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Yarr Harr!
Yarr Harr!
2020 | Card Game, Pirates
Ahoy – it’s time to set sail for the open seas like the pirates we are! So cast off your lines and… wait… what? What do you mean you don’t have a ship ready yet? Still under construction? Seriously?! Well I can see those other pirates building up their ships too, so you better hurry up and finish yours first so you can lay claim to the vast treasures of the world! And I’m not saying you should, but if those other guys ran into some… problems… with finishing their ships, that wouldn’t be too bad if you catch my drift.

Disclaimer: We were provided a copy of Yarr Harr! for the purposes of this preview. The final components of the upcoming Kickstarter campaign might vary slightly from those pictured below. Also, our copy had some extra cards/content that will be available as Stretch Goals during the campaign. -L


Yarr Harr! is a competitive card game in which players are building up their individual pirate ships and trying to amass the most Doubloons by the end of the game. The gameplay itself is pretty simple, but actually winning takes more strategy than you might think. To setup the game, every player receives a Bow and Stern card for their Harbor (play area), and a starting hand with 5 cards. The remaining cards form the Draw deck for the game, and is placed in the center of the play area. On your turn, you will draw 2 cards from the Draw deck, and then play up to 3 cards. There are 2 different types of cards that can be played: Ship cards and Action cards. Ship cards, played between your own Bow and Stern cards, are used to build up your ship and score points at the end of the game. Action cards are used to sabotage opponents or to give yourself a buff. You may not play more than 2 Ship cards in one turn, and you may only have a maximum of 8 cards in your hand at the end of your turn. Play continues as such, until the end-game requirement has been met. That requirement depends on the number of players in the game, and tells you how many Ship cards must be in your own Harbor for the game to end. As soon as any 1 player achieves that number, the game ends. Players then tally up all of the Doubloon points on the Ship cards in their Harbor, subtracting any negative points from Action cards affecting their ship, and the player with the most Doubloons wins!
The thing that I like about Yarr Harr! the most is that it can be played with differing levels of strategy. The game comes with a number of Captain cards and Objective cards that are optional to use in play. To include Captain cards, each player receives 1 Captain card at the start of the game, which grants special abilities throughout the game, depending on the given Captain. To play with Objective cards, each player receives 3 Objective cards at the start of the game, and then selects 2 to keep for play. Objectives are kept secret from your opponents, and will earn you end-game Doubloons upon completing them. With these optional modes of play, you can really cater the strategic level to that of your current game group. You can play with younger gamers with no extra content, just the base game as described above. If you are looking to turn this into a possibly more difficult game, add in those Captain and Objective cards. Offering those optional elements is a huge plus because it makes Yarr Harr! accessible to more gamers. So that’s a big win to me.


The other thing that I really like about Yarr Harr! is that the gameplay is pretty light and fast. It is easy to teach, learn, and play, thus lending itself to lots of gaming situations. Need something quick to play before dinner is ready? Yarr Harr! Want to pick the pace back up after a long, brain-burning game at game night? Yarr Harr! It can fit in wherever you want, and because of that, I can see myself bringing it to the table often. The only warning I have for this game is that, since it is competitive, more sensitive gamers might not find it enjoyable. There are Action cards to be played to directly sabotage and inhibit your opponents, and sometimes that can feel like personal attacks against a player. To alleviate that, I recommend playing at higher player counts, so it doesn’t feel like players are ganging up on a single player. Just something to be aware of! Let’s talk components. This is a card game, and the quality of the cards we received was pretty good. They are nice and sturdy, and could hold up for many plays. The artwork is thematic, creative, colorful, and just enjoyable to look at overall.
All in all, I think Yarr Harr! is a fast and fun game for any type of gamer. The varying degrees of difficulty and strategy make it a versatile game, and I really appreciate that aspect. It is a competitive game, but it feels more light-hearted than cutthroat and that helps keep it enjoyable for all players. If you’re looking for something fun, yet strategic, and easy to play, look no further than Yarr Harr! The Kickstarter campaign begins on June 23rd, so be on the lookout for this awesome little card game!
  
Room 25
Room 25
2013 | Bluff, Deduction, Exploration, Horror, Maze
Loads of game modes (2 more)
Variable difficulty adds to replayability
Hectic fun at higher player counts
No difference in characters (1 more)
Games can be over very quick due to bad luck
A Quick Game, With A Lot To Offer
Despite the appearance, Room 25 is one of those games that has a lot to offer, and can be played pretty much how you want it.

The game is played out over 25 room tiles, which are laid out face down apart from the starting room in the middle, and the basic goal is to make it to the elusive Room 25, somewhere out on the grid, but you have to do it quick, as there is a set number of turns to find it in.

Players will simultaneously choose to do 1 or 2 actions on their turn, and can choose to move into a room, thus revealing it's effect to everyone, push another player into a room, peek at a room, or slide a whole row of rooms in the direction of their choosing (nit including the starting room.)

Rooms are split into 3 colours: Green are safe, and can sometimes help you, yellow are normally traps or hinderances, and red rooms can kill you in one way or another (there's even a room that is instant death if you move into it.) Players have to navigate the rooms using their actions, and hope they don't meet their demise.

There are also varying game modes and difficulties to choose from. Competitive pits everyone against each other, co-operative means everyone is trying to work together, and team mode has two groups trying to outwit the other team. You can also adjust the difficulty by adding or removing more yellow and red rooms (the manual has set layouts for the tiles, but you can also customise as you see fit.)

Room 25 has a lot of replayability, but does suffer from a bit of luck. If there is bad decisions made, you can be eliminated very early on. The characters in the base game, although looking cool, have no differences to them either (which is resolved in the expansion.)

These are minor gripes though, and doesn't stop Room 25 being a fast paced, hectic, but enjoyable game.
  
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