Big Guy
United States Cary North Carolina
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Review based on one play.
Gargon is a simple game of finesse where players try to accumulate scoring cards by outmaneuvering their opponents in rounds of laying out portions of their hands.
Basically, there are 6 different colors of cards, and for each color numbers ranging from 0 to 15. The 0 cards are actually score multipliers, so they are very useful in the score pile, as long as you have other cards of the same color. The cards numbered 1-15 score different values based on the number of pips displayed. The trick is that the lower numbered cards score better, but are also riskier to play, since it’s the higher numbers that win the contest to see which cards score.
Ok, more detail. 3-5 can play. Everyone gets a 10 card hand, and then the rest of the cards are laid out in two piles, but spread out so that the backs of the cards are visible. This is important, because the card backs are colored to match the front. So you see what colors are coming. And, naturally, you can see what color cards your opponents have.
So, what happens is the start player lays out up to three cards, face down. Then each other player can pass, drawing cards instead, or can lay out face down cards in a matching pattern. When matching, a player must play the same number of cards as the start player, and with the same pattern, but not necessarily of the same colors. For example, if I lead with two red and a yellow, you can follow with two green and a blue. The restriction is that you have to play two of one color and one of another.
Once everyone has played, cards are revealed. Then, where the colors match, the highest numbered card played “wins” and goes to that player’s score pile, while the lower numbered ones are discarded. This makes it difficult to get the high-scoring but low-numbered cards into your pile, especially those 0 cards which are multipliers.
I haven’t fully explained the rules, but I think this is enough to understand the essence of the game. The tactics available are pretty straight-forward.
For one, you can try to sneak your low numbered cards into your score pile when the time is right. Let’s say I have two green cards with low numbers, but no one else has two greens. I could lead with exactly two greens, and since players following me will have to play exactly two of the same color, they will have to pick different colors, and my greens will be safe. Of course, they might be able to sneak their own low numbered cards through, so there is risk.
Or, you can use high numbered cards to stomp your opponents when they try to score. The risk here is that you won’t be getting many points when you bank the high numbered cards. Finally, you can just draw so you have flexibility to play cards, but then you won’t be scoring anything. The game ends when one of the draw piles is exhausted, so eventually you will have to take a chance and play something!
All in all, there is not much going on with this game. At least, that was my impression after one play. It just does not provide the satisfaction of a more strategic card game like Mü. To Gargon’s credit, it is inexpensive and has very attractive art.
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