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!