Tschak!
Designer: Dominique Ehrhard
Publisher: GameWorks SàRL
Ages: 13+
Time: 40 mins
Players: 2-4
Review by Nathan Beeler
Decisions, Decisions
The first question I generally ask when evaluating a new card game is “can I do something interesting with a bad hand?” If the answer is “yes”, I’m predisposed to liking the game. And if the answer is “no”, then it usually has to work very hard to overcome that handicap. Through passing, careful play, and a dash of luck it is possible to make a reasonable winner out of a jack high hand in Tichu, for instance. In Mü, even with a bunch of crap you can try to become the vice chief, or perhaps make a run at chief with the help of a good partner and make your strengths trumps. Or you can try to get points by helping to set the chief’s team. Both of these are great cards games where you have a lot of options. I find games like them inherently more interesting than something like Old Men of the Forest, where low cards are strictly worse than high ones, and a lot of low cards mean things are that much more dire (not to pick on that game – the problem is rampant). Card games naturally have high levels of luck, but I still don’t want the luck to play me; I want my choices to matter.
Pass the Dutchie
In Tschak!, a new game from Dominique Ehrhard (designer of the wonderful Marrakech), an attempt is made to mitigate the luck of the draw by ensuring that every player gets every hand as initially dealt exactly once each game. Players get a hand of three wizards, three warriors, and three dwarf cards, and they use them to assault three levels of a castle filled with monsters and treasure. At each level of the castle the players form a team of good guy cards, with the highest valued team taking the treasure and the lowest being saddled with the monster. On the first level players send out one member of the team at a time and then reveal it. In doing so, players can adapt their strengths of the second and third cards to what others are doing. On the next level players reveal one and then the final two cards together. And on the last level players put all three cards out and then reveal them at the same time. Because of one extra wild card that is seeded into everyone’s hand, the last card is sent to fight over some gold booty that’s laying around outside the castle. Then the cards are gathered up, passed to the left, and a new hand is played with everyone’s neighbor’s cards.
This passing mechanism, ripped from the pages of games like Zum Kuckuck, would seem to be the ideal way to answer the question I posed above. You don’t like your cards? Neither will anyone else on the turn then have them. And at some point, everyone will get the good hands to make as much hay as they can. So what’s the lingering “but” that’s keeping Tschak! as merely an ok but not a great card game? The most obvious problem, and the biggest complaint I hear, is that even though the hands are identical, the situations in which you get to play them are not. The monsters and treasures have fairly divergent values, so having the good hand on a round where there are a couple of cursed treasures is a bit of a bummer. In fact, which treasures and monsters come out when seems to dictate the the winner of the game to a large degree. Suddenly, we’re back in random luck territory. Continue reading



Do the words semi-cooperative get your gaming juices flowing? Do the words real-time invoke more than thoughts of Bill Maher? Is your memory not taxed enough? Sidibaba, a new game from the wonderful folks at Hurrican, has all of these and more. It is a game that supports up to seven and plays in under 45 minutes once everyone knows how to play. It is a very nice looking game that offers something a little different than your run of the mill co-op. All of these attributes are things that will draw me like a moth to the proverbial flame.
Five & Dime 2011
Yes, it’s that time of year again when I (Mark Jackson) ask you to submit your Five & Dime lists to me in order that I can continue to compile my completely unscientific lists & compare them to each other.
For those of you who haven’t heard the story, here’s how this all came to be…
This is Year #14… and now the Five & Dime lists have snowballed into a very interesting way to track gaming trends, albeit only in the online community of “designer” game players & collectors.
If you’d like to submit a list, please post it to the following thread on Boardgamegeek:
http://boardgamegeek.com/thread/743967/the-five-dime-report-2011-edition
And, if you would be so kind, strip expansions out of your list. Don’t lump a family of games together (I consider TtR: Marklin to be a stand-alone game, while TtR: Switzerland is an expansion)… and please ONLY give me your five & dime, not your whole list.
A couple of other simple rulings:
Finally, I love reading your comments on the various games, but they make it very hard to compile. If you want to do that, please post those comments elsewhere. Thanks!
I’ll close submissions in early February & the results will be posted later this spring in three places:
If you’re interested in not-so-ancient history, here’s a set of links for you to follow:
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