Thursday, June 11, 2015

Gaming with the Family: Haggis review

Over the course of Memorial Day weekend, quite a few board games were played with my family.  We're on a series of posts that takes a look at a few games played from the perspective of what worked / didn't work for enticing my family into the hobby. 

     
      Haggis


         2-3 players
         45 min to play
         ages 13+





How to Play

Haggis is a 2-3 player trick taking game that plays out in rounds (called tricks) until a certain score is reached (250 or 350 depending on preferred game length).  The deck consists of xxx cards made up of five suites, with cards ranging from 2 to 10. A Jack, Queen, and King are placed face up in front of each player and then fourteen cards are dealt to each players. The remaining are set aside as the Haggis. Prior to cards being played, players bet 0, 15, 30 points on whether or not they will be the first one to play all their cards during a round.

In addition to the betting, points are earned by winning tricks. Each odd numbered card has a value of 1 point and the Jack, Queen, and King have values of 2, 3, and 5 respectively . If you're the first to go out (or second in a three player game), you also get 5 points for every card remaining in players hands.

Each trick starts with a player playing a card combination (note: the Jack, Queen, and King may be used as wilds) of either a:
  • set - a single or group of cards of the same number
  • sequence - a set of three or more singles (or two or more larger sets) in numerical order and of the same suit
  • bomb - a  combination of cards that can be played to beat any combination except for a higher bomb

Subsequent plays must follow the same type of the first play, but of a higher combination. For example, if a pair of threes is played (making a set), another pair of two cards can be played as long as the number on the card is four or higher. The exception is a bomb. Bombs can be played on top of any set or sequence and can then only be beaten by a higher bomb. However, when you play a winning bomb, you then must select an opponent to receive all the cards played in the trick.

Play will continue until all other players pass and the player with the highest combinations wins the trick and takes the cards played (unless they won with a bomb). This player will then lead for the next round.

Thoughts

gameplay - B
components - B-

While I found this game to be enjoyable, it didn't seem to catch on with my dad as expected. He enjoys card games (especially those of the trick taking variety), but after a couple rounds this didn't interest him. He found the playing of combinations to be dull and gameplay to be boring.

For me, the game was an interesting combination of bidding and collecting tricks through card combinations. The wild cards add a fun and unique element to the game that changes your approach through each trick, especially when your opponent is playing combinations that leave you unable to play. You never feel like you're completely out of the game as each new round, the player with the lowest point total gets to lead first. This along with the betting, helps keep players in the game.

I also enjoyed the strategy of considering what cards to play or hold on to. Do you play that matching set now or hold on to them in hope that you'll get to play them as part of a sequence? Do you play a bomb to keep the lead, knowing it will give the trick to your opponent? You definitely want to get rid of your cards as quickly as possible, but sometimes you'll find it makes sense to hold back in order to setup playing multiples of a specific combination. Find it to be a good balance of risk and reward in a game that is mostly strategic in nature, but has a fun element of luck to it.





The quality of the cards are ok, but not great. Would like a thicker card stock, but they're also not the worst quality either. A Celtic theme is loosely applied through images which adds a nice feel to the game, but I do wish there was a greater difference in the colors as they tend to blur together.

Yay:
  • designed for 2 or 3 - sometimes it can be tough to find a good game with low player count
  • strategic decisions - choosing what cards to play when creates an enjoyable tension
  • well balanced - never feel like your too far behind

Meh:
  • suit colors - card colors are difficult to distinguish when first learning the game
  • cardstock - would have preferred a higher quality, although this isn't a huge issue


For me, the game was interesting enough to want to play more, but will likely have difficulty getting it to the table with the family. Will try to see if other similar games such as Clubs and/or Tichu go over better.

-NA


Family Meeples: 2/5






My Meeples: 4/5

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