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YOHO (You Only Hang Once)
YOHO (You Only Hang Once)
2020 | Card Game, Pirates
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.

As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.

While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.


The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.

My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.

I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.

Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
  
Terraforming Mars: Prelude
Terraforming Mars: Prelude
2018 | Science Fiction, Space
Massively increased variability (even more so!) (0 more)
Excellent expansion
Out of all of the expansions for TM so far, this is probably the easiest to incorporate, but the most game-changing. With each corporation having additional variables from how they were funded, it is possible to get some really, really specialised resource synchronisation, butnequally it is possible to turn a corporation which excels at one resource into a much more generalist, and gain boosts to several.

For some of the Prelude cards, they appear to be are a bit of a "dud", but sometimes getting a boost of a few Titanium right at the start can be a massive advantage, whereas others having an increase in Tree production can be a game winner. I have found that the main factor in success is still the Corporatation, but the Prelude cards certainly turn some of the "easy" Corps up a few notches, and can turn some of the "advanced" ones up to 11!
  
Guillotine
Guillotine
1998 | Card Game, Humor, Napoleonic
Simple, Easy, Elegant, Dark Humor (1 more)
Theme works perfectly even if it's a bit distasteful
A great travel card game.
This game is a must when we travel. It plays elegantly two players, and even better with more players making it slightly more chaotic. The whole game is using the cards in your hand to manipulate the line in order to collect the most powerful heads from the guillotine during the french revolution. This game is super easy to teach: Here's your cards, read what they do.... each turn you can play one of them to change the line. After playing your card (or not) you get to collect the next "head" in line.

   For something this simple there really shouldn't be as much depth to this game, but it does have some good strategy, and really is a good time. Plus it's quick, we play a game in about 15 minutes.... perfect for having a drink on a balcony overlooking the ocean, and working on the line.
  
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Cards Against Humanity
Cards Against Humanity
2009 | Adult, Card Game, Humor, Party Game, Print & Play
Finding what actually makes friends laugh Dont have to have a drink to make it funny (but it helps) (0 more)
Some of the combos/cards need to be censored for some audiences (e.g. personal/family issues) (0 more)
Wonderfully wicked
Depending on the audience, this game will make or break the evening. Among most friends, and even family, it will be brilliantly horrible fun; sometimes, some of the cards need to be removed for certain situations - we've had to censor one game for a specific subject matter for a specific family member. This doesnt detract from the game, just needs a little forethought.

The game itself is both simple and brilliant, but pay attention to the age restrictions!! I cant imagine many 15 or 16 year olds playing this with family members!! (Although it would probably be hilarious with friends)

This is one of the games we regularly play when we are at friends houses, and often with a drink or two. Very good, and very wrong, fun!