Kariba
Products title that includes 'PRE-ORDER' is subject to our Pre-order Policy
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Delivery and Shipping
Delivery and Shipping
For more details, please refer to our Shipping and Order Information.
Pre-Order Policy
- Pre-order items are charged at the time the order is placed.
- Prices for pre-order items are subject to change based on final landed costs.
- If the final price is lower, the difference will be refunded to the customer in the form of store credit.
- If the final price is higher, customers will be given the option to either:
- Pay the difference, or
- Cancel the item for a full refund.
- Orders containing pre-order items will be placed on hold until all items in the order are available.
- Once all items have arrived and pricing remains unchanged, the order will be automatically shipped.
- Pre-orders are fulfilled on a first-come, first-served basis.
- If a pre-ordered item becomes unavailable (e.g., the publisher cancels the product), a full refund will be issued.
- Pre-orders may be cancelled and refunded by customers or the store.
- For transactions that are no longer eligible for direct refunds due to payment processor limitations, a store credit will be issued instead.
Description
Description
| Designer | Reiner Knizia |
| Publisher | Helvetiq |
| Players | 2-6 |
| Playtime | 20 mins |
| Suggested Age | 7 and up |
All animals are thirsty after an adventurous day in the savannah, so they've all trekked to the drinking grounds. Every animal wants to be the first to drink, but watch out! The elephant scares the lion, the lion scares the zebra, and the zebra scares the antelope. Anything can happen. The antelope might even scare the elephant. The player who scares away the most animals wins.
To set up Kariba, shuffle the cards and deal five to each player, placing the remainder face down as a deck. Place the game board in the center of the table. During a round, a player lays down one or more cards of the same animal, placing the cards in the corresponding position (1-9) around the lake. If you have one or more playing cards of the same animal and more than three cards, then the animal left of the weaker animal (lower number) chases it. This player wins all the cards from the weaker animal, even if the number of cards higher than the driven away animal. If you drove an animal away, pick up all of the playing cards off the board and put them face down in front of you. Each card is worth 1 point, and whoever has the most points wins.
