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Charms (2014) Board Game

Charms is a card game released in 2014 by designer Taiki Shinzawa and publisher Kentaiki. It is a game designed for 3-4 players with a recommended age of 10 and up. The game features a mix of auction/bidding and trick-taking mechanics, making it a unique and engaging experience for players.

Game Components of Charms

  • Deck: Consists of two types of cards: suits and numbers.
  • Black and White Buttons: Used for tracking bids and won tricks.
  • Trump Card: Determined by flipping the top card of the deck until a suit is revealed.

    How To Setup Charms

    To set up Charms, shuffle the deck and deal 13 cards to each player. Ensure each player has at least three suit cards and three number cards; if not, redeal the hand. Flip the top card of the deck to reveal the trump suit for the round.

    Gameplay Mechanics and Game Objective

  • Bidding: Players bid on how many tricks they think they can win after examining their hand.
  • Initial Trick: Each player plays two cards – one suit and one number.
  • Subsequent Tricks: Players play one card per trick, following suit if possible.
  • Winning Tricks: The highest-value card of the trump suit wins the trick; if no trump cards are played, the highest-value card of the led suit wins.
  • Scoring: Points are awarded based on the difference between the bid and the actual number of tricks won. The goal is to score as few points as possible.
  • Game Duration: The game consists of four rounds, with the player having the lowest score at the end declared the winner.

    Player Experience

    Charms offers a dynamic and strategic gameplay experience. Players must balance their bids with the cards they have, and the game’s unique mechanic of separating suits and numbers adds a layer of complexity. The need to follow suit while choosing the right number card keeps players engaged and requires careful planning.

    Pros

  • Unique Mechanics: The separation of suits and numbers adds a fresh twist to traditional trick-taking games.
  • Strategic Depth: Players need to strategize their bids and card plays carefully.
  • High Replayability: The game’s randomness and the need for adaptability make each game different.

    Cons

  • Learning Curve: The game’s unique rules may take some time to get used to.
  • Complexity: Managing suits and numbers separately can be challenging for new players.

    Personal Thoughts on Charms

    Charms is ideal for fans of trick-taking games who are looking for a new challenge. It is particularly suited for players who enjoy strategic planning and adapting to changing game conditions. While it may not be the best fit for casual gamers due to its complexity, it offers a rich and engaging experience for those who enjoy deeper gameplay mechanics.

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