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    Tongits Wars

    Tongits Wars

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    The most exciting rummy game ever! Manipulate your luck by doing strategic and decisive actions and...

Sheriff of Nottingham
Sheriff of Nottingham
2016 | Bluff, Card Game, Medieval
One neat thing about the board gaming hobby is how many new games are designed/created daily. So much innovation, creativity, and hype surrounds new releases and helps keep us gamers hooked! That being said, what happens to older games as time goes on? Can they still hold their own over the years? Do they still feel new and novel to first-time players who are getting to them late? The latter describes me with Sheriff of Nottingham. I only received it for Christmas two years ago, and it has sadly been sitting on my Shelf of Shame until recently. So now that I’ve finally gotten it to the table, how does it hold up? Keep reading to find out!

Disclaimer: I have the first edition of this game, so the pictures below do not reflect the art/component changes brought in the recently released second edition. -L

Sheriff of Nottingham is a party game of bluffing, negotiation, and set collection in which players are trying to earn the most money by bringing their goods (Legal or Contraband!) to market. However, before those goods can get to your merchant stand, they must be cleared to pass by the Sheriff of Nottingham. Are you honest in your declarations, or are you trying to sneak something past the town authority? Bluff, bribe, or negotiate your way to victory and collect the most gold!

To setup for a game of Sheriff of Nottingham, each player receives a merchant stand board and bag in their chosen color, 20 starting gold, and 6 Goods cards. The remaining Goods cards are placed in a draw pile, with 2 adjacent discard piles. Turn over 5 cards to each discard pile, select a starting Sheriff, and the game is ready to begin! Sheriff of Nottingham is played over a series of rounds, and each round is broken down into 5 phases: Market, Load Merchant Bag, Declaration, Inspection, and End of Round. Important note – the player acting as Sheriff for the round will only act in the Inspection phase of a round. During the Market phase, players have the opportunity to discard unwanted Goods from their hand in order to draw cards from the draw pile or either discard pile. New cards are drawn one at a time, and you will draw as many cards as you have chosen to discard. The cards you discard will be placed in either discard pile, in whatever order you choose.

The next phase, Load Merchant Bag, is pretty self-explanatory. All merchant players will select up to 5 cards from their hand to place in their merchant bag. Snap it closed, and place it in front of you for the next phase, Declaration. In this phase, players will take turns declaring what good they are bringing to market. You must say exactly how many cards you are bringing, and you may only declare 1 type of Legal good! Even if your bag has multiple types of goods, you must declare only 1 type. Here is where your bluffing skills come into play! Once all players have made their declarations, the game moves to the Inspection phase, and it is now time for the Sheriff to act! In this phase, the Sheriff will get to decide if they wish to inspect any of the merchant bags, and merchants will have the opportunity to negotiate or bribe the Sheriff to not inspect their bag, or to inspect an opponent’s bag instead. If you make a deal with the Sheriff, you must hold up your end of the agreement!


Once the Sheriff has made their decision, they will either inspect bags or allow them to pass. If you are allowed to pass, you will take back your bag, open it, and add all goods to your merchant stand in their corresponding locations. Legal goods are known to all players, but Contraband goods are kept face-down. If the Sheriff chose to inspect your bag, they will open it and reveal the cards inside. If you were in fact telling the truth, and the cards inside are exactly what you declared, you add them to your merchant stand and the Sheriff will pay you a penalty for each Good card in your bag. If you were lying, a few things happen. First, any goods that were truthfully declared will go to your merchant stand as normal. Any goods that you lied about are confiscated by the Sheriff, and placed onto either discard pile. You then will pay the Sheriff a penalty fee for each confiscated good! The final phase, End of Round, has all players draw back up to 6 cards in hand, and the Sheriff title passes to the next player. The game continues in this fashion until all players have been the Sheriff twice (or three times in a 3-player game). Points are counted up – from your goods in your merchant stand, any gold coins you possess, and any bonus points for majority of Legal goods compared to opponents. Once all points have been tallied, the player with the highest score wins!

I know that I have said before that I generally don’t like bluffing games, but I think that Sheriff of Nottingham might be an exception. Yes, in some cases you will have to bluff about the contents of your merchant bag, but the ability to bribe/negotiate with the Sheriff takes some focus off the actual bluffing part. Can you convince the Sheriff to inspect another player’s bag just because you are trying to hinder that player? Or do you try to get the Sheriff to inspect your own bag, because then they will have to pay you a penalty fee for your honesty (this round, at least). It feels like there is more strategic gameplay here than simple bluffing, and I like the opportunity to strategize instead of relying solely on my (admittedly horrendous) poker-face.

Another thing that I really like about Sheriff of Nottingham is that it can technically be categorized as a party game, but it doesn’t feel like a typical party game to me. It takes strategy to play, and doesn’t just rely on crude/adult humor for laughs. This game really engages all players at all times, as you’re constantly watching your opponents, keeping track of what goods they seem to be collecting, and trying to catch them in a lie. The gameplay itself is pretty streamlined and straightforward, and that just helps to make it flow naturally and logically. The playing time is listed as 60 minutes, but it doesn’t feel like a long game to me at all. It’s just a light, fun, and entertaining game for really any type of game night.

Let’s talk components for a minute. Again, I have the first edition of the game, so I cannot speak as to any component changes in the second edition. But overall, the quality of the first edition is pretty nice! The merchant stand boards are nice, thick cardboard, and are colorful and clear. Perhaps my favorite part of the boards is they each have a turn order reference on them. Not that the gameplay is that complicated, but it’s nice to just have that quick guide. The Goods cards are good quality and feel nice in hand. The artwork is mostly pretty simple, but I like that, since the crux of the gameplay is in the player interactions. The cardboard coins are chunky, and the insert doubles as a draw/discard pile organizer – which to me is a lifesaver! Nothing bothers me more than unruly stacks of cards. The merchant bags are nice and mostly functional. My biggest issue with them is that sometimes the snaps are a little hard to open, and it feels like you might tear the bag if you pull on them too hard. To alleviate that, I just don’t have players actually close the snap, instead just folding over the flap, and that works just as well! Great production quality in my opinion.

So if I seem to like this game, why did I only give it a 4 out of 6? The simple answer to that is that I do like the game, but I don’t love it. It’s fun and serves its purpose well, but it’s not a game that I am dying to pull out every game night. It’s one that will stay in my collection for sure, because there are some occasions that are just perfect for it. But it’s not one that will ever make its way to my Top 10. All in all, it holds up well for being an ‘older’ game, but it doesn’t exactly have me jumping up and down to play. That’s why Purple Phoenix Games gives this one an 11 / 18.
  
The Mind
The Mind
2018 | Card Game, Kids Game
What IS a game? That’s a question that had never crossed my stream of consciousness until The Mind was released. And even then, I just sat idly by, snacking on my popcorn, watching all definitions and sides emerge in the great debate. So what’s the verdict? That’s ultimately up to you.

The Mind is a card game in which the players are trying to play their cards in ascending numerical order. That’s it. No, seriously. The ONLY catch is that players are not allowed to communicate in any way which cards they hold in their hands. No talking, no noises, and no gesturing of any kind. That’s how they getcha. Here’s how it works – at Level 1 (start of the game), each player is dealt one card. When the level officially begins, you must decide when is the right time to play your card. If the cards are played in order, then you move to Level 2 and receive 2 cards to start the round. Level 3 gives you 3 cards, and so on. Players win the game if they successfully complete a certain number of Levels.

I’m not here to comment on the “Is The Mind a game or not” debate, I’m just here to let you know our thoughts! The Mind is definitely an interesting experience, to say the least. A game that often begins timidly usually turns into a high-energy (and sometimes high-stress) atmosphere of fun. Although it might feel like pure luck, or even hidden telepathic connections, The Mind is ultimately a game of timing. The subtitle says it all – “Let’s become one…” Can you and your friends synchronize your timing well enough to make progress? Or will there be someone amongst the group who inadvertently throws off the groove?

Is The Mind my favorite game? No. But it’s one that I enjoy playing. I think it’s a unique game that keeps everyone on their toes, despite its appearance of simplicity. One thing I really enjoy is playing The Mind several times with the same group of people. It’s neat to see how the group learns the nuances of how everyone plays, and keeping that flow going between games and sessions. I also enjoy playing The Mind with a totally new group of people too for the same reason – everyone has a different play style and you’ve got to be able to learn and adapt to any given player.

The hardest rule is perhaps the one that makes the game most interesting, and that is the no communication rule. Admittedly, I do sometimes accidentally throw up a gesture or two to signal to other players, but even those are sometimes hilariously misunderstood and lead to some close calls or devastating defeats.

Overall, I think The Mind is a pretty neat game. It’s not one that I play too often, but it’s one that is simple enough to teach and play that I like playing it with newer gamers. The Mind plays fairly quickly too, so that makes it a good filler between some heavier games. Purple Phoenix Games (with input from guest score Tony) gives The Mind a thoughtful 14 / 24.
  
    Spider ▻ Solitaire

    Spider ▻ Solitaire

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    Spider Solitaire is the #1 free card games solitaire! Discover the next evolution of the classic...

Fort: Cats and Dogs Expansion
Fort: Cats and Dogs Expansion
2021 | Card Game
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.

This breakdown is for the expansion for the hit game Fort, and this expansion titled Fort: Cats & Dogs Expansion.

This expansion adds a bunch of Dog cards, some Cat cards, and four Doghouse tiles. The Dog and Cat components belong to their respective modules, and the expansion can be played with either module or both simultaneously.

The Dogs module will add Dogs to players’ starting decks. When a Dog is played, their need (the text immediately below their picture) must be fulfilled before their special action is completed. They may also be used as their normal icon to be played with the base game actions. Most Dog cards are then discarded to the players’ Doghouse. However, if Dogs end up in a player’s Yard, at the beginning of their turn they must discard the Dog to the neighbor’s Doghouse. The player with the most Dogs in their Doghouse at the end of the game scores a cool seven points!


Cats, however, are little terrors and have no loyalty to their owner and their special abilities may be lent to whomever currently controls the Cat card. Cats are attracted to certain players based on which cards are present in their Yard at the end of their turn. It is then that the Cat card moves to the player’s tableau and can offer ongoing effects. The other players may then attempt to lure the Cat card to their own Yards at the end of their turns as well. Players score more points at the end of the game for having more Cats attracted to their Yard.
In my opinion Fort did not need any expansions that change the game. However, after adding Cats & Dogs to my game I found that another level of attention must be paid to each turn if you wish to score these extra bonus points. For example, should a player monopolize all the Cats and also have the most Dogs, that will score them 17 bonus points at the end of the game! That is certainly nothing to sniff at. The cards feature great art, again by Kyle Ferrin, and the Doghouses are nice cardboard tiles. I still most certainly enjoy playing vanilla Fort, but I think that with other gamers who are familiar with the base game I will almost always include both Cats & Dogs modules in my games.

Official recommendation: If you are a fan of Fort, as we all are, then adding in Cats & Dogs may spice up your game for you. However, if you are a fan of Fort as is, then this is certainly not a must-have. I thoroughly enjoy this expansion, and like I mentioned – will probably always be adding it into my games, but Fort definitely stands on its own. It is a luxury expansion, yes, but it is also very affordable. So pick it up the next time you are filling your board game carts. I recommend it highly, and the value added far outweighs the cost for this reviewer. MORE FORT!!
  
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Purple Phoenix Games (2266 KP) rated Cybermancy: Virtual Arena in Tabletop Games

Mar 31, 2020 (Updated Mar 31, 2020)  
Cybermancy: Virtual Arena
Cybermancy: Virtual Arena
2020 | Card Game, Science Fiction
I know there are several games out there that pit literary characters against each other, or figures from actual history. But have you ever wanted to assemble a team with the likes of Joan of Arc, Mulan, Pancho Villa, and Vlad the Impaler vs undead opponents like Sid Viscous, Max Lemmon, DJ Jazzy Deth, and football star Tom Brainy? Well now you can. This is Cybermancy: Virtual Arena.

A game of Cybermancy: Virtual Arena (which I will refer to as simply Cybermancy from here on out) is a player-to-player dueling card game where one Cybermancer is attempting to lower the other Cybermancer’s health points (HP) to zero using summoned creatures from their hand. Will you be able to defeat your opponent before they can setup any defenses or enough firepower to punish your HP? Get out there, Cybermancer!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign beginning April 1, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T

There is quite a bit of setup to Cybermancy if you care to assemble your team yourself. The rulebook has a number of starter deck suggestions. Players will need to assemble a team of 30 creatures for their deck. From this, draw seven cards to begin. Each player will need to draw five cards each of CPU and RAM cards – these are the currency of the game and what is needed to summon creatures from hand. Each player will need a health tracker and a CPU/RAM tracker. The game is now setup and ready to play!

Cybermancy is a dueling game played over rounds, and each round will follow the same general structure, but may not exactly mimic each other during play. The phases are: Main, Discard, Draw, Refresh, and Advance Power Marker. Generally, the main action of the game takes place during the aptly-named Main phase. This is where players will spend the CPU/RAM cards they have drawn to summon and attack with their creatures. Not all creatures can be summoned and attack in the same round, and creatures can only be summoned if the player spends enough in cards while also respecting the maximum CPU/RAM limitations set in the CPU/RAM tracker. Example: during the first round, only creatures with a 1 CPU / 1 RAM strength can be summoned from hand because the CPU/RAM tracker begins the game at 1 / 1. The last phase of the round is Advance Power Marker (only one), so this is the way CPU/RAM maximum limits are increased.

After the Main phase, the power cards (CPU/RAM) used, and the destroyed creatures will be discarded. The next phase is Drawing one card from each deck (Creature Draw, CPU, RAM) to be added to the players’ pools. To Refresh during the next phase, all Buffered (kneeling) creatures will be stood up to be used next round. Advance the Power token of your choice and you are ready to play the next round.

Rounds continue in this fashion until one Cybermancer has reduced their opponent’s HP to zero and immediately proclaims victory!

Components. Again, this is a prototype copy of the game, so the components may not be 100% similar to what would be shipped as a result of a successful Kickstarter campaign. That said, the first thing I want to do is shout out to the art in this game. The card art is absolutely stellar and engaging. I find myself paying more attention to the art than I should while playing, and to me, that’s not a bad thing. The cards are good quality, the cardboard chits to track buffs and debuffs are okay, and the card layout is mostly good. I say mostly because as I read the summon costs for the creatures, I read them left to right on the top of the creature card, which is CPU then RAM. However, the CPU/RAM tracking card has RAM on top and CPU on bottom. I am already trying my best to strategize for victory, I wish I didn’t have to think about which power is which on that card. The health tracking cards are good, and similar to what you find in Star/Hero Realms and various others. So components are great, aside from my one qualm.

The game is good. You can strategize all you want, but ultimately your turns are limited by the power costs of the creatures and which creatures you have drawn. At the beginning of the game if you do not like what you have drawn for a starting hand a re-draw is possible for all decks. That ability is one and done though, and sometimes it would be helpful to have a flush of the hand and a redraw, or a way to otherwise rid yourself of cards you cannot use yet or just don’t like.

That said, I like Cybermancy quite a bit. I feel like I am playing a video game when I play this game. The art is amazing, the concept and theme are attractive. Being able to invoke the powers of d’Artagnan to combat zombified Kurt Cobain is just so satisfying. If you enjoy dueling card games, or games where you can employ beings of literary and actual history, then this game is certainly for you. Do check out the Kickstarter campaign that is starting April 1, 2020. I am really looking forward to seeing how far this one goes!
  
Food Chain Island
Food Chain Island
2020 | Animals
With the current pandemic (not the game) going on in the world, and the necessity for people to distance themselves from each other, game nights everywhere have been put on hold. That doesn’t mean that gaming must stop! Whether you’re a seasoned solo gamer, or new to the solo genre, ButtonShy has done it again with a fantastic new little wallet game in their Simply Solo series – check it out!

You find yourself on a small, isolated island teeming with wildlife – but there is no set hierarchy! It’s a world of ‘eat or be eaten’ and you’ve got to survive. Manipulate the wildlife and organize the food chain in such a way that leaves you on top. Are you able to strategize the best meals, or will the island be left in chaos?

Disclaimer: We were provided a PnP version of Food Chain Island for the purposes of this preview. Please excuse my lack of a color printer, but rest assured that the artwork of the final product is eye-catching, colorful, and easy to read! Check out the Kickstarter (Live now through June 6th) for a look at the finished production copy. -L

Food Chain Island is a solo card game of network building and chaining in which players are trying to end with the fewest remaining cards possible. The game, like its other ButtonShy siblings, contains only 18 cards, divided into Land animals (16 cards) and Water animals (2 cards). All animals have a special power associated with it, and all of the Land animal cards are numbered from 0-15. To setup the game, set the 2 Water animals off to the side (you’ll use those later), shuffle all of the Land animals, and create a 4×4 face-up grid of Land animal cards. Now you can start the game!


Every turn you will move one animal card to ‘eat’ another. Select an animal, and move it one space in one of the four cardinal directions so that it is placed over top of another animal. The card that is now covered up is considered ‘eaten.’ Each animal may only eat certain other animals, however, so this is where the card number comes into play. An animal can only ‘eat’ any animal card that is 1-3 numbers lower than its value. For example, the ‘4’ animal can only eat cards 3, 2, or 1. Simple, right? Not so fast. Each animal also has a special ability on it, and you must activate the ability of that card once it has eaten another animal. This step is mandatory, and can really help or hinder your strategy – so make sure you are thinking about those abilities and not just the card numbers. At any time during the game, you may choose to discard one of the 2 Water animals from the side to perform its special ability in addition to, or instead of, the ability you just triggered. The game ends when you have only 1-3 animals remaining, the number remaining signifying varying degrees of success. If you have 4 or more animals remaining but are unable to make any more legal moves, the game is over and you have lost.
For being a game with such simple rules and gameplay, it is way more strategic than meets the eye. Each card can only eat specific cards, so you’re trying to position them in a way that fulfills those requirements numerically. You also have to be thinking ahead to each card power, because that step is mandatory. You cannot choose to ignore a card ability just because it may be detrimental to you – that’s what keeps your strategy changing at all times! You’re playing a long game here, and must be looking ahead several turns in advance so as to not accidentally strand yourself with no legal moves left. Every move should be thought through and carefully calculated to see if you can truly win the game. Along with that, every game will have a different starting grid which ensures that you won’t play the same game twice. The rules even suggest alternate beginning grid layouts to provide further challenge to players.


The other thing I love about Food Chain Island is that it is so fast to play, and it has a small footprint. If I only had 5 minutes to spare and was dying to play a game, Food Chain Island is what I would pull out. The speed of gameplay doesn’t take away from the engagement and thought needed to be successful, and that keeps me coming back for more. I rarely just play one game at a time – I will play 4-5 in a row because it is so addicting! Although it’s not officially a Tiny Epic game, it is designed by the one and only Scott Almes who hits it out of the park with this one as well. Coupled with the quick play time, the small footprint of the game makes it easy to play at any place or time you want.
With every new wallet game, ButtonShy continues to surprise me with quality gameplay and design using only 18 cards. Food Chain Island is no exception, and is a perfect first installation in their new Simply Solo line of wallet games. I know that this is a game I will be backing to get the final production copy in lieu of my PnP copy. I encourage everyone to check this game out – whether you’ve played solo games or not, this is a great little filler or introductory game to the genre. Visit the Kickstarter before it’s too late!
  
Aldabas: Doors of Cartagena
Aldabas: Doors of Cartagena
2021 | Card Game
I’m just going to come right out with it so I can get it out of the way. This game has some really nice knockers. Yes, it is kid-friendly – I am referencing the door knockers that adorn the Doors of Cartagena. These ornate knockers have historically signified professions held by the residence’s inhabitants and can still be found in this Colombian city today. So how does this translate into a board game? Well, let’s dive into the world of Aldabas: Doors of Cartagena.

In Aldabas, players are (loose) urban planners in historic Cartagena attempting to build their city block with the most influential people in town. By drafting the most strategic door cards the winning player is they who scores the most points at the end of the game.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, place out 12 coins per player on the table, create the door offer dock, shuffle the Doors deck, and give each player five Doors and one Vault board. Each player then chooses one card from their hand to secretly place under their vault for endgame scoring. Place the shuffled Doors deck next to the Dock and deal one card to each space beneath the Dock. The game is now setup and ready to play!
On a turn the active player will take two actions. The actions are: Take Two Coins, Buy One Door, and Place One Door. Obviously, the first action has the player adding two coins from the supply to their play area (called the purse). To Buy One Door the player simply chooses one of the Door cards from the Dock area and pays its cost to the supply. The two cards on the leftmost spaces of the Dock are free, while the other cards cost coins according to their placement at the Dock. Once a card has been purchased, a new card is revealed and added to the rightmost space, sliding all other Doors cards to the left.

To Place One Door, the active player will choose a Doors card from their hand and place it on their block they are building in front of them. The Vault card acts as the bottom leftmost space, with the block encompassing a 4×3 grid above it and to the right (as shown below). Once the Door is placed, any special power it offers is triggered immediately, as are the Doors cards’ powers adjacently below and beside the newly placed Door card.


The catch here is that when placing Doors, it is illegal to place them orthogonally adjacent to Doors of the same color, and the spaces both below and to the left of the placed Door cannot be empty. Essentially, Doors need to be placed in a cone starting from the Vault. Play continues in this fashion with players taking turns until either the supply runs out of coins, a player fills up their 4×3 grid with Doors, or the Dock cannot be refilled because the Doors deck is empty. Then final scoring occurs, which is based on individual cards as well as any suit-specific bonuses offered.
Components. Again, this is a prototype copy of the game, so final components may be different in many different ways upon a successful Kickstarter campaign. That said, this game looks GORGEOUS on the table. The colors are all super vibrant, and the great knockers really pop. Excellent theme and art here carry an already-spiffy game. The game is basically a bunch of cards and some coin tokens. They are all fine quality, especially for a prototype. I have no issues at all. I love the way this looks!

So I love the way it looks, but do I love the way it plays? I think it’s a good little game. It reminds me a little of Viceroy with the color combinations and placement rules. While Viceroy is good, Aldabas is much better in almost all ways. Aldabas plays quicker and has more easily digestible rules. If you check Viceroy’s profile on BGG you will see that many users enjoy it, and it currently sits just above rank 1000. So when I say Aldabas gives a similar feel but delivers a more enjoyable game experience, I expect Aldabas to perform better in the BGG rankings, if that’s your thing.

The special powers on the Doors cards, though I didn’t really mention them, range from VPs at game end, to moving coins to and from the Vault onto Doors to make them more valuable, to gaining coins from the supply or stealing them from other players, to offering discounts on purchasing Doors from the Dock. There are some other fun rules used in scoring, but I will let you experience those on your own with your backed copy.

So final word from me on this one is that I highly recommend it and hope you give it a shot. It offers lots of strategic game play with a medium-sized table footprint, but boy it looks great on that table! Turns are fast, and everyone is in the game until end scoring, so I never felt there was a runaway winner issue. If you are like me, you will definitely want to be adding this to your collection. Big recommendations from me, I know you will enjoy it.
  
Wicked & Wise
Wicked & Wise
2022 | Card Game, Fantasy
Who here has only thought of dragons as fearsome fire-breathing beasts of flight in fantastical worlds of magic and whimsy? I probably would be among you, if not for the cutey little Leafy Sea Dragons in our own world. That aside, not many would guess that dragons are actually smooth businesscreatures who employ simple, yet very professional, hordes of mice as their personal accountants. I guess you just don’t know what you don’t know. So thank you to designer Fertessa Allyse for cluing us all in on the inner workings of draconic wealth management.

Wicked & Wise is a trick-taking game where players belong to teams of dragon/mouse-kind bent on epic games of cards upon which they wager and win treasures and gold. Think you know Euchre? Well this is Euchre with purpose!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


Setup is different for each play count from two to six players. For this review, we have tackled the two-player version that uses an open-handed ghost-Mouse player. Separate all card types and place them in decks, per the rules. Each Dragon player will receive 10 basic cards for their hands, and the ghost-Mouse player will be dealt five cards face-up between both players. The starting player is determined and given the Lead Token, which in this prototype copy, is a 3d-printed white dragon (amazing). Each player (or team if playing with more players) also chooses their Goal card for the round and a Table Talk card in use for the entire game. There are more rules for setup, but this is the general idea.
Generally speaking, Wicked & Wise is played like a normal trick-taking game with several embellishments. One such is that the leading Dragon will play the first card to set the trump suit, then the other Dragon(s) will play their card to follow. Once all Dragons have played, the Mouse players will play their one card in the same team order the Dragons followed. The Dragons’ cards are all played for the suit and numeric value, as in Euchre, but the Mouse cards are played for their special abilities printed at the bottom of each card. These abilities could include drawing cards and passing them to their Dragon teammate, or choosing to take some Gold, or discarding and redrawing more basic cards. Oh, but here is the kicker – the Dragons now get another card they may play to help tip the odds and win the trick! I am no master of Euchre (or any trick-taking game for that matter), but I know I have never seen this in any game I have ever played. Two opportunities to play a card to win the trick? Excellent.


The round Goal cards are now consulted to see if the teams achieved their chosen Goal for the round. If successful, the team takes the reward printed. If not, they lose half the amount, rounded down. Afterward, the Cleanup actions will reset hand sizes and get the table ready to play the next round. The winning team is they who are able to amass the largest collection of Gold over the course of the three rounds of play. Games can last anywhere from 30 to 60 minutes per my plays, and they get faster with more experience and more focused players.
Components. Again, this is a prototype copy of this game. That said, I am absolutely impressed with how far along this game seems to be at this point. The art is mostly complete and it is simply amazing. Beth Sobel has always received high praise from us here, and never disappoints on anything she touches. I think the cards have a great look to them, and the suits are differentiated not only by color, but also by iconography – a boon for our colorblind gamer friends. I am very excited to see where the components end up at the end of the Kickstarter campaign for sure.

Euchre has always been one of my favorite games, and it is something I can play with any type of teammate or opponent. I learned how to play on a bus in France in college and will always accept an invitation to play it. So to have a themed version of Euchre to play that also adds so many interesting new decisions and teammate roles and physical score-keeping components just hits on every level. The theme and game are not necessarily securely tied together – I think those that are opposed to a fantasy setting can easily enjoy the game or simply re-theme it themselves to almost anything.

This one is a sneaky little game that pulls you in and keeps you interested throughout its entirety, and that is a mark of a great game for me. Once game nights can get back to normal soon (I hope) I can see this coming out to the table quite often. If you are in the market for a swole Euchre replacement (or extremely fun side session for the die-hards), then I recommend you take a look at Wicked & Wise. It adds so many great new ideas to keep an old standard fresh and tasty. Do consider backing it on Kickstarter when it launches in August, and let’s see if we can get Carla to drop an image of the Lead Player Token they are planning.