A couple weeks ago I had the pleasure of attending somewhat of a mini convention centered entirely around trick taking games, T9. I enjoy conventions of all sizes but there is something nice about sharing a space with about 40 people that are all into playing small, easy to learn card games.
And the library provided hundreds upon hundreds to play. Some of the newest imports from the Tokyo Game Market. And some of the worst IP-based card games you can imagine (I’m looking at you, 90210 The Card Game). But today we are going to go over my Top 10 games I got to play there.
But first, two honorable mentions. One is Maze Makers. A game where you start with a partially built maze and add walls and treasures to other players’ maps. Once every player has a chance to add to everyone else’s maze, you’ll cover it with a larger sheet of paper with a tiny hole in it and they have one minute to try to find as many treasures as they can. It’s a wild time, but not even trick-taking adjacent so I had to kind of leave it off the list.
The other honorable mention is Military Whist. Whist is the most basic trick taking game you can imagine. But this version had teams of 4 representing a country and sending 2 players each round to another country to see who could capture the flag for that round. Essentially, it was a 28-player game, and it was an experience that really only can happen at a place like T9. Portugal came up a little short this year but there is always next time.
So finally, the list.
Have you ever wanted your trick taking game to have hidden roles? Players bid on a number of dollars they think they will collect, which are cards played into tricks during the round. The player who bids the most becomes the Prime Minister and gets to hand out secret roles to other players, choosing a teammate essentially. But everyone else at the table isn’t sure who is on the prime minister’s team.
In Double Side Play you’ll get a hand of 12 cards numbered 1-12. But each card has two
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