Table feel
Moderate level of interaction with a good balance between direct and strategic confrontation.
Both a game and a way to create games, On The Cards is a window into the possibilities offered by a traditional deck of cards. On The Cards comprises a deck of 50 or so rule cards that define how cards move from the (shared) deck, through players' hands and into tricks, and how c...
Players
2-6
Time
?-?
Age
10+
Weight
1.56
Rating
6.52
Should this hit the table?
Moderate level of interaction with a good balance between direct and strategic confrontation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a good balance between direct and strategic confrontation.
Catan offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The availability of expansions adds new content and gameplay elements, further enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their tactics and strategies over time. With its adaptability to different player counts and moderate ease of learning, Catan offers a solid replayability score of 7.95.
The game has a moderate influence of luck. Random elements like card draws play a significant role in determining the outcome, but players also have substantial ability to mitigate luck through strategic decisions and planning. Overall, the game strikes a balanced mix of luck and strategy.
Overview
Both a game and a way to create games, On The Cards is a window into the possibilities offered by a traditional deck of cards. On The Cards comprises a deck of 50 or so rule cards that define how cards move from the (shared) deck, through players' hands and into tricks, and how cards are scored at the end of the round. By combining these rule cards, you can create thousands of games! The Fixed Rule cards (black) are always used. In each round, the rules on the Fixed Rule cards are combined with the rules on one card of each other type: Deal, Aim, Card Play and Trick Taking. Deal (red) defines how the dealer will distribute cards. Aim (yellow) defines the objective of the round and how it will be scored. Card Play (green) defines how the players will play cards. Trick Taking (blue) defines how tricks will be won. In later games you can add Optional Twist cards (mauve) and Double cards to spice things up.
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