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TEN OUT OF TEN

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Author: Dugald Keith

Publisher: Ravenburger 2004

Awards: none

EVALUATION

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G@mebox author Marco Klasmeyer writes about the game:

Introduction:

Ten out of Ten is quiz game where two teams compete simultaneously against each other by answering 10 questions out of 10 different themes. Four answers are suggested for each question, but which is the right one? While trying to take the right decision each team can discuss and argue with the team members. After each turn the opposing team will provide the number of correct answers, but they will not reveal which are correct and which are not…

Description:

The game mainly consists of a double sided quiz board. It has 10 numbered columns, one for each subject, and 10 rows each corresponding to a turn. The quiz board is mounted upright within the box, but it still can be flipped 180 degree in its mounting. The board can hold magnetic markers in the colours blue, white, red, black and yellow.

On top of the quiz board a paper stripe containing the questions for both teams on each side is placed. For each question four possible answers are given (three false and one correct, of course) corresponding to the colours blue, white, red and black. During the turns the teams have to place the appropriate coloured markers for their desired answer in the column of the corresponding question. When both teams have placed answer markers for all ten questions, the Quiz board is flipped over and the opposing team evaluates the answers. On the stripe with questions visible to each team a coloured dot indicates the correct answer of the opponents' questions. So each team places a yellow marker in the column corresponding to the number of the correct answers of the other team. Then the board is flipped over again and the two teams can view their results.

The clou is that each team now only knows the number of correct answers, but they do not know which answers are correct and which are not. By now slightly modifying their answers from turn to turn and comparing the resulting effect of the number of correct answers the team can gain certainty about unsure answers, they can prove guesses and so on. Besides simple knowledge and blind guessing the team also needs good skills in logical analysis of the evaluation result. The modifications to the answers can be simply made by placing a differently coloured marker for the new answer in the next turn's row. If an answer should not be changed since all agree on this one as correct (which can be often enough a misleading assumption), the marker of the last turn is simply moved to the next turn's row. So after all modifications you can track all changes ever made by just comparing differently coloured markers in the column of the appropriate question. This is quite an interesting but very logic mechanism!

One whole Quiz round ends, when either all questions of a team are correct or all ten rows (= ten turns) of the Quiz-Board have been used. Each team gains points for the completed Quiz round: The number of correct answers minus the number of turns needed, i.e. in best case 10 correct answers in one round -> 9 points. Negative points are neglected, i.e. 5 correct answers in 10 turns -> would be -5 points which will give zero points for this round. The team which reaches 20 points first or which has the most points after four Quiz rounds wins the game.

Evaluation:

Well, first I have to admit, that I rarely play quiz games or "knowledge" games, except for games like Trivial Pursuit sometimes. But Ten out of Ten is different from all I have seen or heard from so far. This combination of knowledge, logical analysis and team work gives this Quiz game a very exciting note. The more players participate, the more likely one might know the right answer to the one or the other question. Unfortunately, the more players participate in logical analysis, the less agreement you might have (at least to my experience). But more players in a team mean definitely more fun. I tested Ten out of Ten also in a two player game, but this turned out quite monotonous, because there is no agility or vivid discussion. The other player has no real interest in assisting you.

The questions in general require a rather high level of general knowledge. In most cases you have a slight idea of an answer, but then you become totally irritated by the proposed four answers. Especially figuring out the right answer with the logical part adds a high complexity to the game.

In total there are 48 * 2 * 10 = 960 different questions available. This should be enough for several games without remembering the one or the other question. Since this is a new edition I do not know about the issuer's intention of expansion sets of new questions.


Looking for this game? Visit Funagain Games!


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Copyright © 2006 Frank Schulte-Kulkmann, Essen, Germany