30th August 2022 It's a Tuesday evening and we're with the Woking Board Gaming Club at The Sovereigns to play trick-taking card Scout. Step right up, step right up friends. Prepared to be entertained and thrilled by the most death-defying, deck-dealing, trick-taking card game you ever set eyes on. What's in a game?
The quality of the cards in scout are average which is to say that they are what you'd expect of a modern game. The tokens feel sturdy and well made. While each card contain smudges of a pair attractive bright colours there's little artwork in Scout, what there is, is either monochrome illustration or stylised and slightly cartoony. It fits the loose circus theme well enough though. Only numbers are utilised in Scout, no iconography related to game play appears which means the game is easily understood. How's it play? Setup
On to play Scout is played over a number of rounds equal to the player count, i.e., if there are 4 players, there will be 4 rounds. Each round will consist of numerous hands of card being played, players will take turns trying to empty their own hands while also accumulating cards and dollars into their own playing area. The game uses a traditional turn structure with the active player acting and play progressing to the player on their left. Broadly speaking, the active player can choose 1 of 2 actions and a round consists of the following:
Endgame When a number of rounds equal to the player count had been finished, the game ends, the final round is scored and we go to final scoring. Points are tallied, highest score wins. Overall
Scout packs quite a lot of gameplay into quite a small package. At the heart of it, players are broadly speaking faced with 2 approaches towards a central conundrum: Should a player try and empty their hand or try and build up the size of the tricks in their hand instead? Both have advantages and drawbacks. A player emptying their hand is good because it minimises their losses if the round ends but playing small or single card tricks is a giving other players easy opportunities to score points by trumping them. There's also the fact that a player ending up with for example a single card in their hand can have trouble playing it. If someone else plays any 2 card trick, there's no way a single card can trump it. A player building up the cards and consequently the trick(s) in their hand can be hugely beneficial; playing a trick containing a large number of cards can end a round in that player's favour as not only do they not lose points for cards in card, they earn dollars for having their trick scouted. The big risk is that a round may end before playing the big trick, which could lose them a lot of points. There's also the possibility of working towards both, removing single cards or small tricks from a player's hand may create new tricks. All of this is of course contextual. The cards a player chooses to have in their hand will influence their decisions as well as the actions of their opponents. There's a higher level of play that comes from watching what others do and seeing if they are building up a trick or not - especially of they're scouting from small active tricks. Also quite often, when players also playing single card tricks, they're looking to combine cards into a bigger trick or looking to save a trick for later. The show & scout action is also very important, if an opponent has played a big, using it well can genuinely bring about a reversal of fortune. It means that players are always faced with meaningful decisions, playing and acquiring cards always has an impact. I've seen some criticism that there's a notable amount of luck in Scout - and there's some truth to that but truth be told; so do many games of this type, especially card games. Which is why playing multiple hands of cards over multiple rounds acts as a 'balancer'. There's also a quirk where the game is different according to player count. For starters; game length can dramatically change according to player count: Not only do more players mean there's more turns per round, there's also more rounds to go as well! That being said, Scout doesn't have a particularly long play time. A 5-player game takes in the region of an hour to play out. Hand size also varies quite with player count. In a 5-player game everyone starts with 9 cards, while in a 3-player game each player starts with 12 cards. It means that bigger tricks are more likely occur in games with a lower player count, something that players will want to take into account. Another minor quibble is that it's a little tricky to pick up some of the rules about trumping an active trick with a new trick of the same size. Minor grumbling aside though, I think Scout is an excellent trick taking card game that has a good amount of player interaction, gives players something to think about but can also provide some surprises. If trick taking card games are something you like, then Scout is a game that you should definitely try.
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