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Tussie Mussie
Tussie Mussie
2019 | Card Game
It is the Victorian Age. Music is getting better. Wardrobes are getting frillier. Friendships are getting… confusing. How do you tell your dear friend that they have upset you but you still very much care for them? By giving them a carefully crafted bouquet of flowers, with each bloom symbolizing a snippet of information you wish to relay. Thus is the story of Tussie-Mussies, the texting of the Victorian Age.

OK, I am not really a flower guy. My wife can attest to that. I like them. I think they are great outside in the landscaping. I just do not have an eye for combining them into intricate, meaningful bunches that really state my feelings. So when we received Tussie-Mussie from Button Shy Games, I was hopeful that I would not need to draw upon my severely-lacking knowledge of beautiful blossoms.

Thankfully, the game we received is a quick filler card game in Button Shy’s Wallet line, and it’s delightful. On your turn you will draw two cards from the deck and decide which you would like to offer to your neighbor face-up and which will be offered face-down (similar to the card assignments in Biblios). Your neighbor will then decide which card they will take, with the other card being returned to you for your collection. All players will offer cards to their neighbors and once the players each have four cards in front of them you may complete any card-driven actions. Once all players have had their chance to complete the printed actions the bouquets will be scored. Add your scores over three rounds of play to determine the winner of Tussie-Mussie.

Components. This is an 18-card micro-game that comes in the typical Button Shy Wallet. The wallet is fine and does what it sets out to do – protect the cards during transport. The cards themselves are of good quality, though I know not whether the quality of cards will be adjusted once the game completes its Kickstarter campaign upgrades through any planned stretch goals. The art is what really makes this game impressive. Beth Sobel knocks it out of the park again with the art here. The colors are vibrant, the flowers look amazing, and the layout is great. I have no complaints on components and art at all.

Is the game good? Yes! I think the game is very solid for what it is. I caution you not to go into this game with strategies devised and tactics you would like to try. This is not that kind of game. Since you never know the types of cards you will be receiving from your neighbors, your best strategy is trying to bluff and manipulate your neighbors into passing you the cards you really want. And isn’t that what the Victorian Age was really about, anyway? When you just cannot put together a winning collection of cards, just laugh it off and appreciate your gorgeous bouquet that you have assembled.

In the end, this game is really good for a quick light filler with amazing art that you will want to keep playing. The components are excellent, the game play is fun and light, and it helps to finish a game night or palette cleanse for the next game. Quite enjoyable! Here here!
  
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Cartagena
Cartagena
2000 | Pirates, Racing
Avast and whatnot! Yar, this be a piratey-themed game of prison escape, and it be very good. You and ye mateys must escape a prison of Cartagena and reach the boat to sail to freedom! But do you have the resources available to navigate the treacherous tunnels to the outside? Or will you have to retreat to bolster your holdings for your final surge? This is Cartagena!

If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.

During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.

“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.

If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.

Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.

So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.

Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.