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Crazier Eights: Camelot - Gen Con 2016 Pre-Sale Review

Two-Gun Pixie Presents:

LEGENDARY

GAMING

013 – Le Huits

d’Arthur

As the mists of Avalon part the very forest life itself seems to awaken from a long, peaceful slumber. The serene image is shattered by the heavy hooves of a large, black furred warhorse with a fiery mane. The forest creatures themselves part before the dark-robbed rider. Past the ancient circle of standing stones the horse gallops. At the bottom of dew-soaked hill, near a deep bog the horse stops. The rider dismounts and glides over the moist ground to the edge of a massive, antediluvian oak tree and passes bodily onto it, like a ghost through a solid wall.

Inside the tree the rider enters into an extradimensional space, the home of her rival. She removes her hood and robe as a wizened old man seems to step out of the fireplace itself. He strokes his long white beard welcoming Morgan le Fey.

Her crimson curls dance as she whips her head around to look the old man in the eyes. She insists that these silly games come to an end. Merlin waves his hand and a small round table appears between them with two chairs facing each other. He disagrees and tells her that every game resonates throughout the universe and any game can tug on the strings of fate. She laughs at him as one does when humoring the naïve. She blows him a kiss and a deck of cards appears in her hand.

The two sit and begin their game, each thinking the other the naïve one.

Crazier Eights: Camelot

This installment of Two-Gun Pixie Presents: Legendary Gaming is part of our special 2GP GEN CON 2016 Board Game Review series! THIS GAME IS A PRE-SALE ON KICKSTARTER THE REVIEW IS BASED ON A HIGH-END PROTOTYPE

Designer: James W. Grey Publisher: Recoculous Publication Date: 2016 Suggested Player Age: 10+ Number of Players: 2 - 6 (Vs or Team play) Average Play Time: 30 minutes Game Mechanics: Card shedding, Hand management Category: Card game, Fantasy Shipping Weight: 7 ounces

The Box

For the review copy we received a non-final version of the box. It is about the size of a double-thick deck of ordinary playing cards. The art which adorns the box is beautiful and intriguing. The final version of the box should be sturdier than the review copy as I'm sure Recoculous is aware how often many gamers will want to travel with this game but for my review purposes the box received is fine.

The Components

1 Rulebook (A nicely folded two-sided pamphlet actually)

1 Two-sided Rules Summery Card (These are always appreciated) 59 Playing Cards That's it. Nice.

Easy to travel with and put away.

All the cards I was supplied with for this review are surprisingly high quality for a non-final version for the product. I was very pleased with them. After several games they have yet to start bending or etting dog-eared.

I can't wait to see the final version.

Set Up Shuffle the deck and place it facedown in the center of the play area. This is the Draw Deck. All players now draw seven cards from the Draw Deck. Place the top card from the Draw Deck facedown next to the Draw Deck. This is the Discard Pile. Randomly decide who will be the first player. Aaaaaaaaannnnnnddd... that's it. You're ready to play. Fast. ;-)

Game Play

Starting clockwise from the randomly chosen first player each player draws a card from the top of the Draw Deck. After drawing a card that player may discard and/or play a card from their hand.

Discarding a card from your hand may only be done if the card you are discarding matches same color OR rank of the card currently sitting on the top of the Discard Pile (the cards are ranked like a standard deck of plain cards). As the name of the game implies, "8s" are wild and can always be discarded face up to the top of the Discard Pile (unless the effect of a card in play states otherwise, of course). When a player does this they must name a color associated with the cards in the deck. The next card into the Discard Pile must match that color or be another 8.

A card may be played from your hand to gain the effects of the Event or Asset associated with the card as read from the text located near the bottom of the card. Events cards are played and the effect written on the bottom of the card is read out loud and the effect takes place. The Event is discarded face up to the BOTTOM of the Discard Pile. Asset cards are played from your hand directly out in front of you face up. These are your Cards In Play. The player in control of an Asset gains the benefits of that card. Some cards destroy opponents' Assets others steal them. Guard your Assets well in this game.

When someone has 0 (zero) cards in their hand they win the game. A player might also win the game by meeting requirements listed on the Assets they control.

Final Thoughts

James Grey has taken a basic, well-known family game and re-invented it for the next generation. The game plays as simple and easily as the original family classic it's building upon. The theme of Arthurian legend is a pleasant addition. I think where this game really comes to life is in the effects of playing Event and Asset cards. Not only can they shake up the game but because they can be destroyed or stolen another level of strategy emerges to help you win the game.

It's my observation that a mechanic the game skirts around without actually being or becoming is a Take-That game. I say that in respect to the Asset and Events cards. Their effects definitely feel reminiscent of a Take-That system without actually being one.

The Card designs and art are great, each looks like a museum painting or an image ripped straight from a medieval tapestry. Not only are the cards beautiful to look at but as far as reading the symbols and game play goes they are incredibly easy to understand. I find the effect text on the cards easy to read. My only problem is with the color codes to each suit in the deck as some colors almost seem washed causing them to become a bit difficult to distinguish from each other. Luckily the symbols associated exclusively with each suit are plain to see. Overall this is a great family game. I honstly feel that anyone who enjoys playing the original playing card game of Crazy Eights will find this update to the classic family card game even more enjoyable. The added strategy of the Event and Asset cards lift this game above it's original - which, honestly, doesn't really have any. If you are a fan of Arthurian legends this is also a great game for you, hell, for the art alone. Hey, if you actually get this game just for the art you'll still end up being glad you own it... but come on, you'll eventually play it. Then you'll be teaching it to friends. Even more experienced and hard core tabletop gamers should enjoy this well-themed update to Crazy Eights as it makes a fun filler game to play while waiting for those few players to show up for game night. Yeah, you know... we all have them. It's cheap, small, fun, and easy to travel with.

TWO-GUN PIXIE RATING

0 Pixies = I Want My Money Back

1 Pixie = Not Planning To Play Again

2 Pixies = Might Play Again

3 Pixies = Will Play Again

4 Pixies = Common Game Day Request

5 Pixies = Can’t Get It Off The Table!

Crazier Eights: Camelot

3 PIXIES

WAIT A MINUTE NERDS!!!

THERE'S MORE!!!

Bonus Material Part of the Kickstarter campaign features two expansions decks for Crazier Eights: Camelot. Valley of the Nile Expansion adds some fairly powerful cards all with beautiful images inspired directly from the ancient Egyptian culture and myths. Eternity Expansion brings cards of cosmic power to the game; galaxies, stars, even the Universe itself. Again, the images are stunning! Both of these expansions bring basically more of the same to the game and that is a great thing. I want to see more Events and Assets! Many of the expansion cards are dual-cards where you decide which color/symbol/effect the card has. More than several also boast multi-colored cards, such as the Universe card which is considered ALL colors/symbols. These bonus expansion cards are so good I wish each was its own complete set/game.

I think they are a must have.

The only small problem I have with owning these cool expansion cards is that they don't fir in the base box even after removing the folded rules pamphlet. Being a beta version of the game I am sure that the final version will allow room for expansion cards or they will come in their own boxes.

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