Musketiere


Cost:$20
From:Hexagames
Players: 2-4
Playing Time:60 minutes
Type of game: Card
Complexity: 3
Skill level: 4
Reviewed by: Peter Sarrett, Issue 2.1, Fall 1993

As you may have guessed, the title of this game translates to "Musketeers," as in the ruffle-clad swashbucklers of Alexander Dumas' novel. If you're not a fan of that classic story, don't despair: the connection between it and this game is strictly window dressing. What lies beneath is a delightful trick- taking card game with some elegant twists.

Musketiere's petite package includes two decks of cards. The purple deck represents the Cardinal's Guard, with each card featuring a pair of crossed swords and a prominently displayed number between four and forty. The red deck of fifty-five cards represents the Musketeers (and D'Artagnan). This deck contains five cards of each value from zero to ten, each of which also features from zero to four swords. Also included are three "jailstones" and three "gemstones," illustrated square and circular pieces of heavy paper stock.

All players receive a hand of twelve cards to start each round and must place any three of these face-down in front of him. These cards will be used for scoring later. Now the round begins. Each trick starts by turning over the top card of the purple deck. The value on that card is the strength of the Cardinal's Guard for that trick. All players now select a card from their hand and reveal them simultaneously. If their total value equals or exceeds that of the purple card, the Musketeers have beaten the Guard. Whoever played the highest card gets to put a gemstone on one of the three cards he set aside at the start of the round. If two or more players are tied for the highest card, the card with the most swords is considered highest.

On the other hand, if the total is less than the value of the purple card the Guard has beaten the Musketeers. In this case, whoever played the lowest card must put a jailstone on one of their face-down cards. In case of a tie, the card with the fewest swords is considered lowest.

The round ends after nine tricks or if one player gains possession of all three gemstones. At this time, all face-down cards without stones on them score their face value. Cards with gemstones score double, and cards with jailstones score nothing. The first player to reach a prearranged total (usually 100 points) wins.

Pretty straightforward-- but hardly simple. Choosing which cards to set aside at the start of each round can be a major dilemma. Setting aside high cards gives you the chance to score big points. But if you're left with weak cards in your hand, you may wind up with jailstones and thus score nothing. It's often safer to set aside mediocre cards, reserving stronger cards for earning gemstones. Obviously, the luck of the deal plays a significant role in each round.

Players want to avoid acquiring all three jailstones, thereby becoming captured. Anyone this unfortunate must discard one card from her hand and may not participate in any duels while imprisoned. The other players continue to duel without the help of the captured player. If the Guard defeats the remaining Musketeers, the one who played the weakest card must take a jailstone from the captured player. This frees the captured Musketeer who may now play cards as normal.

Insight into your opponents' strategy goes a long way. You need to get rid of your lowest cards without picking up jailstones. There are two ways to do this. If it looks like the Guard will beat the Musketeers, you have to hope someone else plays a card even lower than yours. If you think the Musketeers will beat the Guard, you can ditch your lowest card with impunity. Of course, you can never be sure who will win each duel. Should you save your high cards for when the Guard has a high value? If other players aren't confident and play low, you could waste your high card. On the other hand, if you play high cards when the Guard is weak, you can guarantee a Musketeer win and stand a good chance of gaining a gemstone.

Incidentally, once all three gemstones have been taken, whenever someone wins another one they steal one from somebody else. This adds an element of strategy to choosing which card to place your early gemstone on. It's sometimes a good idea to place a gemstone on your lowest face-down card instead of your highest, in the expectation that one of your gemstones will get stolen and your opponents will naturally assume that the first card you covered with a gem is your most valuable. Unless they think you bluffed...

Musketiere plays well with two, three, or four players. The more players there are, the more variables come into play and thus the more interesting the game becomes. But even with only two players, Musketiere remains interesting enough to warrant playing. The gemstones and jailstones are flimsier than I'd like-- it would be nice if they were on sturdier cardboard instead of thin card stock. The Musketeer deck is attractively illustrated, but the Guard deck is mysteriously lacking in illustrations. Still, these are minor quibbles which don't detract from the excellent gameplay.

Musketiere is a gem of a game. Its play time can be lengthened or shortened by adjusting the total score needed to win, making it ideal for a fill-in game. "All for one and one for all" is the rallying cry of the Musketeers, and all card game enthusiasts should certainly have one copy of Musketiere in their collection. ]


The Game Report Online - Editor: Peter Sarrett (editor@gamereport.com)