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Jackson Roberts
Jackson Roberts

Dig and Discover Hidden Treasures in Gold Digger FRVR



Gold Digger FRVR is 2D mining game from the FRVR developers. In the game, you must dig underground and attempt to find hidden gems and precious metals.Be careful as the rocks that you dig out can fall on top of you! Look carefully at which rocks you remove. As you progress, buy upgrades for your miner to improve his skill and efficiency. Realize your mining dreams and try to gain as much gold and ore as possible!


Explore every corner of the cave and do not leave a stone unexcavated. Who knows what could you find in the depths of a gold mine? Dig up ancient dinosaurs bones, valuable gold nuggets of even shiny diamonds. No rock can stop you from your mining mission! Be careful of underground explosions and use the checkpoint base to save your progress.




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Gold Digger FRVR is a 2D adventure game by FRVR Games. You are a miner with a shovel and you are discovering the underground world. Shovelling your way through mud, earth and rock, you can collect money to improve your skills and buy better tools. The game is an ongoing adventure in which you can improve your character step by step.


Gold Digger is a card game where players attach prospectors to mines in the hopes of staking a claim on the mines with the most goal. Once all of the prospector and gold cards have been played, the player who collected the most gold wins the game.


The game is set up with the six mines lined up in the middle of the table. Each player is dealt a hand of three cards and given three claim chips. The cards depict prospectors which are connected to one of the six mines, gold in amounts from one to eight, and fools gold.


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On their turn, players play one of their cards either above the appropriate mine (if the card is a prospector) or below any mine (if the card is gold or fools gold), with a maximum of five gold cards on each mine. If the player places a prospector, they can optionally play one of their claim chips on the same mine. When all of the cards have been played, the game ends and each mine is scored.


Gold Digger, designed by James Ernest, Mark Rosewater, and published by Cheapass Games, is comprised of 40 cards. The cards are as thick and as durable as your standard playing card if you buy them or you can download the game and make your own copy.


This game was given to Father Geek as a review copy. Father Geek was not paid, bribed, wined, dined, or threatened in vain hopes of influencing this review. Such is the statuesque and legendary integrity of Father Geek.


Your're the Digger. Crush all the gold bars that are waiting for you in each level. It's all about timing and precision as you break up gold bars descending deeper and deeper into the earth. How deep will you mine before you make that fatal mistake? - 32 different levels- 3 game modesGold Digger features simple, yet addicting gameplay that will have you instantly hooked and playing at every chance you get! Completing each levels are boring?Try the endless mode and show me how fast you are.


  • Gold DiggerDescriptionA golden valley with a golden river, even the wind tastes like the sweetness of a gold mine. This is my dream!General DetailsWearerProspectorRarityB-Tier (Blue)Other DetailsSeriesSeason 10 Essence 1Date ReleasedMarch 5th 2020ObtainingObtained byCurrent:Memory Spheres - Previous Seasons

  • B-Tier Unlock Card

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In this costume his collared shirt is mustard yellow with a red and white striped bandana at the neck, while he has a black belt and wristwatch. He has dirty blue jeans and striped grey suspenders, and his helmet is dark brown. Instead of a candle on his helmet are chunks of gold and a mini pickaxe. His fingerless gloves and his boots are studded dark brown leather.


The 6 mines depict 6 different locales from which gold can be harvested during the game. They're all essentially the same picture, but color coded to one of 6 mine colors and labeled with the name of the group mining that particular location (explorers, townfolk, settlers, prospectors, outlaws, or the law). It's easy to distinguish the mines from the rest of the cards, because they don't have the standard Gold Digger back--which is great because you need to separate them out at start.


All of the cards feature John Kovalic artwork. The mines and characters are all colorful, funny, and beautiful. They add a tremendous amount to the game. In contrast the gold is very boring, showing repetitive bags against a white background. One of our players commented that they'd have been much more interesting if the gold cards showed happy or sad prospectors, with a clearly marked number on the card, rather than using the bags.


Overall, the game is quite pretty to look at. This is mainly on the strength of the John Kovalic artwork on the character and mine cards--paired up with a good layout of that artwork. Especially when given the very low price point of this product, it's clear that it's got above average components, giving it a "4" out of "5" for Style.


You start off Gold Digger by putting down the 6 mine cards in the center of the table, then shuffling up all the rest of the cards--the characters, the gold, and the fool's gold. Each player is then dealt 3 cards.


At the end of the game everything's scored. The value of each mine is equal to the sum of all the gold bags on that mine (fool's gold is worth nothing). That's then divided by the number of claim tokens on the mine, rounding down. Note, that's the number of claim tokens, not the number of players, so if you have two claim tokens on a single mine, you will indeed get a larger share.


As a few examples:A mine worth 3 gold with 1 claim marker would earn that player 3 gold.A mine worth 7 gold with 3 claim markers would be worth 2 gold to the player of each of those claim markers.


As you'll see when you get down to Game Design, I have some issues with the randomness of the game and the inability to negatively affect other players without negatively affecting yourself as well. I think a lot of this has to do with fool's gold not being an important enough force; my gaming group came up with several alternatives to improve this aspect of the game, though we haven't tried any out yet. They include:


Make each gold mine limitless (ie, not bound by 5 cards)--until 2 bags of fool's gold are played in a row (maybe 3).Make each bag of fool's gold negatively affect its mine (e.g., it's actually worth -1 bag of gold or maybe -2).Limit each mine by the number of bags of gold rather than by 5 cards (e.g., if each mine was limited to 8 bags of gold, and each fool's gold card was counted as 2 bags of gold, then playing those fool's cards would have a fairly notable result in limiting eventual mine production).Have fool's gold take up more than 1 card/space in a mine.


Like the Grand National Derby games players place claims ("bets") on various mines ("horses/monsters/alien races") and then play various cards to make those claims more or less valuable. It'd be very easy to incorporate some missing elements from GND into Gold Digger, such as the ability for each player to place one "secret bet".


Frankly, I think Grand National Derby (or more specifically, Titan: the Arena) and Kingdoms are both considerably better games than Gold Digger. They're not as short and they're not as cheap (and actually I think they're currently both out of print in an English translation), but unless you're specifically looking for a short game, they're probably better options.


Gold Digger does a good job of meeting some of its primary criteria for success as a "easyplay" OTB game. It's simple, it's quick, and it's very easy to learn. As a one-off party game it might work fine.


Hard to Negatively Impact Other Players: If a player is in the lead, your array of choices to stop them is fairly limited. The most effective thing you can do is jump a successful claim, by placing your own claim token on a mine that they're successfully exploring. However that tends to limit not just them, but you as well, and thus is a largely sacrificial strategy. The other thing you can do is play fool's gold to one of their successful (or solely owned) mines, but through play we found this to be almost worthless. For example in one of our games we carefully played 4 fool's gold cards to a single-player owned mine, only to have the owning player end things by dropping down an 8 gold card. (He tied for winning the game.)


Best Cards Overly Powerful: Closely related is the fact that the 8-gold card (and the 6) is very powerful. In both of the games we played most players didn't make it to more than 8 points! The top strategy seems to be simply to hold onto this card until late in the game when it can be played on a player's mine with little chance of claim jumping. Some of the rules variants suggested above might have offset this, but overall the 8 and 6 are probably offbalancing in the game. Clearly the power of these couple of cards also leads to a large random factor in the game.


Many Wasted Turns: Both early in the game and late in the game a player finds that his card plays don't really matter. Early on no claims have been made and later on things are pretty much decided. In addition the character cards become increasingly worthless as more and more claim tokens are played (or mines are mined out), yet players are stuck playing them. The aforementioned "secret bet" could help out with the end-game doldrums, while a discard method could also have been useful.


Overall, I find Gold Digger somewhat flawed as anything more than a quick party game. It's possible that some of the variants I suggest might help this out, but without them I'd give the game an average "3" out of "5" for Substance, and comment that I'd rather have Titan and/or Kingdoms in my game closet.


If you're looking for a quick party game, this isn't bad, and is definitely worth the cost. Out of the Box Games should be applauded for coming out with such economical games from major designers. As a more serious strategic design, Knizia's done better in this particular subgenre of design.


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