Kitty Cat-aclysm by Bez
I’d like to take a moment to applaud the creative decision to call your game studio “StuffbyBez”. If only I had thought I could get away with that when brainstorming the name for this site, could have saved hours of hair pulling!
Kitty Cat-aclysm is, as the name suggests, filled to the brim with cat puns. From the Litter Tray discard pile, your hand being your Paws, and the goal being to get as much Meowney in your Kitty as possible. If you dislike puns, run. Run very far away.
Each card has a variety of effects ranging from draw from Schrodinger’s deck, steal from another player’s Paws, donate to another player, and forcing you or another player to discard cards. The tactical aspect comes into force as the game ends when a player empties their hand. The race to build up your Meowney while deciding to hold onto or pass off useful negative scoring cards before another player can end the game makes Kitty Cat-aclysm actually really fun.
At the end of the game you score whatever is in your Kitty and Paws and while it can be tempting to have a large hand of cards, there are some nasty little cards. The cat-ass trophy removes the Kitty of any player holding 6 or more cards while the titular cat-aclysm removes all cards from the Paws of players with 7 or more. Both of which, played at the right moment, can be devastating.
The only criticism of Kitty Cat-aclysm I have is that the purposefully bad art is, well, bad. It’s clearly a personal preference thing as another reviewer I played the game with at UKGE praised the game’s art.
Kitty Cat-aclysm is short, fun, and fast which is exactly what I want from my card games.
Weird Alchemy by Clever Unicorn Games
Speaking of short, fun, and fast (I need to work on my segues), Weird Alchemy is a fantastic fantasy hot potato game in which you try to pass off the various monsters to other players before an inevitable Accident.
Each player takes on the role of an alchemist performing experiments, each turn you draw a card and play a Pass card. If however, you draw an Accident card then each player takes it in turn to activate any magic they have. Some allow you to pass revealed monsters on to other players, to keep monsters in your hand, or to cancel the effect of another player’s spell.
As you never know when an Accident card is going to turn up, the tension at having even a few monsters in your hand is palpable.
Getting lumped with a load of monsters isn’t the end though as each belongs to a set of 3 and if you manage to bag all 3 they cancel out. It’s a simple mechanic but it makes Weird Alchemy surprisingly tactical and removes the runaway losing.
While Weird Alchemy can be played with only 2 players it does work better with 3 or more. Otherwise it becomes a game of turn based pass the parcel.
Our copy of Weird Alchemy is a pre-production copy but even at this stage the artwork is fantastic and the cards feel as good as any retail version, so that bodes well for the final product!
Check out Part 1 HERE and haul back on Tuesday for Part 3!