If there is one thing that I have found as I’ve started exploring the Mysticana system, it’s that Button Shy is making a real effort to make sure there’s some variety.
Mysticana is a game system with a base 18-card deck with three suits that have a rock-paper-scissors dynamic. The hook is adding small expansions (usually six more cards) to make a distinct game.
At some point, when I’ve played enough of the games, I’ve promised myself to give Mysticana as a concept a good write up.
(Transparency time: I wasn’t part of Cave of Djinns play test group but I was part of the group to look over the rules copy editor style. I didn’t contribute much, to be honest)
Cave of Djinns is a solitaire game with a real puzzle feel. And if you want to argue all solitaire games are really puzzles, well, Cave of Djinns is extra puzzley.
You add six double-sided Djinn cards to the game. Each one has an element/suit, a riddle and a reward along with a strange name and an eldritch illustration. You’ll shuffle them up and place them in a pyramid with space to play a card on all four sides of each Djinn.
Riddles are actually the conditions needed to capture the Djinn. They can be all low cards, all even cards, sequences with numbers and so on. Rewards are bonus actions that you may use if you capture a Djinn. Rewards include moving, removing or switching cards.
Shuffle the base deck up. Each turn, you draw and place two cards. And keep in mind that some of the spaces count for more than one Djinn. You capture a Djinn if you surround it on all four sides and the cards match of its rules. If at least one of the four cards is the suit/element the Djinn is weak to, you flip it over and cover the Djinn. If no card has the stronger suit, you use the top card of the deck. Which is actually a big deal because you only have eighteen cards to work with.
After you capture a Djinn, you get to use its reward to rearrange the tableu. And if you potentially capture more than one, you have to choose the order you resolve them since the tableu might change enough that the second (or more) capture doesn’t take place.
Depending on the difficulty level, you win when you capture four, five or all six Djinn.
Cave of Djinns isn’t what I would have thought would be to my taste in games but I actually quite enjoyed it. A large part of that is because it just makes sense. Gameplay is very intuitive. You understand what you are trying to do.
At the same time, because many of the same spaces will have different requirements for different Djinn, the game doesn’t play itself. You are going to have to priorize and actively use the Djinn rewards to try and win. And the small size of the Mysticana deck is going mean the game is going to be tight.
Cave of the Djinn, if memory serves me correctly, was one of the earliest Mysticana games . (I know, the system is less than a year old) And I think it was a good choice to introduce people to the system. It’s easy to learn, has a good scaling of difficulty and shows off the potential versatility of the decks. And it’s a banger. I want to just keep playing it one more time.