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Imposter Syndrome

The box art sold me on the game. I never judge a book by its cover. But a box by its lid? Always.

The Imposter Kings reminds me of a game I created as a kid. That probably sounds like a slam. Kids of six and a half aren’t known for making the deepest games.

But it isn’t that. It’s the way the game loops in on itself.

In my game, there were cards numbered one to ten. On your turn, you played a card on top of your dad’s card; on your dad’s turn, he played a card on top of yours. No matter who played, the card had to be higher than the one under it. If ever you couldn’t play a card, you lost and your opponent won. Halfway into our first play, I realized that high cards were infinitely better than low cards. So I made up a new rule on the fly. You could play a one on top of a ten, looping back around to the start of the sequence.

There’s more to The Imposter Kings. Lots more. The game’s designer, Sina Yeganeh, was too sharp to think that numbered cards would be interesting enough on their own. So this is one of those games with plenty of special abilities and triggers and the occasional reaction that plays out of sequence. At core, though, it’s a game about playing the right card so that your opponent can’t follow it up with something better, about knowing when to double down with a high card and when to loop back to the beginning. Exactly like my own game. Just, you know, interesting. I’ve played it more than once, for example.

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