

Or perhaps you try to collect a bunch of cards, since they don’t count against you if you have the most of the color. The tactics kick up a little bit only when you’ve accumulated some cards as you try to get rid of them. Even with the recommended setups, it seemed like at least half of the time the character powers didn’t actually work.įor the first few tricks of each hand you generally try to just avoid getting any cards in your tableau. So if the ability uses a card from the top of the deck and the deck has been depleted already, you don’t do anything. If you can’t completely resolve a character’s effect, you don’t do it at all. The downside is those combinations don’t always work very well together. You can mix and match characters however you’d like to create some interesting combinations. It seemed to include many more cards that involved directly moving things around, while the advanced characters focused more on crafting your own hand and less interacting with other players. This is one of the rare games I’ve enjoyed the basic setup more than the recommended advanced version. Some of the character cards are more fun to play with than others. The basic set of characters has a lot of moving of cards between players. You can’t really look at your opening hand and determine that it is strong or not – it is very dependent on what the Trickster plays.

Allowing players to swap cards with other players, or move cards from one player’s tableau to another in the middle of the trick, adds depth and a little bit of take-that. Most of the tactics in the game come from the special abilities of the character cards. Trickster adds a whole lot of player interaction to the trick-taking genre. When you can’t follow the rule set by the Trickster, you have to place the cards from the pot into your tableau. The game ends after three rounds and the player with the least points is the winner. However, if you have the most of a particular color, you can discard those and they don’t count against you. Any cards still in your hand get added to your tableau and then you score one point for every card in your tableau. The round ends when one player is out of cards in hand. Some will add cards to the pot or move cards from one player’s hand or tableau to another.

Each card also has a special power that is activated when played. The trickster must take all of the cards from the pot if all players successfully play a card. In Trickster, the fewest points is the winner. If a player cannot follow the rule, they take all of the cards from the pot and put them in their tableau, which may score you points at the end of the round. However, if it matches neither character or color, players must attempt to play cards that do not match color or characters of any card played before them. If it is the same character/color, everyone must now play that character/color. The second player is considered the “trickster.” They can play any card in their hand, regardless of what was led.
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In Trickster, instead of the lead card determining what everyone else plays, the second card sets the rules for each trick. Each character card has a different ability that activates immediately when played. Each character has a card in each of the 8 colors in the game and 7 characters are chosen for each game. Trickster: Champions of Time comes with 14 different character cards, each illustrated wonderfully by Beth Sobel. Trickster: Champions of Time plays 2-6 players in about 45 minutes. Compared to many other games, it feels pretty far from the roots of trick-taking. Trickster: Champions of Time will be immediately familiar to anyone with trick-taking experience even though it adds a whole new element on top of it. In modern gaming today, there are a lot of new games that take the trick taking formula and build more mechanisms around it. I’ve played more games of Euchre than I care to remember. Being from the midwest, trick-taking games are part of my blood.
