Showing posts with label Tussie-Mussie. Show all posts
Showing posts with label Tussie-Mussie. Show all posts

Monday, September 9, 2019

My September RinCon time

Saturday was the last RinCon fundraiser. I’d missed the ones in July and August so I wanted to make sure that I got this one in. I was there for four, five hours and every game I played was new to me.

I started off with Wingspan, which I’ve been wanting to try because I quite like Tussie Mussie. And the promise of Elizabeth Hargrave’s earlier design did not disappoint. Wingspan is the better game of her so-far two and there’s a lot more game. You build up a tableau of birds but you get fewer actions every round,

While Wingspan wasn’t billed to me as an engine builder, that’s what it really made me think of. There are enough random elements, particularly the bird food dice tower, that made me wonder if the random elements could be too swingy but I really enjoyed the game. I definitely want to play it again.

The heaviest game I played was Heaven & Ale, which is a game about Medieval beer brewing. It was almost insistently counter-intuitive. You don’t build up points but various supplies that get crunched into a simple formula to create points at the end of the game. It was a very interesting process but I’m not sure if the game was fun or if trying to parse the system was fun. Heaven & Ale is a game where I know it’s clever but clever can fool you into thinking clever is good.

The last and simplest game I learned was Reef, which has absolutely nothing to do Reef Encounter. It is really an abstract themed around building a coral reef with chunky, stackable pieces. You either draw a card or play a cards. Cards let you place two of those chunky pieces and score points if you match a pattern on the card. It was jolly good fun and I can see it as a game my family would enjoy.

Sometimes, I end up playing lots of little games. This was more playing a few middle-sized games and it worked out well.

Wednesday, December 12, 2018

Further thoughts on Tussie-Mussie

I’ve already posted a review of Tussie-Mussie on boardgamegeek, particularly since it didn’t have one. However, I’ve found myself continuing to play the game as a solitaire, even though I think that’s probably where the game is weakest.

My first impression of Tussie-Mussie was that it was a set collection game with bog standard mechanics and a pleasing theme and very clean graphic design. My further plays have only reinforced this impression.

And stating that the theme and layout are the strongest part of the game isn’t a jab at Tussie-Mussie. They are the difference between making the game a bland experience and an enjoyable one.

Frankly, I think that Tussie-Mussie is an ideal casual game. Very easy to teach and short to play with some things to think about. Luck definitely can be a deciding factor but that’s not a game killer for a short, casual game. 

These days, there are a lot of really solid casual games. I do hope Tussie-Mussie gets published but I don’t know if it will stand out. I do wonder how it would have done if it come out ten years ago.

Tussie-Mussie is one of the rare games that I seriously thinking of going the extra step of getting printed in color, going beyond our black and white home printer. Because that’s what will make non-gamers interested (we are talking pictures of flowers and ribbons, after all) and I think one play will make them want more plays.

Tuesday, December 4, 2018

Initial impressions of Tussie-Mussie

Tussie-Mussie was one of the co-winners of the 2018 Gen Can’t design contest, which was co-judged by Button Shy. Gen Can’t + 18 card design PnP + Button Shy = I was bound to check Tussie-Mussie out.

Tussie Mussie is a real term, as I eventually found out. It means a small bouquet where the combination of flowers and herbs create a special meaning.  The concept is about six hundred years old but apparently became really big in Victorian England.

Every card in the game is a different flower. Mechanically, every card has three points of interest: a color, zero to two hearts and a special power. 

The special powers are where the real interest of the game comes from. Every card some something different, usually gaining points. Certain cards definitely have synergy. For instance, some cards give you a point for every card of a specific color.

Game play is very simple, a variation of I-Cut-You-Choose. The active player draws two cards and chooses one to be have down. The next player gets to choose one of the two cards and the active player gets the other. When everyone has four cards, you figure out the points based on the special powers and number of hearts. Three rounds and whoever has the most points wins.

I have to seriously praise the graphic design of Tussie-Mussie. The images on the cards look like they were taken right out of a Victorian era floral book (and maybe they were) Each color is represented by a distinct ribbon image on the side, which is great for someone like me who is color-blind and has a black-and-white printer beside. And the hearts and special powers are very clear.

I’ve only tried the solitaire mode, which is clearly the weakest way to play. In effect, the dummy player offers me the choice of a known or unknown card. Even with limited control, it has been fairly easy to beat the Demi prayer, particularly over three rounds.

I suspect that, while better with more players, the game is still going to be very light and very random. This isn’t a game killer, since even three rounds with play probably will take just ten minutes. Honestly, the strongest thing Tussie-Mussie has going for it is theme and graphic design.

Which might sound like I’m damning the game with faint praise but I’m not. There are a lot of options for light, short pleasant games, even if I’m just sticking to PnP games. And bad graphic design can be a serious game killer.

I’m not going to play Tussie-Mussie with serious gamers on a game night. It’s a game I’d play at restaurants or coffee shops or after supper and it’s a game I’d play with casual gamers or even non-gamers. And the pleasant and pretty theme/artwork and the easy to understand graphic design makes the difference between a game I’d never play and one that is seriously think about packing in my bag.

Tussie-Mussie is fluff but it is fluff done well.