Tag: Button Shy

Seasons of Rice Review

Seasons of Rice Review

Anybody who has read even a few reviews on this blog knows that I love Button Shy. I feel like at this point I should be walking the streets in a Button Shy jumpsuit, like a NASCAR driver with a major sponsor. But what can I say? They make great, unique games and I will gladly take the opportunity to evangelize them whenever I can.

If you don’t know what Button Shy is,it’s an independent publisher who specialize in micro games that are released in actual, literal wallets and they have been on fire the past year. They’ve seen some of their most popular and beloved games released in 2018 and 2019. Games like the excellent Circle the Wagons, a two player tile laying game in the Wild West, Sprawlopolis, a cooperative city builder, and Stew, an amazing mix of push your luck, deduction and bluffing, are all proof that Button Shy is in their publishing prime.

As if those titles weren’t enough, Button Shy is also hot off the heels of their most successful Kickstarter project ever: Tussie Mussie. Designed by Elizabeth Hargrave, she of Wingspan fame, Tussie Mussie is an ‘I Cut, You Choose’ card game based around the Victorian era fad of communicating through flowers. Over 4,000 backers were part of the Tussie Mussie campaign, and I had the fortune to review it here on this blog. Check out my review here and, SPOILERS, the game was awesome.

Naturally, the next game in their Kickstarter line up has some massive shoes to fill. Button Shy’s latest offering is Seasons of Rice, a two player tile laying game set in the world of Cambodian rice farming. Just like with Tussie Mussie, I was lucky enough to get a review copy of Seasons of Rice sent to me, courtesy of Button Shy. Is Seasons of Rice another gleaming jewel in the ever-growing crown of Button Shy’s recent hits or is it a disappointing step back? Thankfully, it’s the former.

As I briefly touched upon, Seasons of Rice, designed by Corry Damy is a two player tile laying game and it’s all about trying to create the best rice paddy farms in Cambodia. Like all Button Shy games, it’s just a deck of 18 cards. The cards are double sided: on one side is an Ancestor which provide bonus points or special abilities while the other side is a landscape illustration that you’ll be building your rice paddies with, featuring things like paths, farmers, houses and roaming buffalo.

The game is played over two seasons: the Wet Season and the Dry Season. The Wet Season incorporates a play and pass card drafting mechanic in the style of Sushi Go or 7 Wonders while the Dry Season has players drafting cards from a display left over from the Wet Season.

First, let’s start with the Wet Season. The two players start with a hand of seven cards and on each turn, players simultaneously choose two cards to play. One of those cards go into the player’s personal landscape, which is what you’re trying to build and expand over the course of the game, while the other goes into a row of cards that will be drafted from during the Dry Season. After this is done, players exchange hands and do the same thing. Rinse and repeat till your hands are empty and you move onto the Dry Season, where players simply alternate taking one card from the display formed during the Wet Season.

This drafting system is one of the things I really like about this game. The fact that you must pick two cards, giving one to yourself and giving the other to a communal row for a later round is really unique. It reminds me of games like Biblios and Herbaceous, which feature similar wrinkles on card drafting. You’ll obviously want to take cards that help yourself, but what about the card you’re punting to the Dry Season? Do you choose a card that might come in handy for your landscape later or do you choose something that appears useful to your opponent to block them from using it during the Wet Season? This makes for some real interesting decision making and helps set the tone for the second half of the game.

Of course, the drafting is just small part of the game compared to the actual tile laying. Considering the building of your landscape is what actually nets you the points in the game, you need to be crafty and smart with how you build things out. The rules of placement are pretty typical of the genre. You have to place adjacently and features in one card have to match a feature in the other card. The cool thing about Season of Rice though, is that you can place cards partially adjacent to each other, as long as you’re connecting like features. This is not something I’ve seen before in the genre and it leads to some cool looking landscapes. Being able to stagger the cards also opens things up strategically, allowing you to really get creative with how you form the paddies. This is a very good thing, since I was concerned landscapes would look too similar game to game as a result of the small deck size. Button Shy once again proves that it’s not the size of your deck, but how you use it.

As you build your landscape, you’re working to close paddies up on your farm. Closing paddies means you have a continuous, closed path cordoning off a set of squares in your landscape. You score based on the amount of squares and houses in the paddy as well getting bonuses from the number of farmers and buffaloes toiling away inside of it.

seasons of rice paddy
A paddy farm landscape in progress. An attempt at one, at least.

This means that it’s not simply about building the biggest paddy. A paddy with just two squares but a buffalo and a farmer in it can net you more points than a paddy with three empty squares. Not only that, but players score one point for every closed paddy they have in their landscape at the end of the game. So that means the player who small balls their way through the game, closing lots of small paddies and getting short bursts of points, will also find themselves with a bigger bonus at the end of the game than the person who patiently waited to complete just a few, large paddies. Of course, a well-built large paddy can net you double digit points and can help overcome the fact that you may end the game with just a mere three or four closed paddies. As like any great game, it’s a tight balancing act and the player who more shrewdly builds their farm with the cards available will end up winning.

The last thing I’ll praise about this game is the Ancestors. I very briefly mentioned them earlier as the opposite side of the landscape cards. At the beginning of the game, players have a choice of two Ancestors. Whichever one they choose will give them some sort of scoring condition or bonus ability to be exploited throughout the game. These Ancestors all provide a nice distinct feel to each game and help formulate the type of rice paddies you’ll want to construct. For example, there is Sovannarith, who gives you 4 points at the end of the game if you have more farmers in your landscape than your opponent, promoting a farmer heavy strategy. Then there is Vivadh, who allows you to increase the amount of points gained from buffaloes when they’re combined with farmers in the same paddy. With 18 possible Ancestors to be randomly selected from every game, chances are good you’ll end up with a different one, making Seasons of Rice very replayable for its diminutive size.

seasons of rice ancestors
They say you can’t choose family, but I guess THEY’VE never played this game.

Unfortunately, every review needs to point out some negatives and this is no exception. I think my biggest issue with the game is that it can be tough to parse and visualize how certain cards can fit in your landscape. The game has lots of angles and zig zags and it isn’t quite as easy to see how things will line up and set up for future turns as, say, the roads in Carcassonne or the different types of colored areas in Kingdomino. In pretty much every playthrough I had of this, there was a lot of taking cards and physically lining them up, apologizing to the other player for taking so long as you tried to figure out how exactly the cards can best be used. It’s entirely possible I’m just dumb, but I do feel like the spatial aspect is a bit trickier and not as intuitive as other tile laying games I’ve played.

If you don’t mind a bit of a learning curve with the spatial puzzle of the game, Seasons of Rice is an enjoyable tile laying game with a wonderful and unique drafting system. At just 10-15 minutes per play, you’ll definitely find yourself playing games of this back to back to back. The Kickstarter for Seasons of Rice launches July 9th and if you want to experience first hand why Button Shy is one of the hottest independent publishers in the industry, I highly suggest you check it out.

Tussie Mussie Review

Tussie Mussie Review

It’s that time again, everyone. It’s time for me to gush about yet another Button Shy game.

I’ve sang the praises about Button Shy on this blog before. I’ve reviewed both Stew and Sprawlopolis, two games in their extensive library of micro games that I dearly love. If you haven’t read either of those reviews and are unfamiliar with Button Shy, allow me to spread the gospel. They specialize in micro games, games that are small enough to fit in a wallet. That’s not an exaggeration, by the way, they literally come in wallets.

The latest in this line of wallet games is Tussie Mussie, an ‘I Split, You Choose’ card game from Elizabeth Hargrave. If you don’t know who Elizabeth Hargrave is, you probably should. Hargrave is the designer of the recent smash hit Wingspan. Wingspan is essentially the board game equivalent of a piece of toast with an imprint of the Virgin Mary on it because a copy of it recently sold on eBay for over $1,000. If your game sells for 1,000 of anything, you’re probably doing something right.

While I haven’t had a chance to play Wingspan, Hargrave’s name is one of the biggest reasons I was excited to play Tussie Mussie. A collaboration between one of my favorite publishers and one of the industry’s hottest designers? Where do I sign up?? Button Shy was kind enough to send me a review copy and I must say, Tussie Mussie does not disappoint.

Tussie Mussie is about the Victorian era fad of giving and receiving flowers to express feelings. You see, back in Victorian times people didn’t have memes and gifs like we do today, so they had to communicate in other ways. A popular method was by giving bouquets of flowers, or tussie mussies, to each other. The flowers all had different meanings assigned to them, which allowed the giver to communicate certain things. One of Tussie Mussie‘s more subtle but delightful features is that it actually has flavor text on the bottom of each card, displaying the meaning behind that flower. For example, the orchid meant “You are beautiful”, the carnation meant “I do not agree” (which I’m sure led to many a passive aggressive end to arguments), and the hyacinth meant “Please forgive me”.

hyacinth
Nothing says, “I’m sorry for recording over our daughter’s dance recital video with a rerun of ALF” quite like a hyacinth.

This world of flower sharing is explored through Tussie Mussie’s ‘I Split, You Choose’ mechanic. For those unfamiliar with this mechanic, it generally involves the active player grouping sets of things, presenting them to other players and then being the last person to get to choose which set they receive. It rewards players for grouping items in as fair a way as possible so that they don’t get left with meager scraps. It’s a mechanic that feels criminally underrepresented in the industry, with the most popular examples of it being the pizza themed set collection game New York Slice and the beautifully agonizing card game Hanamikoji.

The way Tussie Mussie incorporates this mechanic is wonderfully simple. On your turn, you draw two cards from the deck. These cards all represent different flowers, each with a unique scoring condition or power. You choose one of the flowers to put face up and the other to put face down and give them to the person either on your left or right (depending on what point in the round you’re at). That player chooses one of the cards and you receive the other. Once everybody has four cards in front of them, the round ends and everybody scores their flowers. After three rounds, whoever has the most points wins!

Simple, right? Yes, but don’t let that lull you into thinking you can just sleepwalk through all the decisions. One of the key rules in Tussie Mussie is that the person receiving the flowers can’t look at the face down card. They either take the known commodity of the face up card or try their luck with whatever the face down card is hiding. This transforms Tussie Mussie from a peaceful game of collecting flowers into a fiendish string of devious mind games.

For example, let’s say you have a Red Tulip, which gives you a point for every red card you have. You already have two red cards and your opponent entices you with another red card as their face up offering. What seems like an easy decision turns into a torturous one as every synapse in your brain is shouting, “WHAT ARE THEY HIDING, IT CAN’T POSSIBLY BE THIS SIMPLE”. Do you take the red card, helping to bolster the Red Tulip’s scoring condition? Or do you take the face down card, hoping that you deny something that the giver desperately wanted? It’s not any easier being the person who is doing the splitting, either. Do you hide cards that benefit you, fearing your opponent will take it to deny you? Or do you flaunt it as the face up card, just daring the receiver to ignore whatever bounty you put face down?

It instills a manic sense of paranoia that I never thought I could feel from flowers. I can now see why nobody ever smiled in pictures and paintings from Victorian times. The cruel meta that develops from repeated plays of this game with the same group becomes a game unto itself and as someone who loves that sort of thing, Tussie Mussie more than satisfied.

Another thing I absolutely love about this game is that every flower is different. Yes, many of their powers are similar (things like ‘score for every purple flower’ and ‘score for every red flower’), but it still feels like everybody is plucking flowers from a garden and crafting their own tailor made bouquet. By the end of the round, you feel proud of your beautiful tussie mussie if it nets you a solid chunk of points, while you can practically see the cards wilt and droop when you have a bad round of flowers that don’t synergize well. The unique flowers also means play doesn’t get stale and you’ll start to develop favorites (“An orchid? Why yes, I’d LOVE to have a flower that acts as any color”) and not-so-favorites (“DON’T YOU DARE GIVE ME THAT MARIGOLD”). It’s as if each flower has its own personality, helped by that flavor text I mentioned earlier.

The only plant I’d be worthy of receiving is poison ivy if I forgot to mention this game’s art. The art is done by none other than Beth Sobel, one of my favorite artists in the industry. Probably best known for Viticulture, Sobel’s warm, comforting style perfectly fits this game’s theme. Each flower has its own illustration and you can practically smell the different fragrances waft off the petals as you sift through the deck. I mean no disrespect to the other games in Button Shy’s library, but this is almost certainly their most eye pleasing one to date.

tussie mussie cards
Who needs actual flowers when you have art like this? All I need is a vase to put these cards in and I’m good to go.

Is there a thorn on the stem of this beautiful rose of a game? I will admit there is one little issue I had with the game and that is with the scoring phase. The game is quick and breezy as players build their collection of flowers, but it grinds to a halt at the end of each round as everybody needs to score their sets. With each flower possessing its own effect that interacts with other flowers and their own effects, there is a lot of mumbling and poking at phone calculators at the end of each round which clogs an otherwise sublimely elegant game. It’s a minor thing and far from a deal breaker, but it did have enough of an effect that I felt it worth mentioning.

Tussie Mussie launches on Kickstarter on May 28th and I wholeheartedly recommend that you check it out. It’s a simple but deceptively tricky game that pops on the table despite being just a small deck of cards. If you have yet to try a Button Shy game, this is a fine place to start.

Sprawlopolis Review

Sprawlopolis Review

A month or two ago, I reviewed a game called Stew. Stew is a brilliant little game that combines bluffing, deduction and press your luck and is brought to us by the wonderful publisher Button Shy. Button Shy is a game company that specializes in making hand crafted games that are small enough to fit in literal wallets. I own five of their games from their vast library and while Stew is my favorite of those, there is a very close second. And that game is Sprawlopolis.

Sprawlopolis is a cooperative tile/card laying game where you and your teammates are building a city together. The game, like almost every Button Shy game, is comprised of just 18 cards. Those cards are double sided, with one side containing scoring objectives and the other side being the actual city cards. Those city cards contain each of the four districts in the game (residential, commercial, industrial and parks) as well as a combination of streets snaking through in various directions. The game begins by setting aside three of those 18 cards and putting them scoring objective up. The prompt has a rule for scoring (such as 2 points for every Residential district adjacent to two Industrial districts, to pick an easy example) and a number. You add the numbers of the three cards together and that makes the final score you need to beat for that game. Then, after shuffling the rest of the cards, you and your other budding civic engineers try to make a city that doesn’t completely suck.

(Psst…chances are, it will suck. This game is hard.)

The game plays like many tile laying games, where you simply place cards adjacent to other cards to form a continually growing landscape. But! There is a twist. In this game, you can actually cover parts of already placed cards, even the entire damn thing. This opens things up considerably as you can try to overlap parts that are disadvantageous to your scoring while improving other parts of the city to improve said score. It’s like this game’s version of gentrification, only with much less of the sociological and moral ramifications that usually come with that.

It also leads to some very interestingly shaped cities. The first game I ever won of this, our city ended up looking like a duck.

sprawlopolis duck
I thought this was Sprawlopolis, not Quacks of Quedlinberg! Hahahaha oh god someone help me

The amazing thing about Sprawlopolis is that despite it being a mere 18 cards, the game gives you a lot to think about. You’re not just trying to score based on what the objectives have given you, but you also score based on how big certain blocks in your city are. The biggest continuous area of each district type gets gets one point per block in it. For example, if the biggest area of parks in your city is five blocks big, you get five points for your parks district. This extra scoring mechanism means that even as you’re focusing on the scoring objectives dealt at the beginning, you also have to keep in mind that you want to build up at least one big area of each of the district types. Focusing strictly on the objectives and ignoring the district scoring will rarely result in a win, but the rub is that often times the objectives don’t jive with making large masses of single districts. This creates a great decision space where you’ll be agonizing over how to maximize your overall score. It’s a balancing act akin to walking a tightrope while juggling Molotov cocktails. Also, there are puppies below you as you do so. Do you want to burn a bunch of puppies, you psychopath? Didn’t think so.

There is one more bit of scoring in the game, making it the thick syrup on this stack of scoring pancakes. The streets department of Sprawlopolis must be very lazy and cranky, because for each road in your city you lose one point. Joining together roads to make them longer and therefore less present in your city is the best way to minimize this damage. The worst thing you can do is to have lots of tiny little roads twisting and turning around your city, leading to nowhere like it’s an MC Escher fever dream. But again, trying to build long, continuous roads doesn’t always work with the city you’re trying to build for the objectives. Maybe there’s a great play you can make that will score you some extra points from the objectives but you notice that it will open up two new roads or even break apart a long connected road you had worked so hard on keeping together. As I said, it’s a balancing act and it packs so many great hair pulling moments in what is just a 10-15 minute card game.

When you deal with a microgame like this, one of the biggest concerns is its shelf life. As in, how many times can you actually play this thing before you realize it’s a much more shallow, and repetitive experience than you first thought? No disrespect to microgames, I love them, but it’s definitely a prevalent problem in a genre that is built around incredibly simple rulesets and low numbers of cards/components.

(I’m looking at you Coup and Love Letter.)

I’m happy to report that, maybe more than any other microgame I’ve played, this is not an issue with Sprawlopolis. One of the big reasons why is the different scoring objectives. Not only do the scoring objectives all feel different and varied, but you’re using a different, random combination each time. This, along with the fact that the city cards are all shuffled and come out randomly as well, means that every game of Sprawlopolis is going to feel unique and fresh. Sure, you may run into a couple games where two of the three scoring objectives have been paired together before, but it’s rare enough that it rarely feels stale. I mean, just do the math. With 18 scoring objectives, and a combination of 3 every time you play that’s like…uhh…umm…a LOT of combinations. Yeah, let’s go with that, ‘a lot’.

This also translates into wildly different looking cities every time you play. One of my favorite things about Carcassonne, perhaps the most popular tile laying game in the hobby, is that no matter how many times I’ve played it, the landscape me and my opponents had created always looked different game to game. That is very much the case with Sprawlopolis. I mean, I already showed you that damn duck. Depending on how the scoring objectives shape out, you can end up with smaller more compact cities, larger more sprawling (hey, that sounds familiar) cities or just some downright weird looking ones.

sprawlopolis city example
Well, it’s layout and design still makes more sense than Boston’s.

The last thing I’ll rave about is this game’s solo mode. I have been getting into solo gaming a lot over the past year (probably has to do with that whole ‘no social life’ thing I’ve got gotten on) and Sprawlopolis is easily one of the three best solo experiences I’ve ever played. The gameplay is completely unaffected. The only difference is you just simply keep a hand of three cards at all times since there are no other players to pass cards to. Which is completely fine, as it removes the one fiddly thing about the game anyway (in the multiplayer game you play, pass, then draw one card for a future turn, which for whatever reason has always felt clunky to me). This means the solo experience is just as enjoyable as playing the multiplayer game, something a solitaire game should ALWAYS strive for. In fact, in some ways it’s better, because playing solo means you don’t have to deal with your friends passive aggressively sighing at your placement of a card because you missed something obvious. It’s lack of a long time commitment makes Sprawlopolis the perfect bite sized solo game as well, meaning it’s super easy for me to pull out and kill 15 minutes with. All in all, if you are an avid solo gamer, Sprawlopolis is as good as it gets.

I really don’t have much in the way to criticize with Sprawlopolis. It’s variety game to game, elegant and simple ruleset, addictive solo play and its portability make it a game that anyone should have in their collection. It doesn’t quite beat the tile laying greats such as Carcassonne, Lanterns and Isle of Skye, but it’s damn close to their level. And that’s some high praise if you ask me.

Stew Review

Stew Review

A couple of weeks ago, I did a review of Biblios, a game about trying to curate a monastery’s library in Medieval times. If you thought that theme was more soporific than a turkey breast injected with half a gallon of Nyquil, then get allow Stew liven things up. In Stew, you and up to 3 other players are pioneer farmers, trying to make the best winter stew.

Hmm, yanno, there may be a reason as to why board games haven’t gone quite mainstream yet.

Okay, maybe this bit of info will make it more exciting. In Stew, you and up to 3 other players are pioneer farmers, trying to make the best winter stew and ONLY ONE OF YOU CAN EAT IT. If this were a commercial, this would be the part where the explosions would happen, metal music would start blaring and you’d hear a Wilhelm scream somewhere in the chaos.

STILL not exciting enough? Damn, you must have ice water in them veins. Okay, if the theme doesn’t sell you, at least allow me to explain the game to you and tell you why this game, which is made up of just a mere 18 cards, is one of the most fun and addictive games I’ve played over the past couple months.

Before getting into the game, let me give you a little bit of info about this game because there’s a very good chance you haven’t heard of it, even if you are plugged into the hobby. Stew is a game published by an independent publisher called Button Shy Games. If you don’t know who they are, allow me to change that. They’re a game company that specializes in something called ‘wallet games’ which are exactly what they sound like. They’re games not just small enough to fit in a wallet, they’re literally IN a wallet. Button Shy handcrafts all their games in custom made wallets, meaning their games can quite literally fit in your pocket.

stew wallet
So small you can whip it out anywhere, especially in front of family and friends! Hmm, I dunno why Button Shy hasn’t adopted that as a tagline yet…

I have played a couple of other Button Shy Games and they have ranged from good (the meta heavy In Vino Morte, a party game where you’re poisoning your friends in a style that evokes that one scene from The Princess Bride) to very good (the two player tug of war Avignon: A Clash of Popes, a game where you and your opponent are pushing and pulling cards to get three of them on your side) to excellent (the cooperative city builder Sprawlopolis, a game that manages to pack a crunchy tile laying puzzle in just, again, 18 cards). After playing all these, I’m happy to report that Stew is my favorite of the bunch.

If Stew were an actual stew, the recipe would read like this: add one cup of push your luck, one ounce of deduction and a pinch of bluffing into a bowl and stir for 15 minutes. Serves 2-4 people.

If I had to compare it to a more well known game, the obvious choice would be Welcome to the Dungeon. In Welcome to the Dungeon, players are passing around a deck of cards that’s comprised of creatures. On their turn, they are either adding creatures to the dungeon or tossing them to the side and removing equipment that can help kill said creatures. This keeps going until one player is finally forced to enter the dungeon and take on the creatures everybody else put in there and hoping they don’t die but let’s face it, they probably are going to die and horribly.

The first time I played Welcome to the Dungeon, I reeeaally wanted to like it just fell short. One big issue was player elimination. Sure, it’s a fairly short game, but it’s just long enough that being eliminated early can be a huge problem (which happened to me). It also can be a little fiddly when you actually enter the dungeon and then have to cross examine every creature that pops up with the equipment you’re still holding while keeping track of your health in your head. This all led to an ultimately disappointing experience. Luckily, Stew takes the formula that I oh so wanted to love in Welcome to the Dungeon and makes an actual good game out of it!

Play is very simple. Every one is passing around a deck of ingredient cards and looking at the top card. These ingredient cards all have certain point values and represent the hallmarks of any great stew such as hearty potatoes, flavorful garlic and…a rock?

stew rock
Okay, who the hell invited Charlie Brown?

After looking at this top card, they then have a choice: put that ingredient face down in the stew or put it face down on a vermin card (more on the vermin later). Eventually, the stew will get bigger and bigger until some brave soul yells “STEW!”, which is the universal phrase anyone shouts when about to eat some stew. They take the cards in the stew and reveal them. If the sum of the points on the ingredient cards equals 12 or more, congratulations! You’ve eaten a damn fine stew and earn yourself two points. However, if the stew is 11 points or less then you have eaten a stew that can only be described as ‘not good’. With this, you receive no points, the rest of the players get one point and you are forced to write a negative review on Yelp. First to five points wins.

Calculating points is not as easy as just revealing what’s in the stew, however. Remember those vermin I vaguely mentioned earlier? Yeah, they’re a bunch of a-holes and they are gonna steal stuff from your stew if you didn’t feed them. If a vermin is unfed when the stew is taken off the stove, they steal specific ingredients as they pop up. For example, the rabbit steals the first carrot revealed from the stew, the fox steals the first chicken and the gopher steals the first leek (because everyone knows that gophers just effing LOVE leeks). This is bad because those are precious points leaving your stew and in this game, every point is precious. There is even a vagabond who just kinda chills outside and then pops in to see what’s in the stew. If there is a chicken in the stew, he mooches some of it off you and you lose 3 points. If there isn’t, you get a bonus 3 points as he passes it on by because he is apparently the pickiest drifter ever.

These vermin help provide much of the suspense in Stew, as you’re not quite sure what your opponents put in the stew and what they fed to the vermin. You CAN use the stone, which subtracts 3 points from your stew, against these vermin but most of the time you’ll get ingredients which makes every decision tense. Side note: using the stone on the vagabond paints of dark picture of these pioneers just straight up murdering this guy with a rock, making it feel like Stew takes place in a Coen Brothers film.

stew vagabond
No word yet on whether there will be an expansion where you hide him in a wood chipper.

 

Feeding these blasted vermin is important, but if you’re feeding them high scoring ingredients, then the stew won’t have enough points to put you over the 12 point threshold. Don’t feed enough of them though, and it won’t even matter what’s in the stew because it’s all just gonna be taken by these surprisingly stealthy and precise animals who know exactly what to take from your steaming bowl of stew. All this doesn’t even take into account that every player is side eyeing each other, twitching their fingers like gunslingers in a Wild West duel, wondering who will pull the trigger and yell ‘STEW!’ first.

And so begins the madness and double thought that you’ll be ensnared by for Stew‘s 15-20 minute run time.

This game will have you thinking and double thinking and triple thinking every decision that you and your friends make. The stream of consciousness that occupies your thoughts throughout this game would look like the ramblings of a psychopath if put on paper. ‘Ohh, Sally just put a card on the fox, which means she might know there’s a chicken in the stew and wants to keep it in there but wait maybe she fed the fox the chicken and she’s trying to lead us into believing there is going to be chicken but then again maybe she wants us to think that so that we don’t try to eat the stew and oh look Trevor just put something in the stew maybe it’s a potato those really rack up the points but the raccoon isn’t fed yet so that’s just gonna steal it anyway but maybe that’s what he wants and oh god it’s my turn I just turned over a garlic what do I doooooooo’. The transcripts of your brains thoughts at game’s end will read like a James Joyce novel, but much more enjoyable and less pretentious.

That sort of panicked battle of wits is one of the reasons why I love these types of games. It reminds me of Skull, one of my all time favorites,  with every move being scrutinized and lots of bravado and confidence being deflated with each flip and reveal of the card. Cheers will erupt and groans will echo throughout the game, such as when you angrily shake the Stone card in everyone’s faces, demanding who put it in the stew. It’s an incredibly social game for that reason and helps showcase what makes board games so damn fun.

And you know what? Like with Biblios, I poked fun at the theme earlier in this article, but I honestly love the concept behind the game. It’s so unique and fun, with rustic looking art that really helps add to the pioneer era feel they’re going for. Throw on some bluegrass music in the background, and you’ll be wearing a straw hat and slugging down moonshine in no time.

I honestly don’t have much bad to say about Stew. As I already mentioned, the game will only take around 15-20 minutes, meaning it not only doesn’t outstay its welcome but is perfect for playing back to back (to back). Sure, the strategic depth of the game lives and dies by the meta, but that’s par for the course for these type of games. And really, that’s the only negative thing I can say: if you don’t like these types of games, games with bluffing and misdirection and doublethink, then Stew won’t do anything to change your mind.

I’ll simply end by saying that if this kind of game does appeal to you, do not hesitate to pick this up. You can find it on Button Shy’s site, along with the rest of their wallet game catalog. Tell them Kyle from Boar & Arrow sent you. Actually, they’ll have no clue what any of that means, but I’ve always wanted to say that.