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Gaming Blog

Color Flush - First Play!

21/8/2023

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21st August 2023

It's a Monday night and we're logged into Board Game Arena for some gaming goodness.

​Flip those cards! Steal 'em or give 'em away in Color Flush, a lightweight set-collecting card game.

Caveat: we've only ever played this game digitally.

What's in a game?
Cards: Color Flush consists of a deck of 50 cards. They are somewhat elongated and narrow compared to typical playing card proportions. All cards are double-sided and display one of several colours each side, generally they will be 2 different colours but the are cards that the same colour on both sides.

Well, that's it for components!

While there's no artwork to speak of on any of the cards, the colours used are generally bright and vibrant, they also display patterns for each colour which have no doubt been included to improve accessibility.

There are also no icons either. All the game's information is related through colours and the game is flush with those (SIC) (Sorry.).

Picture
My starting hand and the 'backs' of my opponents' hands.

How's it play?
Setup
Cards: Shuffle all the cards into a deck, there is no back or front, so no face-down or face-up cards.
Deal 7 cards to each player; each player should make sure NOT TO LOOK at the other side of their cards, they should only know the colours of the sides of the cards facing them.
The remaining cards become the draw pile.
First Player: Determine a starting player.

Onto to play
In Color Flush, the objective is to be the first player to have all the cards in their hand (facing them) with the same colour.
Color Flush follows a traditional turn order with the active player completing their turn before play progresses to the player on their left.

On their turn, the active player must perform the 3 actions below, however they can complete those actions in any order they see fit.
Flip: The active player flips one of the cards in their hand to the other side.
Give: Without flipping it, the active player must either give a card to another player or puts it on the draw pile.
Take: The active player must take a card, either from an opponent or from the draw pile and adds it to their hand without flipping it.
Other rules: There are some other rules that also apply.
  • Black cards: If a player gains a black card into their hand by any means, then they must immediately flip their entire hand!
  • White cards: If a player has any white cards in their hand, those cards are considered wild and can be of any colour,
  • Hand size: All players have hand sizes limited to between 4 and 10 cards. This cannot be altered. E.g., if a player has 4 cards in their hand, then a card cannot be taken from them because it would take their hand size down to 3.
End of turn: Once the active player has completed their 3 actions, play progresses to the player on their left.

Endgame
The moment any player has cards of only 1 colour in their hand, they immediately win the game.​

Picture
With 6 green and a white, we have a winner!

Overall
Color Flush is obviously a very abstract game with no attempt to attach a theme to the set-collecting mechanics.
I'm fine with this but I know some people will bounce off this.

From the brevity of the write-up, it's easy to see that Color Flush is a very lightweight game which offers some straightforward if unpredictable mechanics. Players have 3 actions they must perform, the only variation is in the order in which they do so.

This is a game that mixes memory gameplay with a degree of luck: When collecting their set, players will need to remember both what cards they've given or had taken away as well as what on the other side of cards. Then use this information to try and complete a set as quickly as possible. It means paying attention to what other players are doing.
Of course players also have to deal with drawing cards they don't need and particularly, the occasional black card which will quite figuratively change everything!

I can't really fault Color Flush; it's an accessible game with a quick playtime but for my tastes it's a bit too light. Coupled with the randomness of frequently losing cards (Which may or may not be part of the set you're trying collect.) or having your entire hand switched made for a experience frustrating more than fun or satisfying.

Not one for me but perhaps a game that could be considered for younger players or as an entry level game or maybe a party game.
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Trio - First Play!

9/4/2023

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9th April 2023

​Sunday is here again and we're logged into Board Game Arena for some gaming fun.

'Triiiiooo, triiiio
I want a trio,
And I want now.
'


I'm showing my age here, but this is not a game about a chocolatey biscuit, instead it's a set collecting card game.
Furthermore, Trio is apparently a reskin of a game called Nana, which disappointingly, is not about collecting grannies.

Caveat: We have only ever played this game digitally.

What's in a game?
  • Cards: Trio uses​ a deck of 36 cards, numbered 1-12 three times.
    Along the bottom of each card will be 1 or more numbers that relate to the numbers on other cards which when added/subtracted mathematically reach 7.
    E.g.; the 1 and 6 cards are related because 1+6=7.
    ​Additionally; 4 and 11 are also related because 11-4=7 and so on.
    A 2 will be related to a 5 and a 9. 5+2=7 and also 9-2=7
    These sets of 2 related numbers are known as 'spicy' sets!


That's it for components.

Trio features cards decorated with quirky little monochrome illustrations with what appears to be a Mexican day of the dead theme? These illustrations are set against colourful backgrounds which are associated with each of the 12 differently valued cards.
I'm not sure how the them ties with the game but the cards definitely look colourful, dynamic and eye catching.

Cards are numbered 1-12, there's no other iconography. This is all very easily understood.


How's it play?
Setup
  • Cards: Shuffle the cards into a face-down deck.
  • Players: Dependant on player count deal 5-9 cards face-down to each player.
    All players should sort their cards into numerical order.
  • Central playing area: All the remaining cards (Which will be 6-9 cards.) should be dealt face-down into a central playing area.
    This means all cards will have been dealt either to players or the central area.
  • First player: Determine a starting player.

On to play
There are three ways (A trio!) (SIC) to win Trio. Each involves revealing cards to collect sets of identical values.

Trio follows the typical turn order with the active player taking their turn before play progress to the player on their left.
During their turn, the active player may reveal up to 3 cards by performing the following actions.
  • 1st action: The Active player may choose 1 of the following 2 actions to perform which will result in revealing a card..
    • Reveal highest or lowest: The active play may ask any single player to reveal their single highest or lowest value card, the active player may also choose themselves to reveal a card.
      Any revealed card should be played face-up into the playing area.
    • Reveal from central area: The active player may flip a single card face-up from the cards in the central area.
  • 2nd action: The active player now again chooses 1 of the same 2 actions above to perform, which will result in revealing a 2nd card
    • No match: The the 2nd card to be revealed does not have the same value as the 1st revealed card, then the active player's turn is over.
      Any card revealed by a player is returned to their hand.
      Any card that was revealed from the central area is flipped face-down again.
    • A match: If the 2nd card revealed matches the 1st card revealed, then the active player gets to take a 3rd action!
  • 3rd action: The active player now gets a 3rd action and once again, must choose from the 2 actions described above.
    • No match: If the 3rd card revealed does not match the 1st and 2nd cards, then the active player's turn is over.
      Any cards revealed by a player is returned to their hand.
      Any cards that was revealed from the central area is flipped face-down again.
    • A match: If the 3rd card revealed matches the 1st and 2nd cards, then the active player has revealed all 3 cards of the same number! They collect all 3 cards and place them into their personal playing area.
  • ​Next player: Regardless of whether the active player failed to match 3 revealed cards or managed to collect a set, play then progresses to the player on their left who now becomes the active player.

Endgame
​There are 3 ways a player may Trio.
  • 3 sets of 3: If a player collects 3 sets of 3 cards they immediately win.
  • Spicy set: If any player collects a spicy set, then they immediately win.
  • Collect the 7s: If a player collects the 3 7 cards, they immediately win!
    Interestingly, the 7 value cards are the only cards not in a spicy set.

Overall
​Trio's has a fairly abstract theme but to be fair I don't it detracts from what is a fairly accessible game.

In fact, Trio is such a straightforward game that almost has nothing to write about. It mixes simple deduction and memory mechanics.

Players will want to remember what cards are revealed and where they are revealed from, allowing them to create sets of 3.
Players can also glean information from what their opponents reveal, either from their own questions of those of others. E.g., if someone is asked to reveal their highest card and it's an 8, then it's obvious they wont have cards of higher values. This is useful when deciding which sets to try and work towards.

There's also something mechanically interesting going on with the game's probabilities.
Generally, players should look to collect sets of either the highest or lowest value sets - simply by virtue of being able to only reveal the highest and lowest value cards of opponents.
This is why collecting the 7's insta-wins the game, because the 7's will likely be in the middle of players' hands and will be harder to collect
This becomes even more likely in games with lower player counts as each player will have bigger hand sizes. Conversely the distribution of cards will be less even in games with a higher player count, making it a little more unpredictable.

Talking of player count, we played with 3 players and I felt it was a little underwhelming. Trio can play with up to 6, I think the game improves with more players and the greater unpredictability adds to the experience.
We also played online which I feel detracts from a game like this which benefits from interaction between players.

Trio is obviously a lightweight game and will have crossover appeal to families and more casual gamers, it's set collecting, memory-based gameplay is something most people will be familiar with to some degree or other. I that's something that might appeal, them Trio is worth a look.

I would say it might be a bit too simple for seasoned games but truthfully, I think can serve as a filler game or an ender for the night.
It's something I would like to try with the physical version at a higher player count.
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  • Home
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    • Return of The Indiana Jones Charity Globe Trot
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