Skip to main content

Our Latest Article..

The Binding of Isaac: Four Souls - Card Game Review

The Binding of Isaac is a hugely successful videogame, and thanks to two extremely lucrative crowdfunding efforts that netted around $8 million, you could argue that its a highly successful card game as well. The videogame fits almost too perfectly into begin turned into cardboard, with its roguelike genetics being suited to the randomness of dungeon crawler, variable bonuses and and player powers sitting well within the tabletop realm. There's around eighty thousand people who have some kind of variation of the tabletop game. So surely its extremely good because well funded games are always amazing, aren't they.  I'm approaching this as someone who is away from the hype canoe sailing down the river rapids of marketing and excitement and so this is probably going to be dull in comparison. I'm also someone who is a fan of the game, and has spent many an hour running around randomly generated dungeons of blood and filth.  For those unfamiliar with the videogame, you play

Ten - The Card Game - Alderac Entertainment Group - Flatout Games





Ten has a lot of promise from the outset. It's based on one of the gamblers core staples, the tense delicious and often painful game of 21 or Blackjack. Except the difference here is that you are not only trying not to bust over the that gateway number of Ten but you are also using the cards you gain to create runs in four different colours. Once the main deck is exhausted then points are tallied based on the runs achieved and the winner can be decided. 

There's three types of cards in the deck, the normal value cards have a number and colour that you are trying to get runs with. The currency cards will award you with the associated amount of currency that can be used to purchase cards from the market. Wildcards will allow you to fill in spaces where you are missing all important numbers for your runs. When a Wildcard is drawn then play stops and an auction is held to decide who will win that card. Each player takes their turn to draw cards from deck and decide whether to continue drawing or stop and claim the played currency or number cards. Currency cards minus from the total, while the number cards add to it.  Those willing to push further might end up busting if they go over the value of Ten. Interestingly this happens if the total number of currency cards also goes over the value of ten as well which is something else to keep an eye on. 

If you decide to stop you can decide to take either the number cards and the option to purchase much wanted cards from the supply and every one else gets some more currency, or you can take all of the currency and the number cards head to the market. There they sit, waiting to be purchased at a later date. 

There's a little bit of complication here in terms of remembering the nuances in the different rules, and while the back of the rule book has a round summary, it seems to miss out on some of the important points that then cause you to need to double check the rulebook until you are 100% sure of what you are doing. Like if you take the number cards, everyone else gets currency. But that's not mentioned on the back which seems like a strange oversight, even though it's a pretty important part that helps to balance up the risk reward. I really like the artwork, it's not only functional but extremely striking and stands out well on the table. Once you're a fair way into the game, the table will be covered with an abundance of colour and design which I really enjoyed seeing. 

Ten needs that risk/reward mechanic in order for it to work. there needs to be the feeling that you are pushing just that little bit forward in order to get the card you need to complete the set. So you need those fly-by-the-seat-of-their-pants players to make it work and raise the excitement in the game. It struggles with that, because once you get the card you really want, there's never really a reason to push further if you don't want to. If you manage to get a run of number cards and then tap out after three cards and if there's no currency that has been played, then the opponents don't get the intended kickback. As the game goes on the busted and unclaimed number cards end up in a sprawling market. The attraction to play on diminishes a little bit further because you can claim cards and then buy a choice card from the market to fill in the blanks on the runs you are creating. Yeah, you can only buy one at a time, and certain cards are scarce based on their values, but nothing is removed from play apart from the currency cards.

The auctions are good because it allows you to grab wild cards, but again as the game goes on, you might be keeping currency back to buy a card you know you can get without wasting money on trying to outbid someone else. You are limited to ten currency but as many bust tokens as you want, so sometimes you might just push and bust to give you the money for the market down the line. 
There's that need to push forward which never seems to manifest itself, because you're only really competing against yourself instead of a dealer or another player which is what makes Blackjack and Pontoon so moreish. It all ends up a little bit pedestrian and sterile, and even in the situation where you do get someone risking it all for the luck and glory, all of the real risk is on them. If they bust then the cards they were after end up on market anyhow, and yeah, it will take longer to buy them but you'll play a reasonable amount of rounds in even the lower player games so it's not completely out of the question. There isn't really a huge change in the game when you add in more players, as you never have an effect on the outcome of someone else's turn, unless you manage to convince them to try to take that one more card in the hope that they'll bust. 

So I can see how it can be fun I think, but it can last too long and too often we were happy we got to the end of the game instead of being happy that we played it. A shame really. I much preferred it's sibling Point Salad. Five out of Ten? 

You can find out more about Ten by visiting  https://www.alderac.com/ten/

Designers: Molly Johnson, Robert Melvin, Shawn Stankewich
Web: https://www.flatout.games/

Illustration: Shawn Stankewich

If you would like to support more written pieces on the blog then please consider backing us on Patreon. www.patreon.com/werenotwizards

This review is based on the final retail version of the game provided to us by the designer and publisher. We were not paid for this review. We give a general overview of the gameplay and so not all of the mechanical aspects of the game may be mentioned.

Comments

Related Podcasts

Popular posts from this blog

Parks Board Game Review | Keymaster Games | Base Game Review

Taking slow methodical steps, taking your time, closing your eyes and breathing in slowly, taking in the smell of nature and the scenery and managing the sensory overload crashing over you with a pine freshness. Do that. Stop and breathe. Take it all in. Be at peace. You might be inclined to use the word 'majesty', and you wouldn't be blamed for feeling a slight sense of being overwhelmed, as once again you're reminded of how stupidly small you are in relation to everything around you. That no amount of preparation would help you if the uncontrolled environment decided to focus it's gaze entirely on you, to put you back in the food chain. You might think to yourself you could survive, but the reality is that you'd die of thirst before you died of boredom, and so we sanitise our touches with the grander examples of nature, by sticking to the path, and coming within touching distance enough to go ooh and ahh, like we are watching fireworks. Always behind a

Wee Toons Board Game Review - Alderac Entertainment Group - (Tiny Towns Review)

Fir aw the times yi hope yi end up gieing the chance tae look at summin braw and special and summit that the high heid yins are aw spraffing aboot, thurs aways the chaunce yi sit there thinkin, am a gieing it laldy here coz I am gettin tae ploy it? Sometimes yir better waitin until aw cont hiz calmed doon, and yi dinnae feel like some wydo is sitting aun yir shouldoor, checkin yir watch fir ya, and tutting like a radge.  Tiny Toon fae Alderac wiz such a game. In the past yi couldnae move fir sumwan chattin aboot it, stickin it oan lists and Twitching all oer tha innernet. Like, it wiz so gid tha it even wun tha top prize at Origins. Tha probbly ment tha heid bummer, Mr McPherson wiz toap man fir five minits in his hoose, so he goat the remote fir the telly, and was given the extra crunchy bit off the fish supper oan friday.  Tiny Toons is aboot wid an bricks an glass and stoan, and yir aw like the heid man makin the calls, tellin fowk wit tae build wi an they aw need tae follow yir lea

Empire Plateau Board Game Kickstarter Preview

This is the pre-production version, so the art, rules and mechanics may be subject to change over the next couple of months. Therefore please treat this as a first thoughts piece, based on version of the game that we were provided with. We have not been paid for the preview. We also do not provide a full play by play explanation of the game, so not all mechanics may be mentioned in the preview. So what have I done? I really don't know. I have a rule about reviews that I keep to myself which is very simple. Any designer that contacts me and says 'Well, it's like chess but..' I normally respond with a quiet thank you and then a polite decline. I want people to sell me the game because of what it is, not because they claim to have improved a game that is so in it's own category some people wouldn't even necessarily put it down as a board game. No, making the horsey jump an extra space isn't going to cut it, and no I like the prawns the way they are I thank you