5th April 2022 It's a Tuesday and we're at The Sovereigns with the Woking Gaming Club for some gaming goodness. 'I enjoyed Muffin the Mule.' 'You can get locked up for that.' No wait, this isn't about Muffin the Mule, its about Muffin Time. 'I enjoyed Muffin Time.' Not sure that sounds better? (Apologies for the old Goodies joke.) Muffin Time is a light, off-beat party game that's easy to pick up and player with supposedly 20 minute play time. What's in a game?
The game utilises comedic and cartoony black-line illustrations with a dash of bright colour for the borders and card titles that suitability fits the game's style. There's no iconography in Muffin Time to speak of and the game's filled with unusual or unique cards and rules exceptions. Consequently, all cards contain specific text on how they function. How's it play? Setup
On to play The objective in Muffin Time is for a player to acquire exactly 10 cards at the start of their turn. The game uses a typical turn order, at least it does at the start with the active player acting and play progressing to the left. There are 2 phases to each turn.
Endgame Play continues until any player has acquired exactly 10 cards in hand, upon which they must immediately shout 'It's Muffin Time!' If, when that player becomes the active player they still have exactly 10 cards, then they win the game! Overall
Despite being a rules-light game, there's a couple of interesting elements at play in Muffin Time. Firstly and most obviously, are the trap cards: They require players to pay attention to the behaviour of their opponents in order to trigger traps. However, there's also a higher level of play at work, where participants can try to induce other players into falling into their traps, such as my aforementioned attempts to get the other players to yawn. It add an unusual and interesting facet of playing the player and not the game to the mix. Secondly, is the action economy: Play a card or draw a card, it's a simple rule but it has an interesting effect. Essentially, playing a card gains the player whatever benefit that card gives them but it also loses them that card from their hand, thus making their goal 1 step further away. Does the benefit of playing it outweigh the cost? The answer will always be contextual, especially since some cards do stuff that's just funny and players will end up playing them just for the sake of playing them. The same quandary is actually also true of counter cards. The core gameplay is highly situational, it requires players to adapt to unpredictable turns of play and exploit events as they occur with the cards they have in hand. This is not a game of planning ahead too much. It's also bit of a silly game with some silly card actions such as 'Last player to stand up discards 2 cards.' There are also cards that may change the win condition, turn order etc. If this sort of thing is an anathema to you, Muffin Time is probably one to skip. Otherwise there's not too much to add about Muffin Time really. it's an easy to learn, pick and play party card game that can be a lot of fun if you don't take it too seriously and allegedly has a 20 minute play time and can be a good filler or finishing game. I say allegedly 20 minutes because circumstances and certain card plays can dictate otherwise - games can go on considerable longer, is that good or bad? Muffin Time can be very enjoyable but it can also outstay its welcome. So, YMMV. Don't let that put you off though. I feel that Muffin Time is good party game when played with the right mindset and is worth trying.
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