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Quagmire: Review

Quagmire: Review

Information:

Mechanics: Abstract, Pattern Recognition, Pathway
Player Age: 8+
Player Count: 2 - 4 Players
Time to Play: 25 - 46 Minutes 
Game Designer: Chris Handy
Game Artist: Magdalena Markowska
Publisher: Perplext Games
Year Published: 2026
BGG Weight: 2.00
Disclaimer: A review copy for the game was provided by the publisher.

Introduction:

Perplext games are famous for their Pack O Game  series that contains games in bite sized form to the size of a packet of gum. Over 20 games have been created in this format. A few of these games have had larger interpretations with more happening, larger production and altered player counts or mechanics. Quagmire is a reimplementation of BOG. Instead of being two players Quagmire opens the puzzle up to three and four players. 

Quagmire is an abstract game of controlling the frogs path. Every turn a player has to do an action else they will lose points. These actions could be moving frogs on their path, scoring a complete path, playing a frog to the shore, or playing a frog to score the formation on the card. Now where the abstract nature comes in, is that each lillypad can only hold one frog. This results in frogs landing on other frogs squashing them and gaining points, while preventing actions for an opponent. Gain enough points from squashing frogs, scoring a frog at the end of their route or seizing opportunities in formations and win the game. 

Game Anatomy: 

Frogs:

Frogs are dual use. Each frog has a path illustrating the first, second, third and finally the fourth movement. When a frog is placed at the players shore they will have the round edge facing up. This orientation will not change for each frog. 

The other use is the yellow lillypads on the frog. A frog can instead be revealed and discarded. Scoring points for every frog in a yellow spot on the board. 

Flies:

Flies are pivotal to keeping options available. Whenever a player lands on a fly they get to draw an additional frog. The fly will then move to a lillypad of their choice, as long as it does not have a red beetle. This is the main method of drawing cards. Card draw does not simply occur at the start or end of turn.

Board and Point System:

The board is created by a four by four grid of lillypads. Some of these lillypads will contain beetles in a two player game (preventing flies from landing on those lillypads).

In this game when scoring occurs, players will place the frog that scored upside down into section 1, 2, 3, 4 on their board based on how many points that frog scores for them

Setup:

- Setup the board by placing the lillypads in a four by four grid. In a two player game the beetles will be placed on each player's right edge space, the first two spaces closest to them.
- Place the four flies on separate lillypads in the centre of the grid.
- If only playing with two players only use the frogs with a frog webbed hand on them.
- At three players shuffle all frogs but discard nine. Four players use all frogs.
- Based on the grid below is a player's starting hand.

How to Play:

Players will play in turns until a player is unable to take a turn when there are no frog cards available to be drawn. If a player is unable to take a turn the normal penalty is that the player will lose three points (or as many as they can), then draw two frogs placing one in their hand one in their shore.

Each player will take one turn at a time and proceed in player order. On a turn a player can take one action. These actions consist of:

- Play a frog to the shore. There can only be a maximum of two frogs on each shore.
- Advance a frog on his route.
- Score a frog on the last location of its route. The frog will score equal to he player count.
- Discard a frog to score its formation.

When a frog lands on another frog they squash that frog (discard the frog). Scoring one point if it is an opponents frog and losing opportunity if it is their own frog. 


Final Thoughts:

- Engaging abstract strategy that can feel similar to a chess style game.
- Frogs are very dual purpose with two ways to score by completing a route and having frogs in a yellow pattern. They are also dual purpose in how they face based on the player creating high levels of replayability.
- Flies (adding cards to the hand) and reducing opponents opportunity by squashing there frogs is very pivotal.
- Can feel very different in lower and higher player counts. Lower is much more strategic. Higher player counts are still strategic but have too much information on the board for players playing at normal pace to fully intake, feeling more chaotic.

Quagmire is getting a Golden Seal. This is an interesting abstract game with high player interaction. Frogs can score in many ways the main two are by completing routes and scoring for frogs being in the yellow pattern. To resolve either of these players need to work in an interesting spatial puzzle and have awareness of the other players. Players are trying hard to keep moving during the game, if a player has limited options they will move a frog in a bad direction or lose points for having no actions at all. Players need to land on flies to gain additional cards, but they don't want this to be in the sacrifice of their own frogs. This creates an interesting push and pull where players can place frogs carefully to block enemies from proceeding in fear of losing their frogs. If you enjoy the cute animal theme but want a sharp interactive abstract, Quagmire should be added to your collection.


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