Une partie de Jarnac, c'est attaquer l'adversaire en lui volant des mots, mais aussi réfléchir à sa défense, avec un suspense toujours croissant ...
Toute la stratégie du jeu repose sur le rallongement successif d'anagrammes et tout son plaisir dans la possibilité d'essuyer ou d'infliger un coup de Jarnac.
DEROULEMENT DE LA PARTIE :
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En début de partie, le premier joueur reçoit six lettres, ce qui lui permet de composer son premier mot (composé de trois lettres au minimum) qu'il place sur la première ligne de sa grille.
Si le mot affiché est validé, le joueur reçoit une lettre supplémentaire tirée au sort pour poursuivre son jeu. Il peut, au choix, compléter son premier mot ou ouvrir la deuxième ligne de sa grille.
Il continue ainsi jusqu'à ne plus pouvoir modifier sa grille de mots. Il passe alors son tour.
TOURS SUIVANTS:
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L'alternance de jeu se poursuit. A chaque début de tour, le joueur a le choix entre deux actions :
- tirer une nouvelle lettre
- échanger toutes les lettres de sa main contre trois nouvelles lettres tirées au hasard
FIN DE PARTIE:
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La partie prend fin lorsque l'un des joueurs a atteint la dernière ligne de sa grille sans laisser la possibilité à son adversaire de faire un "Coup de Jarnac".
Chaque mot trouvé est attribué une valeur égale au carré de son nombre de lettres.
Le gagnant n'est pas forcément celui qui a rempli entièrement le premier sa grille, mais celui qui totalise le plus grand nombre de points.
LE COUP DE JARNAC:
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L'intérêt du jeu et la source de nombreux rebondissements est la possibilité offerte à l'adversaire de s'emparer d'un mot que le joueur n'aurait pas vu quand il passe la main. C'est le Coup de Jarnac ... Le joueur adverse récupère le mot sur sa propre grille. The Jarnac is a word game offering parties without any dead time. The game pits two players and the goal is to complete the first its own grid by anagrams every time longer.
Part of Jarnac is attacking an opponent stealing her words, but also think about his defense, with an increasing suspense ...
The whole strategy of the game is based on the successive extension of anagrams and his pleasure in the ability to wipe or inflict a stab.
PROGRESS OF THE MATCH:
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Early in the game, the first player receives six letters, allowing him to compose his first word (of three letters or more) that he places on the first line of the grid.
If the word is validated, the player receives an additional letter randomly selected to continue his game. He can either add them to their first word or open the second line of the grid.
It continues until they can not change his word grid. He passes his turn.
FOLLOWING TOURS:
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Alternating play continues. At the beginning of each round, the player has the choice between two actions:
- Draw a new letter
- Exchanging all the letters of his hand against three new letters drawn at random
GAME OVER:
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The game ends when one player has reached the last line of its schedule without leaving the possibility for his opponent to make a "Coup de Jarnac".
Every word found is assigned a value equal to the square of the number of letters.
The winner is not necessarily the one who completed the first fully its gate, but he who scored the highest number of points.
THE WISH Jarnac:
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The interest of the game and the source of many twists is the possibility for the opposition to seize a word that the player would not have when it goes hand. It's the Coup de Jarnac ... The opponent gets the word on its own grid.
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