even 1000's. I encourage her to keep the scores as this helps with her writing skills. Good fun family game and very quick due to there only being 5 rounds. I would recommend this for a good family game. Excellent price at under £5.
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