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Tickle

True, this doesn't seem like the sort of thing I normally agree to play and write about. But my all-time favorite novel prominently features fairies, so I have a soft spot.

Every so often we encounter a game with objectives that feel totally disconnected from its play. Finicky victory checks, unexpected scoring criteria, weird tiebreakers — more an exercise in deciphering a designer’s intentions than sitting down to compete against some friends.

Glenn Cotter’s Fickle is the polar opposite. Your goals are always crystal clear. More than that, everybody else’s goals are clear, too. The trick is keeping your cards in place long enough to attain them. Talk about appropriate titles!

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