Vamp on the Batwalk: Review
Information:
Mechanics: Trick-Taking Games
Player Age: 10+ Player Count: 2 - 6 Players Time to Play: 20 - 25 Minutes
Game Designer: Jon Simantov
Game Artist: Michael RankinPublisher: Jellyfish Game StudiosYear Published: 2021BGG Weight: 1.80
Disclaimer: A review copy for the game was provided by the publisher.
Player Age: 10+
Game Designer: Jon Simantov
Game Artist: Michael Rankin
Disclaimer: A review copy for the game was provided by the publisher.
Objective:
Being an immortal who can't see their reflection, doesn't mean you should be caught undead in the styles of the last decade. Vamps on the Batwalk is a trick-taking game that has players unable to see the cards in their hand, Hanabi style (no reflection after all). Instead, all they can see is the colour of their cards and the cards of the other players.
Players are showing off their style, trying to win the batwalk. After three shows (five tricks per show), the player who is furthest on the batwalk, or first to score 10 points, is the current fashionista and winner of the game.
Game Anatomy:
Card:
The main deck is made-up of sets of vampire cards equal to the number of players. Each vampire card set consists of seven cards, one of each card with numbers 1-5, a star and a garlic. Each card has their colour and a matching icon on the back of the cards.
Batwalk and the Standees:
The batwalk is a literal catwalk (vampire themed) that the game box will turn into to give a visual representation and table presence to the game. This is also a functional score track as the standee of your given vampire will move along this batwalk as you gain points.
Setup:
- Assemble the batwalk.
- Each player selects their vampire then shuffles their cards combined into a deck.
- Take a standee and place it on the batwalk.
- Take the reference card for each vampire.
- Deal five cards to each player (remember each player holds the cards backside, facing the opposing players).
How to Play:
The most fashionable player will start the show and play the first card for the first trick of the game. In future turns, the player to the right of the winner of the last trick will go first. On their turn each player will play one card from their hand. The winner of each trick will be the player with the lead card. The first player will be start with the lead card but there are several reasons in the trick that this will change:
- If the card shares the same suit as the lead trick but is a higher number, the introduced card is the new lead card.\
- Stealing the show by playing the same number, a garlic or star card as the lead trick but a different suit will now become the lead card and instantly gain a bonus point.
- When a star is played it will automatically become the lead card, as long as a garlic is not played.
- Garlic cards have no value unless a star card is played. The last garlic played will then become the lead card. This lead card status can only be stolen by another garlic being played this trick.
Once the trick is over and the player with the lead card has scored, discard all used cards face-down and the player to the right of this winner starts the next trick. After the third round, whoever is furthest on the batwalk is the winner. If any player reaches 10 points at any point in the game they immediately win.
Final Thoughts:
- Bot player is used for the two-player mode.
- Easy to learn rules perfect for family or gateway games.
- Turns trick-taking into more of a deduction game as you have to determine what cards you have based on opponents.
- Great table presence by turning the gamebox into a batwalk.
- Addition of rock paper scissors element with numbers, stars, garlic.
Every show, players don't have complete information and they must deduce from others what they have. With a little bit of luck, something as simple as playing a different coloured card may give them the best chance at stealing the lead trick. This strategy is further enhanced by players trying to steal the show. If the same number/symbol is played, the show is stolen and that player will have the lead trick but they will also get a bonus point for achieving this feat. Since you know the other player's cards you want to keep the possibilities of players doing this to you to a minimum. This is where vamp on the Batwalk shines. It is easy to introduce to anyone including younger family members and has the potential for deeper strategy as you try to outmaneuver, outplay and outluck the other vampires into messing up on the batwalk. This is recommended as a great family game with enough rules to keep everyone engaged at the table. The theme is unique, the table presence is fun and the gameplay is engaging.
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