The Legacy of Legacy Games

The Latest Legacy game

Eight years ago I wrote about the exciting prospect of legacy games. Pandemic Legacy was the newest one on the scene and it revolutionized storytelling in games after Risk Legacy paved the way in creating a whole genre of games that changed permanently and evolved as you played. Eight years later, with seven full legacy games completed, and roughly as many failed part way through, I want to talk this week about the lasting legacy of these games with some perspective, and where I stand on them these days.

Part of these thoughts have to do with recently finishing Ticket to Ride Legacy: Legends of the West, the most recent output from the most prolific legacy designer Rob Daviau. I will touch on TTR Legacy briefly throughout this blog but will try not to spoil anything as the sense of discovery is half of what legacy games are about. But It’s an important context so I will bring in a few thoughts about it.

 

Groups and Games

First, the successes and the failures. I think in games that I’ve tried I am running at about a 60% completion rate. A lot of this has to do with the group. I have one Legacy group with whom I have completed 6 games. Every summer we would start a campaign around April or May and endeavor to finish it by September before our October schedule got much more busy. We have a Sunday AM time carved out and once we commit to a game we see it through. This works, and is a delightful way to spend Sunday AMs during the summer but speaks to the level of scheduling involved. With this group I have finished all three Pandemic Legacy games, Charterstone, Betrayal Legacy and Ticket to Ride Legacy. The key to completing a legacy game is this sort of consistency. Try to plan out as many sessions in advance as you can or stick to a regular schedule. But the success of this group ALSO has to do with the games. The Pandemic Legacy series continues to be the best in the genre. We completed these games because they remained compelling throughout our sessions which made it worth the time commitment.

With a different group I have failed to finish, well, every campaign we have started. Some of this is the group. I will own that having a break-up in the middle of the Risk Legacy campaign really didn’t help get that one over the finish line. Some of this is the game, as Seafall, Rob Daviau’s much anticipated follow up to his previous legacy games, didn’t actually succeed as a game one would want to play. Werewolf Legacy was a TERRIBLE idea as that game requires an even bigger group to get together on a regular basis. And the new Risk: Shadow Forces game I simply did not want to play after a few sessions.  But oftentimes the scheduling just didn’t work out and consistently getting 4 adults together on any sort of regular basis just proved to be too difficult.

 

Industry Trends

Legacy games proved to be too difficult for every other publisher to jump on the bandwagon. They are certainly more out there since Pandemic Legacy’s success, but they are not as prolific as I would have thought they would be eight years ago. Instead one legacy that these games left is a trend towards campaign games, or having campaign modes in otherwise stand-alone games. So many games these days seem to promise some sort of small or large arc where players unlock new content. And so, many games on Kickstarter these days promise some sort of campaign. Maybe this was chasing the Gloomhaven buzz just as much as the Legacy hype but campaign style games are truly everywhere. This is an exhausting side effect of these early games’ success. Outside of the one group I play with each Summer, I don’t have a lot of interest in trying to schedule multiple sessions to get the most out of any game. Campaigns in other games are mostly just a side effect of the infinite game phenomenon I talked about previously. However I will give a nod to some light touch unlock elements in games like Meadow and Dorf Romantik. These don’t feel like campaigns as much as little drips of endorphins when you hit certain accomplishments or milestones. It is neat to have a game that “evolves” but I feel like the board game industry has taken mixed lessons from eight years ago and the fatigue towards this trend is starting to set in.

The starting map of Ticket to Ride Legacy has only a small part of the map.

With all that being said, I do still like the genre in small doses. Ticket to Ride Legacy was a lot of fun this summer. It has a lot of the elements that are a recipe for success in Legacy games. For one thing, it is built on the solid foundation of Ticket to Ride, which is a great game to start with. For another, it is all about discovery. Each new map section has a new little mini game that sticks around for the next 2-3 games. They are very clever in that you are never keeping too many rules in your head at one time, but there’s also always something new to keep things fresh. Where the game was less successful than its predecessor is mostly the story. There was an overarching plot for Ticket to Ride Legacy but I cannot recount any major beats of it for you. The Pandemic Legacy games, especially the first one, are really much better focused on the narrative, and I did miss that with this campaign. The novelty of discovery is still the most fun and consistent draw of Legacy titles to this day. I will happily sign up for one of these each summer, but ultimately the novelty of your first Legacy game is usually going to outshine future iterations. It’s kind of a first love sort of thing, I suppose.

Oath goes for a different kind of legacy.

There are exciting things happening in terms of stories in games outside of Legacy and campaign games, however. In some ways I seek out games that create stories more than those that tell you a story. Cole Wherle’s Oath created a game where the end of one game always impacted the setup,  goal, landscape and even cards of the next game. It has an expansion coming next year that will make changes even more intentional, but it serves more as a sandbox where players create their own history versus going through a prescribed story from the designer. His other recent release Arcs boils this down even further with a three game campaign with branching paths to tell mini Space Opera stories. Here the cast and goals are created by the game but the stories are created by the players. Expect more writing about Arcs in the future as I work to explore that game more in depth. And finally,

Eathborne Rangers promises an open world experience.

Earthborne Rangers is an enormous card game that presents itself as “open world.” This again steps away from the railroaded story of legacy games, and aims to create something that players explore more organically and discover the narrative for themselves. Here it is not necessarily player created stories but instead an impressive keyword system that makes narrative emerge through play. In an incredible nod against the inherent wastefulness of legacy games, Earthborne Rangers promises to be a game made in such a way that the whole endeavor is suited for the compost bin, and won’t outlast its owners as trash down the road.

So while Legacy games haven’t gone in the direction I thought they would eight years ago their impact on the hobby is undeniable.  For other writing on these types of games check out my review of My City, which has a sequel out now called My Island. Reiner Knizia focuses mostly on the evolving mechanisms style of Legacy Game so certainly don’t go to either of those games looking for a popcorn worthy thriller.

Train games continued: Exploring the 18XX genre with Shikoku 1889

Finally a pretty 18XX cover that tells you where it takes place!

Last week I wrote about how I fell in love with trains and train games, including a tabletop version of Railroad Tycoon that I ran into early in my hobby. This week I am talking about 18XX games, which it took me until this year to try, after 13 years of playing other games. Why did it take so long? Looking back, I have played much more intimidating games than 18XX. Heck one is literally based on rocket science! There are several answers to this question. For one thing these games are not at all visually appealing. With a color palette of Red, Green, Yellow Brown and Black 18XX games are pretty ugly. They are similar in this way to the early austere cube rail games I wrote about last time. The second reason is just how mathy they appear. There are not one but two excel sheet looking boards in every 18XX game. As much as I have grown to like math and excel, neither have much sex appeal when it comes to selling a game. And thirdly I always heard how intimidatingly long these games were. People would talk about a game taking 6-8 hours, and while I do play longer games I couldn’t figure out how such a huge time investment could be worth it; especially when I was newer to games. So it took until 2024 to try an 18XX game, and to be honest I wish I had done it sooner. In this blog I hope to explain what the appeal is of these games in case you are the most train-curious type of player.

18XX Games have never been lookers

But before I get too much further, what is this 18XX thing I keep mentioning? Well, these are huge train, stock and business simulation board games that started with 1829 by Francis Tresham back in 1974! The game made waves at the time for being a long, involved strategic game that didn’t involve war as was more common of the games at the time. When it came time for a sequel, the designer kept the same naming convention and made 1830: Railways and Robber Barons. It was useful in terms of clueing in existing players that this was another game in the series they had enjoyed previously, but gosh is it confusing from a marketing perspective. And now, every 18XX game as the genre is now called starts with the number 18 and some sort of year. Fans talk about their favorites such as 1862 or 1846 and if you are not in the know you wouldn’t even know what country these things are set in much less what makes one unique compared to another. Needless to say, the name of the game doesn’t really sell it as something I would want to try.

Fast forward to 2021 and I backed a kickstarter for Shikoku 1889. I am still not 100% sure why I did it. Perhaps it was some Omicron Covid lockdown fueled retail therapy, or just the dream of more board games in general during that time. But I will say, part of the reason is because this was finally a good looking 18XX game, at least relatively speaking. I had heard it was beginner friendly, and when you combine Japan and trains, two of my favorite things I figured I’d give it a shot. In 2024 I finally had a group willing to give it a shot and from the word go I knew it was something special.

Shikoku 1889 in play. Poker chips, tile trays, and charts! This is later in the game with all three track types out on the map.

18XX games take the stock and track aspects of cube rails games and dials them up to 11. Players alternate between stock rounds, focused entirely on buying and selling stocks, and operating rounds where tracks are laid, trains are bought and routes are run, e.g. the actual business behind these stocks. As I mentioned above, stock rounds have a living breathing stock market where the company value can go up or down based on buying, selling, and company performance, just like real life, if quite a bit simplified. There are hostile take-overs, dumping stock of a company that doesn’t have great prospects, or starting up a rival train company to jam up the effectiveness of one that is surging ahead. The important thing to emphasize here is that the company and the players are entirely separate, right down to having different pools of money they are working with. There’s a reason these games are often played with poker chips as money is flying left and right and there is indeed quite a bit of accounting going on. But if you want to be a stock shark without the dangers of investing in GameStop there might be something here for you.

Operating rounds, however, are my favorite part. This is where the money is made as company presidents (whoever owns the most stock of a company) build tracks and buy trains to run rail lines out on the map. Unlike in cube rail games, track is limited, so if you need a simple curved track later in the game you may be out of luck. And secondly the tracks progress in different eras corresponding to the trains that are operating. Simple yellow track with one entrance and exit is available early on, which then evolves into green tracks that have multiple exits and finally brown tracks that are congested with many different exits. This is both compelling strategically as more complicated tracks allow longer and more profitable routes but also captures a bit of the sweep of history and the evolution of trains.

Speaking of those trains, these are also more complex. Trains must be bought in order so only 2 distance trains are available at the start, good for a route that connects two towns. These get longer with 3 distance trains, 4 distance trains etc until finally there are modern diesel trains that can run circles around the whole map. But in another strategic and historic nod, modern trains render older ones obsolete. So when anyone buys the first 4 distance train for example, all 2 distance trains “rust” and are out of the game. This means the little mom and pop railroad that was doing decent for itself with small local routes could be in a lot of trouble as they are suddenly trainless and maybe out of cash as well.

All of this makes for a very compelling, cutthroat game. Having played it I can see where the length of the game doesn’t matter to fans of the genre. As long as there’s not somewhere else you need to be, there is a wonderful arc to these 4-6 hour games. There are cunning moves on the stock market, interesting decisions and evolutions on the track and operating side and some interesting shared incentives between players who are both invested in the same company. While I will not be collecting these like I do trick taking games, I am very happy to have Shikoku 1889 in my collection. I also recently picked up another more beginner friendly title that broke the 18XX naming curse called Railways of the Lost Atlas. The hook in that one is that players build the map before each game, allowing for games that have a different map each time. It also boasts being 2-3 hours which seems much more palatable to most people. I am curious to get this one to the table and will certainly report back with a review when I do. 

If you’re looking to learn more about 18XX there is a great history located here. Check out the chart of all the different variants and their family tree. There’s also a way to play online at 18XX.games. I hope you’ve enjoyed exploring the wide world of train games these past two weeks and who knows, maybe you’re more train-curious than you think!

Are you train curious?

The joy of a train set

Let me tell you a story. It’s Christmas morning when I am ten years old, and I unwrap a Lionel Train set under the tree. I proceed to spend the rest of the day fascinated by the giant metal train engine model and the fake smoke it puffs out as it runs endless circles around the track. The passenger car lights up as well and these little touches of realism make each loop around the track feel real. For years the train would come out every Christmas time to circle the tree, and it started a love of trains that lives on to this day.

Let me tell you a story. Years ago I was a preteen in an EB Games perusing the clearance section of their PC games. I found a CD version of Sid Meir’s Railroad Tycoon for MS DOS for $4.00. A perfect price for someone operating on an allowance and lawn mowing. I snatch it up and manage to get it running in spite of the hells of MS DOS, and I’m transfixed. Truth be told, I don’t know a lot of what’s going on. There’s something about shares that sounds like math or grown up talk. But the fundamental drive of the game is to connect cities with rails, add trains to those rails and build routes that make the cities grow, year over year. I play it on easy, and I play it for hours with afternoons melting away in visions of an enormous rail network. I play and anticipate each of the sequels as crumby DOS art becomes clean 2d art becomes true 3d rotatable landscapes, and trains you can zoom in on while they chug away.

The evolution of Railroad Tycoon. From left to right Railroad Tycoon 1, 2, and 3.

Let me tell you a story. Years later I am at a friend’s house and there is a Railroad Tycoon board game. Having recently gotten into the hobby, I was intrigued and had to give it a try. The gameplay lived up to the memories I had of the video game. There we were, building rail networks into the open countryside, delivering goods to the towns that demanded them and watching them grow into cities. I never dreamed that such a complex game could translate to the table so well, but the game proved to be up to the task.

So today, I ask, are you train curious? Do you too want to build tracks, buy shares and prove you are worthy of the title of Rail Baron? If so, there are many options, and I want to highlight a few of my favorites and make a likely vain attempt at defining what IS a train game anyways.

First, and foremost, the elephant in the room. I am not talking about Ticket to Ride. I have early memories of that one too. Our family got it back in 2005 when I didn’t even know what a Spiel des Jahres game was. It somehow cracked out of the hobby games space that was brewing at the time and into our living room and is still sitting on the shelf there now waiting to be played again. I introduced my niece to it with Ticket to Ride First Journey, and she recently graduated to her own full copy of regular Ticket to Ride even at a relatively young age. The game is great, and it is also not, to my mind, a train game. It is, at its heart, a lovely version of rummy with a complex map you use for scoring. Players collect cards in order to fill tracks with their colored trains and complete routes. But the routes are pre-printed vs players playing track tiles. There is no sense of cargo being delivered or the map changing through play. There are certainly no stocks, bankruptcies or money of any kind for that matter. So while Ticket to Ride is great, it is not what I am talking about here.

Instead, let’s revisit that Railroad Tycoon board game. It is sadly out of print, but is actually a licensed version of a game that is very much still around called Railways of the World. Railways and its cousin game Age of Steam are where I truly cut my teeth on these types of games, and they still hold up today. (Small aside, there are three different version of this same system and in the hobby world it is very much a Coke vs Pepsi type of debate as to which is better. That could be a whole separate blog post in and of itself. I personally have the RC Cola version of this system…). In the game players each own their own rail network, and the aim of the game is to build tracks between different cities that are colored to represent what type of goods they want from elsewhere on the board. Mirroring the arc of history, networks start small and engines start slow so players can only maybe deliver a good here or there, one city away. But as players expand, and their engines get faster it is a race of sorts to keep connecting longer and longer routes to deliver goods further and further away. All while managing your income and loans so that you can afford to build those tracks and maintain that engine. 

Steam: Rails to Riches in play

The version that I have Steam: Rails to Riches also has a turn order consideration as there are 7 special powers in the game. These powers can be simple like being able to build one more track or having the right to deliver first. Or they are more involved things like adding a new city tile to the map or turbo-charging your engine technology to get ahead of the pack. Each turn in player order players pick powers, but the power that they pick determines player order for the next round, with the most powerful action meaning you’re likely in the back of the line for the next pick. It makes for some delightful tempo considerations in addition to the core fundamentals of track building and delivery. I still have this one in my collection for its focus on these two fundamentals, but there are other games that focus more on stocks vs the sort of pick up and deliver feel of Steam.

Original cube rails games were… minimalistic

The simpler of these stock games are collectively called Cube Rail games. This is because the company that produced many of them Winsome Games was maybe a bit … sparse on components. Just some colored cubes, some stock cards and a map. In these games the different colored cubes represent different companies vs different players. This is true of many stock games and takes a moment of adjustment as no one company is you, the player, but rather they are tools to get ahead. Games usually start with an auction where players bid on stocks of each different company, and whoever has the most stocks gets to make the actual track building decisions of that company. Further auctions may see players investing in each other’s companies to share in some of the profits or even as a hostile takeover. Unlike the focus on delivering goods, cube rails games focus on connecting rail networks to more and more cities to increase the dividends they pay to their shareholders. I realize as I describe this, some of you may be falling asleep, or wondering how this talk about your 401k made it into your board games, but it is genuinely a great time, I promise. Cube rails games are often very short and play out wildly differently each time despite featuring the same core pieces because it’s all about player interaction. Who owns a company, and how other companies interact on the map can allow for very expressive plays in under an hour. 

Irish Gauge in play

My current favorite is Irish Gauge, which adds a unique element where dividends are paid out depending on cube pulls from a bag and how they tie to those same cubes on the map. This adds a lot of uncertainty, but players are also using these same cubes to build up cities and increase their profits so there’s a balancing act where the more of that color cube that’s out on the map, the less likely it is to be pulled for dividends. The rules for the game are literally one sheet of paper double sided, so it’s very approachable but I want to give fair warning, this game is MEAN. You will cut people off, you will auction shares to make sure someone is left out of a company and you will pull dividends when it benefits you and no one else. Consider this fair warning if it ever hits your table.

Next week I’ll be talking about the enormous genre of 18XX games. Yes, that’s seriously what they’re called, and no, they’ve never been known for their marketing. These games are 4+ hour beasts and can be rather intimidating but have a lot to offer if you find yourself curious to explore more train games. So come on ride the train.

Game of the Week: Pictures

Pictures is a game that has had some rotten luck. The party game launched in late 2019 and relies on players using unique physical objects to represent different pictures from a central grid. It was nominated for Spiel De Jahres 2020, and then… the world shut down with the Covid 19 Pandemic. As a game that relies entirely on physical pieces, it did not translate to zoom. By the time folks were emerging from their covid bubbles to play games in person again years later, its moment had passed.

I recently had a chance to pick this one up, and I think it has potential as a sleeper hit. My favorite thing is that it emphasizes the physical nature of board games. In Pictures each player has one of five different sets of tools with which to represent a picture the 4 x 4 grid in the middle of the table. The tools make for a strange unboxing as they are all purposely not the best way to accomplish this task. You get some sanded sticks and actual rocks for one tool, some building blocks that wouldn’t look out of place in a kindergarten classroom, two shoelaces, a set of icon cards, and a picture frame with a bunch of colored cubes.

The tools of the trade. One pictures is represented by each of these five tools

The tools themselves are a hint at what makes this game great. They are purposely terrible. When was the last time you had to convey the concept of a car to someone with two shoelaces? Players have to be creative, but the tools level the playing field vs other party games that involve drawing or other traditionally creative skills. Each player is secretly given a coordinate token that corresponds to the picture they are trying to represent, and there are 3 of each coordinate so multiple players could be trying to represent the same thing. After players have constructed their own piece of art they vote on what picture they think other players’ masterpieces represent. Once everyone is finished everyone discusses what they guessed for each player and the owning player confirms which picture they had. Players get points for guesses they get right and also for every correct vote for their own creation. 

Can you find the picture depicted in the grid above?

This discussion of the guesses is both amusing and insightful. From the high five moment when everyone guesses correctly to the befuddled look on everyone’s faces when no one does, to the quiet joy that at least ONE other player understood your vision. This is complemented by the  ahas of understanding or groans of incredulity at the reveal. Given how crude the tools are, the game provides some pretty fascinating insight into how other players think. In several of my games there has been a player or two who were on a completely different wavelength in terms of how they represented their picture. Unlike a game of pictionary where raw talent can unbalance the teams a bit, there is no talent basis for any of these besides maybe an understanding of abstract art. The game is also inherently funny without asking players to be funny on command, as the task and the tools themselves are silly.

Pictures is a game that revels in being preposterous in what it’s asking the players to do. It definitely came out at the wrong time, and has a VERY generic name, but it’s well worth looking into. As a bonus it makes for a fun spectator sport as anyone not in the game can sort of play along and guess based on the art on the table. I am currently looking into the expansions that bring even more ridiculous tools for representing the pictures. Can you capture a picture with some clothespins and pieces of felt? 

Help! I’m Addicted to Trick-takers

Hello my name is Jeremy and I am addicted to Trick-taking games.

“What the heck is a trick taking game?” you might say. Chances are you have already played one. Although which game may depend on where you grew up. Popular games in the U.S. are Spades, Hearts, Pitch, Pinochle, and Euchre. Essentially a trick taking game is any card game where all players play one card each “trick” and the highest or best card wins. Players must usually follow the color of the first card played limiting what they can play from their hand unless they are out of that color. The winner then  “takes”  the cards and leads the next round, hence “trick taker.” Oddly enough I did not play many of these games growing up but came to be fascinated by them much more recently.

The Crew: Quest for Planet Nine offers a excellent way to learn trick taking in a cooperative setting

The fascination started simply enough. The Crew: The Quest for Planet Nine was a game of year winning co-op trick taking game that I got into with my regular game group. In the game players draft what cards they are going to try to take throughout the hand and then cooperate with limited communication to accomplish these goals. So for example maybe I want to take the blue 5 and someone else wants to take the yellow 7. Each of us has to figure out how to get those cards into the right trick, and if anyone ever fails a mission the round is immediately over and players have lost. The cooperative nature of the game reinforced the fundamentals of trick taking as you are trying to coordinate with the other players to accomplish things you usually attempt alone in competitive trick takers. Things like: Becoming void on certain suits (e.g. none of a certain color in your hand so you don’t have to follow what was lead), tempo control when to take or pass the lead. We quickly devoured the 50 different scenarios in that game and then moved on to its sequel The Crew Mission Deep Sea that introduced more complex goals for each hand and endless variety compared to the simple goals in the first game. And so I got a bit of class in a genre of games I did not grow up playing.

Cat in the Box turns trick taking on its head with suit less cards

Sometime later a favorite podcast talked about an odd trick taking game from Japan, Cat in the Box where, similar to the Schrödinger experiment cards have numbers but can be any suit as long as that number and suit combination haven’t been “observed” so far this hand. The game made its way over to the US for English release, and I began to explore what other strange examples of the genre were out there. The dangerous answer is… there are hundreds; and new ones each year. I found some like-minded souls who were eager to explore these games and we’ve been digging through them and assessing our findings for a little over a year and a half. There are 13 games in the queue and more on the way as the releases show no signs of slowing down.

To be fair, there are worse habits, but this one can be a bit expensive. I turned a bit green when I realized these unassuming little card games had made up one third of my board game budget last year, sometimes costing 30-40 dollars for a simple card game. The cost to component ratio, especially with smaller import games is certainly a bit out of whack. But I couldn’t be happier to be exploring a few of these each month and I wanted to try to summarize the appeal and maybe one of my recent favorites to illustrate why this part of the hobby is flourishing.

The best place to start is that common language that The Crew taught me. All trick taking games are a variation on a central set of mechanisms, and core strategies tied to those mechanisms. Each time the Tricky Biscuits™ and I sit down there’s a set of questions that tune folks into the game. Is it a Must-Follow game e.g. when do you have to follow with the same suit. How many suits are there and what is the make-up of the deck. Is there a trump suit that beats other cards, and how and when can you play it? And finally the most important question: How do you score points?

From this description the games might sound like they would get kind of samey. In a way that’s the appeal, and in other ways it’s amazing how inventive things can get within such a consistent genre. On the “samey” side, the advantage is that you are not reinventing the wheel each time you play a new game. How to play well is a different story, but after one hand of cards in any of these games you are well on your way to at least some level of competence. They are also often short, most are over in 30-45 minutes, so even if you have some rotten luck or bad early hands while getting the rules sorted out you’re not in for a multi-hour affair. And unlike its bigger board game cousin’s the game is usually easy to learn right from 2-4 pages of rules, vs the 20-30 page manuals some modern games demand. Samey is a virtue in this regard, in the same way pizza is still the greatest meal when it’s what you crave. Simple but pure.

But the inventiveness of each game is really impressive as well. Here are a few of the more wild elevator pitches of recent games: Trick taking with a mini mancala system to determine the strength of the suits. Trick taking to play an area control game on a central map. Trick taking with train companies and stock values determined by the different tricks. Trick taking where you can’t see your hand of cards other than knowing the suits printed on the card backs and that they are arranged in order. Trick taking where everyone must play different suited “heroes” to defeat an evil villain. Asymetric trick taking where everyone has a different goal each hand and special powers to accomplish this goal.

These are some of the more outlandish pitches, but given the small number of rules in any trick taking game even the slightest rules change from the well known patterns makes a big difference. What if second place won the trick? What if there were no suits and each card was just another digit in an increasing number? What if you could change the numbers on your cards like a digital clock by adding segments to turn that 5 into a 6?

Given how much of my last gaming year and foreseeable gaming future is contained in these types of games, I’ll be writing about them a lot in the coming months in addition to regular blogs about other games. For now I will just cover my most recent favorite: Schadenfreude.

Schadenfreude is a game that true to it’s name is about enjoying others misfortune. It is a deck made up of four suits, with no trump suit. Cards range from -3(!) to 9 with a wild 0 and 10 that will match any suit that was led. So far, so standard, other than those odd negative numbers. There’s a central score board and one rule above all others. Second place wins. This means both second place in individual tricks and overall in the game. The scoreboard goes to 40, and the moment someone goes over 40, whoever is closest to 40 wins. What this means in practice is that you laugh as you stick a friend with enough points to launch over 40 and try not to be launched over the threshold as well!. When you win a trick, you take the card that you won it with as well as any off-suit cards and they go in front of you as your score pile. At the end of the round you score the face value of all the cards in your score pile.

So you want to score points, right? Points are how you win, after all, you won’t be anywhere near 40 if you don’t score any points. The answer is, it depends. You really want to score points until you really don’t. There is a bit of a release valve built into the design in that if you ever take a card with a number that you already have in your score pile both cards are discarded. This can be both really funny when you slip an 8 into a trick knowing that it will blow up the 8 your friend just took last turn, but it also means you can Houdini yourself out of some points that you really don’t want to take by carefully playing your cards into a cancel.

Schadenfreude is a raucous good time filled with laughter and groans in equal measure. It’s a game that almost anyone can play but has some depth hidden underneath the chaos. Unfortunately it is one of those imports I mentioned earlier and is not widely available in the US. There are some import shops that have it in stock as of my writing this and there’s also the option to import it directly from Japan but the sticker shock and hoops to jump through make it less accessible than I’d like. I promise to also cover some more widely available titles, and as this genre gains more popularity many of these coveted import games eventually make their way over through US publishers big and small. There is also usually a way to play any of the games I cover in these articles using a standard deck of cards or two, with a little bit of elbow grease and a permanent marker.