Wizard: A Tabletop Tales Review

Today, I’ve got a relatively simple card game for you: Wizard. This trick-taking game is solid because it’s easy to learn, and the rounds are quick. However, there’s just enough strategy and luck to keep it fresh each time. Wizard uses a normal 52-card deck – with one exception. There are 8 additional cards: 4 Wizards (which beat everything) and 4 Jesters (which lose to everything).

At its base, this is simply a game of following suit. But before play begins, you must guess how many tricks you think you’ll take. I’m going to go ahead and say that the Deluxe edition of Wizard is the way to go. It comes with these fun little wheels that you can use to lock in your bids each round. You can play several different ways, and the wheels are extremely helpful for certain variations.

Wizard truly is the perfect game for a lazy Saturday afternoon with friends. We broke it out recently, and I don’t know why we don’t choose it more often. A relaxing, fun-filled day!


Number of Players: 3-6

Age: 10+

Playing Time: 30-60 minutes

Object: Predict the exact number of tricks you will take each round in order to earn points.

Rules: On the first deal, every player receives one card. (On the second deal, everyone gets two cards. With the third deal come three cards, and so on.) Flip the next card face up. That card’s suit determines trump for the round. If a Wizard is turned up, the dealer picks trump. If a Jester is turned up, there is no trump for the round.

After looking at the card(s) in your hand, decide how many tricks you think you can win. On your wheel, click that number into place. In the easiest version of the game, you’ll all reveal your bid to the rest of the table simultaneously. (A more difficult variation involves a “delayed reveal bid” – you don’t show your bid wheel to the other players until the end of the round.)

From here, the player to the left of dealer begins. All other players must follow suit if they can, unless someone decides to throw a Wizard or a Jester. Highest card in the suit wins – unless a trump card or a Wizard are thrown. The winner of the trick leads the next trick.

When the round ends, points are tallied. If you make your bid, you receive 20 points. For each trick you take, you gain an additional 10 points. (Let’s say you lock in 2 tricks on your bidding wheel and you make those 2 tricks. You subsequently gain 20 points for guessing correctly, and you get 10 points for each of the 2 tricks – a total of 40 points.) If you guess incorrectly and do not make your bid, you will have to subtract points from your score. (For each trick over or under your bid, you deduct 10 points.)

Ratings:
Scott – 8.5/10
Ang – 7.5/10

The Crew – The Quest for Planet Nine: A Tabletop Tales Review

Do you refuse to play board games in your house because they tear your family apart instead of bring everyone closer together? I’ve certainly experienced some tense moments when playing with particular friends or family members whose competitive genes run strong. (Yes, I’ve even endured the dreaded Monopoly board being turned over. Cue the PTSD for this conflict-averse lady right here.) I’m all about having a good time – it ain’t gotta be that way! Hah!

Drumroll please… enter The Crew: The Quest for Planet Nine. This trick-taking game takes euchre-lovers to outer space – as a team! Instead of trying to beat each other, you work together to complete missions of varying difficulty. If you understand the concepts of following suit and trump, this game should be easy to pick up. Yet, it’s challenging and addictive. In our house, we have a hard time finding a good stopping point because we’ve got to complete “just one more mission”!


Number of Players: 2-5

Age: 10+

Playing Time: 5-10 minutes per round

Object: Complete 50 missions together as a team.

Rules Rundown: To start, here is the online version of the rulebook. Below, I’ll run through one particular mission scenario so that you can get a general idea of how to play.

First, evenly deal out the entire deck. (The deck contains 4 suits: pink, yellow, green, and blue numbers from 1-9. There are 4 black trump cards that override any of these colored suits.)

Identify who the Captain is for the round and set the Astronaut marker in front of that person. (In this example below, I am the Captain because I have the black 4 – the highest card in the game.)

Mission #10 in the Logbook asks the astronauts to flip over 4 random task cards (the smaller cards in the center of the table above). Starting with the Captain, each player must decide which of the task cards he or she could win.

I decided to take the green 8 as my task card, and I placed it in my area to remind everyone that I must win the green 8. (I chose that task card because I have the green 9 in my hand, which is the highest green card. Since I will begin the game as Captain, I can easily play the green 9 first. Everyone must follow suit, and my fellow astronaut with the green 8 should have zero obstacles to laying the 8 down for me to take.)

In the picture below, you can see two things happened. First, players 2-4 chose their task cards. Secondly, I decided to communicate something before we begin play.

In The Crew, each astronaut has a green communication token. Once per mission, each player is allowed to give one “clue” to the others regarding a card that is in his hand. Simply place that card on the table face up. By placing the green token on a particular part of the card, you tell the others that the displayed card is your highest card of that color, your only card of that color, or your lowest card of that color. (Above, I communicated that the green 9 was my only green card – a move that was honestly unnecessary since I have the lead.)

Getting back to Mission #10. I led my green 9, and the other astronauts all laid a green card because they had to follow suit. And look! Player 4 played the green 8; I completed my task on this mission. Now I’ve got to help the other astronauts complete their tasks.

For time’s sake, I won’t play out the rest of the round in pictures, but the next move would be for me to lead again since I won the last trick with my green 9. (I could wait to see if any other astronauts communicate anything about a card in their hands to help me know what to lead. If no one chooses to communicate, I might assume that Player 3 has the yellow 8 or 9.) One option would be for me to lead with my yellow 7, hoping that Player 3 can take it. Of course, I am taking a risk, but that’s the name of the game!

Ratings:
Scott – 9/10
Ang – 9/10

I think you’ll have fun with this one! (Until you try the sequel, that is. The Mitchener fam likes The Crew: Mission Deep Sea even better!)