30 mini games sold for 200 million US dollars. Why is this game box?

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GameLook report/After the mobile game market enters the inventory stage, mergers and acquisitions of game companies have become more frequent. Recently, Stillfront announced the acquisition of mobile game developer Jawaker for US$205 million. The company will acquire the latter with 74% cash and 26% shares. The transaction is expected to be completed on October 4.

Different from many acquired targets, Jawaker’s main product is similar to the common game boxes in China. It provides more than 30 gameplays through the same name application. The main market is the Middle East and North Africa. It is always on the free list and best-selling list in Arab countries. Within Top 50. So, what kind of product is Jawaker? Why did Stillfront buy it at such a high price?

A box provides 30+ games, what are the popular Jawaker games?

Jawaker has more than 30 Arabic cultural cards and board games from the Arabian Gulf, Levant and the Arab Maghreb. Connect with friends, make new friends through online gaming experience, and join millions of players from all over the world at any time . It provides live game, online voice chat and other functions. You can challenge global top players, challenge professional players, participate in weekly activities to get a lot of rewards, and you can also meet new friends and chat with them. According to the company, the game also provides 24/7 support team.

In addition to the basic game, players can also pay to enjoy additional features, such as becoming BASHA free of ads, getting VIP badges, customizing the game table, adding colors to the chairs, giving gifts, etc., as well as creating clubs or joining other clubs.

The following are the rules of several main games organized by GameLook:

Tarneeb rules

Tarneeb is similar to the “upgrade” of the domestic card game. Four players participate in the match, but the difference is that the two parties do not bid, and the four players share a deck of cards (with the big and small kings removed), and the game is played in a counterclockwise direction. The game randomly selects the player who draws the card first, and after each end, the next round is the player on the right draws the card. Each player receives 13 cards in turn. , Meihua) are arranged together to facilitate the playing of cards.

The selected suit (Tarneeb suit for short) is the strongest card in the game (similar to the bidding in’upgrade’), 2 is the smallest card, A is the largest card, and the Tarneeb suit with the same number is larger than other suits.

After the start of each round, the player who first draws the right side of the card first plays the card. The player announces the score (between 7 and 13 points) that the team can achieve in this round. At home, you can call “pass” if you don’t play the cards, and play the largest selection suit in each round, and then start the next round of cards again.

For example, player A played the most cards in this round, and in the next round he called hearts as the Tarneeb suit. After he played the cards, all the players must have hearts. Players without cards of the suit can play cards at will. If the player’s With the highest card, the Tarneeb suit can be determined for the next round.

The winning team playing cards in each round must be greater than the announced score of the game (opening stage). If this point is reached, the team can obtain the collected points, and the opponent must not have any points; if the points are not reached, the corresponding points will be deducted. , Added to the opponent team.

If a team bids 13 points and is not reached by the opponent, they can get 16 points. If their team reaches 13 points and wins the round, they accumulate 26 points; if they bid 13 points but fail to reach them, they will be deducted. Drop by 16 points.

Whenever a team reaches 31, 41 or 61 points, it can win.

Tonj rules:

Tonj is suitable for a game of two players. There are two decks of cards (without the big and small kings, a total of 104 cards). The goal of each player is to play the cards in his hand as quickly as possible.

Each player starts with a whole deck of cards, of which 4 cards are on the right side of each player (referred to as the library), 13 cards are on the front left, and the rest are all face up except for the first card. Face down, the player with the highest card points starts to play cards, and the remaining cards are placed in front of the player’s right. The first player chooses a card from 13 cards, and then draws a card from the deck. If the card drawn does not match the card in the hand, it is placed on the discarded card pile, and another player draws a card.

After the game starts, the number of cards will be continuously increased in the four decks. They are arranged in decreasing order of red-black (the order of size is AK). When the A appears, it will be placed in the empty slot in the middle of the deck.

When a player draws a new card, and the deck has a playable card, it must be placed on A. The player can end his or his opponent’s round and start his own new round. This process is called Tonj. The player who finishes all the cards first wins.

Basra rules

Basra is suitable for a two-player game. There are a total of 52 cards (no big or small king). Each player gets 4 cards. The four cards are placed face down on the table in the middle of the players. If one of the cards is a J or a diamond 7, then This card will be returned to the library and replaced with another card again.

Players who have not received a card in Game Play start with a card on the table. One player can collect some or all of the cards under certain circumstances. In Basra, two players take turns out of cards and there is no pass option. Receiving card conditions: 1) If the player’s card value is exactly the same as another card (regardless of suit), the player can collect two cards; 2) If the player’s card is equal to the sum of multiple cards, these cards can be collected ; 3) If the player’s cards meet the above two, all cards can be collected; 4) There are no cards with the same value as Q and K, so these cards can only collect similar cards; 5) Diamond 7 and any suit J is considered the biggest card and can collect all the cards on the table.

Basra condition: If the player meets the following three conditions, he can get a Basra: 1) If the player collects all the cards on the table with one card (not 7 or J), he can get a Basra, and at the end of the round, he can get an additional 10 Points; 2) Players can get a Basra if they use diamond 7 and collect more than 10 cards (without Q and K); 3) The last player to collect cards from the table can also get a Basra.

Scoring criteria: Players who collect more than 27 cards get 30 points; each player who collects J or A can get an extra point. The player who collects two suits gets an extra 2 points; the player who collects 10 diamond cards gets an extra 3 points. If both players collect 26 cards in a round, 30 points will be deferred to the next round, or 60 points will be deferred to the next round.

When one of the players scores 121, the game ends and that player wins.

Trix rules

Trix is ​​a four-player game, which can be teamed up or four-player alone. Let’s talk about the solo game first, and then the team game.

4 players share 52 cards (not including big and small kings). The game is divided into 4 kingdoms according to suits. Each kingdom has 5 contracts. The owner of the kingdom decides the order of the contract. In the beginning, the players randomly selected the starting cards, and after shuffling the cards, each player was given 13 cards. The first player to win the 7 of Hearts owns the first kingdom, and the player can play any contract cards. After all the cards are played, points are scored until the 5 contracts are completed.

Subsequently, the kingdom will be handed over to the player on the right until the four kingdom contracts are completed and the player with the highest score wins (the card order from high to low is A-2).

The game sequence of the four kingdoms is similar. The owner of the kingdom plays the cards first, and the others must follow the cards of the same suit (if not, you can replace them with other suits), score the cards with the highest suit and start the next round. In addition, players must avoid collecting Kingdom-specific cards, such as when the Kingdom of Hearts are in order, cannot collect the King of Hearts, the Q of any suit, and the Card of any diamond suit. When the command is Ltoosh, the player cannot collect any cards.

In the case of Kings of Hearts and Qs, the player who holds these cards can double the value on the table name card, which means that if another player collects a doubled card, the double value will be subtracted, and the player who shouts doubled Get double value as extra points.

Scoring: the player who collects the King of Hearts loses 75 points; the player who collects any suit of Q loses 25 points (each time); the player who collects any diamond card loses 10 points each time; the player who collects any Ltoosh card 15 points are lost each time; the first player to finish the card gets 200 points, the second place gets 150 points, the third place 100 points, and the last place 50 points.

The biggest difference between team play and single player is that two players play together, two players sit opposite each other, the two players add their scores, and the team with more scores wins.

Hand rule

Hand can be played by 2-5 people, with a total of two decks of 106 cards (including two kings). The game is in counterclockwise order, and each player has to play all the cards in his hand. In the beginning, each player gets 14 cards, and the player on the right of the dealer gets an extra card, and the undealed cards are placed face down in the center of the table, that is, the deck.

The player with 15 cards in his hand plays the card first, and the players play the cards counterclockwise. They can choose to draw one from the deck or the already played deck, or they can choose to play a card from their hand. If the player chooses to have played cards, he needs to announce a set of mixed cards before the end of the round. If a player plays all the cards in his hand, the round ends, and the game ends after 5 rounds.

Three consecutive numbers of the same suit, or three cards of the same number can form a deck, and the trump card can replace any card that the player does not have (that is, a universal card).

After the player announces the deck for the first time, this value must be greater than or equal to 51, and the player can group or fold cards without any restrictions. After the player is announced, he can give up any cards in his hand that are suitable for other players’ decks.

If the table deck has a king and a king, and the player owns a card replaced by the king, then they can get the king and then discard the corresponding card. If a king has been used twice in three decks, unless the player Give up the missing cards, otherwise they cannot be used.

When calculating the value of the deck, the big and small is the same as the replaced card, and the A is equivalent to 11 points (the A in 123 is equivalent to 1 point).

Scoring: When the player finishes playing all the cards, 30 points are subtracted. The player who announces the deck calculates the value of the hand and gets the corresponding score. A is counted as 11 points, and the big and small king counts 15 points (the player who has not announced any cards gets 100 Minute).

If the player discloses all the cards at once and does not give up the combined cards of other players, the above score is doubled, and at the end of the game, the player with the lowest score wins.

Team play: The only difference is that the opposite players are treated as a group. Someone on the team can subtract 30 points (or 60 points) after playing cards. The points of the losing team follow the regular points system, and then add up to calculate the points.

Complex CC rules

Complex CC is a four-player card game created by Jawaker. You can participate in a team or a single player. It is upgraded from the regular Trix gameplay.

Leekha rules

Leekha is a four-person team playing card. It uses 52 standard cards (with the big and small kings removed). One player reaches 101 points and the game ends, and the other team wins. The smallest card in the game is 2 and the largest is an A.

At the beginning of the game, each player is given 13 cards. The cards are dealt in counterclockwise order. Players should arrange their cards in the same suit. At the beginning of each round, the player selects 3 cards and gives them to the player on the right, passing them in turn. The player on the right of the dealer takes the lead to play the cards. Other players must play the same suit if allowed. If not, they can use any suit instead. The player with the highest suit of the same suit gets the score and starts the next round. When a player’s score reaches or exceeds The 101-point game is over and the opponent team wins.

Players are not allowed to collect the following cards: Q of spades, 10 of diamonds, and any cards of hearts. After all the cards in the player’s hand are played, the round ends.

There is also a Talyeekh concept in the game, that is, when the player has a 10 of diamonds or a Q of spades and there is no suitable card to match, the player must play one of the cards. When the player has two cards at the same time, they can pick it up. Any one card is played.

Scoring: In the Leekha game, each player scores individually, and the team loses if a score of 101 is scored; the Q of spades counts 13 points, the 10 diamonds counts 10 points, and each heart counts 1 point.

If there is a player whose score reaches 101 in the middle of the game, the game continues, and the group of the player with the highest score at the end of the game loses. If the combined scores of the two players exceed 101, the group with the lowest score wins.

Joono rules:

Joono is the abbreviation of Jawaker Uno. It is played by four players. The goal of all players is to finish the cards in their hands. The game uses 108 cards (two), and is divided into digital cards and action cards: digital cards (0-9) are divided into Four different colors of red, yellow, blue and green; action cards are divided into different colors and actions.

For example, reversing cards can allow players to change the order of cards; double cards can force the next player to draw two cards, miss the round and jump directly to another player; skip cards can prevent the next player from joining the round and jump directly To the next player; the four-fold card can choose the color of the next player’s card and force it to draw 4 cards. The player misses this round and skips directly to the next player; Wild card can choose the next player’s The color of the card.

The dealer in the game randomly chooses and distributes 7 cards to each player, and the remaining cards are placed face up on the left side of the table. Subsequently, the dealer puts the last card on the table and starts. If the first card is a Wild or 4x card, it must be returned to the library to draw another card.

The player to the left of the dealer starts to play cards, and must meet one of the conditions of the same suit or the same value as the last shot of the drawn pile. When the player has no suitable cards to play, he must draw cards from the library.

If the player has only two cards left in his hand, he can call Uno, play one of them and put it on the pile of cards (equivalent to “I have one card left”). If the player does not remind others, he must draw another card from the library. Two cards continue.

Scoring: The player who finishes the shot first in each round wins and gets 0 points. Then all players score according to the cards in their hands. The lower the score, the higher the ranking. In the Joono game, the digital card is scored according to the face value, the double card is 20 points, the skip card is 20 points, the reverse card is 20 points, the wild card is 50 points, and the quadruple card is 50 points.

Domino rules

Domino is a 28-block game that involves 2 or 4 players (in teams or alone). The goal of the game is to get rid of all the blocks, and one player reaches 100 or higher.

Each square has two square ends, each with a number from 0 to 6, and each end has 7 identical sub-values, which is called “double”. The goal of the game is to arrange the squares in the order of sub-values. The player who has lined up the squares in his hand wins.

Jackaroo rules

Ordinary Jackaroo is played by a team of 4 players, using 52 cards (without king size) and 16 stones, each player has 4 stones of the same color.

Jackaroo is divided into 6 parts after the completion of the special desktop: the home link desktop is divided into 4 parts, each with a home; the base hole link has four players on the desktop, each has a base; the safe zone link has four players, each A safe area for each person; shared by all players in the track area; abandoned pile/fire link; card pile link.

The goal of the game is to move the stones from the home to the base and then to the safe area. The team that first transfers 8 stones to the safe area wins.

Spend money to buy the future: Stillfront may be interested in stable users and revenue growth

Readers of GameLook may remember that we have paid attention to this company many times before. Stillfront was founded in 2010. In 2012, six companies merged (including Stillfront, Coldwood Interactive, OnGolf, Gamerock, VOIPlay and Verrano) to form the current Stillfront. The three merger strategies of this company are: 1) Centralized fund allocation decision, mainly pursuing financially flexible mergers and acquisitions; 2) Carefully selected acquisition process, while using diversification to reduce product risks; 3) Keep the studio going Centralized operation, while driving the synergy of the group.

Stillfront’s M&A strategy

From the perspective of acquisition targets, the company often chooses companies with relatively healthy revenue, MAU, and income. Therefore, the number of games, MAU, revenue and cash flow of the company have shown rapid growth in the past three years.

From the product point of view, the games acquired by the company are often long-lived products. Even without large-scale marketing investment, they can still achieve long-term growth and even profitability. For example, Jawaker has been released for more than 7 years, but there are still comparisons in Arab countries. High free list and bestseller list rankings.

When the demographic dividend disappears and IDFA fails, the failure to purchase longevity products can provide more cross-promotion platforms for its games, and it can also ensure long-term revenue and profits through the accumulation of multiple acquired objects. For domestic overseas teams, even if they cannot find similar M&A targets, they can also explore more effective ways to play overseas through the products of the Jawaker platform, and find differentiated ways of playing in different markets.

This Article is curated from Source and we only provide the English version of the Story.

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