Game Review: Straw

By Greg Schloesser
November 20, 2008

Publisher: Alderac Entertainment Group
Designer: Richard James
Players: 2-6
Ages: 6+
Playing Time: 30 minutes
Rules Language: English, French, German, Italian, Spanish
Links:

Most folks have heard the phrase “That’s the straw that broke the camel’s back.” The meaning of this phrase is clear: Some final event that finally causes someone to “break” or lose patience. Often, this final event is relatively minor, but when lumped together with a series of previous events, it proves to be fateful.

Such is the theme of Straw, originally released in 2006, but re-released by Alderac Entertainment Group (AEG), which I understand is primarily a publisher catering to role-players. This is a strange offering, as it is pretty far from the traditional role-playing fare.

The game is quite simple and reminiscent of several other games, including Uwe Rosenberg’s Limits. Players play cards atop a camel card located on the table, hoping not to exceed the breaking point of fifty points. As cards are played, players announce the new total cumulative value present on the camel’s back. Cards range in value from -7 to +10, and there are several special cards in the deck, including “reverse”, “copy” and “Aladdin” cards. Respectively, these cards reverse the direction of play, copy the value or effect of the previously played card, or allow the player to choose a value for his card from 1 to 10.

When a player is forced to play a card that causes the total to exceed fifty points, the camel’s back breaks, and the offending player receives zero points. All other players receive points for the cards remaining in their hands. One exception, however, is the “straw” card. If the value of the cards on the camel’s back is exactly fifty and the next player plays the “straw” card, he wins the round and is the only player to score points!

Subsequent rounds are played until each player has begun a round once. The game is easily adaptable to time and players’ tastes, and they can agree to simply play a few rounds as time allows.

The idea is to keep a nice mix of cards in your hand of four cards. Having all high cards will score big if you survive the round, but it also increases the possibility of being forced to play a card that will break the camel’s back. Hoarding all low-valued cards will likely allow you to avoid breaking the camel’s back, but they will score you few points when the round ends.

Straw is very light, and easy-to-learn and play, making it ideal for family and casual gaming. It plays quickly and is suitable for just about all ages. No, there isn’t much strategy or many deep decisions to be made, but that’s not the point. It is simply fun, and that IS the point.

© 2008 Greg Schloesser


Posted by Greg Schloesser on Nov 20, 2008 at 02:00 AM in Game ReviewsIn-Depth / 1208

Comments:

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There seems to be an increasing demand in my gaming group for light card games.

While I enjoy light card games myself, I hope this trend doesn’t totally eliminate the heavier strategy games I like to play but the lighter card games certainly have their place and allow for more of a social experience which is a good thing.

Two things struck my reading this review. I notice that the game says it plays with two players. Does this work well? I ask because I notice that the review mentions a “reverse” card that switches the direction of play, reminds me of one of the cards in “Uno”. I am wondering if the game really plays well with two players, along the lines of “Category 5” which is really the “King of card Games” as far as scaling between the number of players is concerned.

So, many good card games require 3 or more players and don’t work with two at all like “Family Business” or “Coloretto”

or they work with only two players, like “Battleline” or “Blue Moon”

The 2nd thing in the review that caught my attention was that it is “simply fun”

A simply fun , light card game that scales well is a no brainer for my shelf.

Posted by Steve Weeks on Nov 25, 2008 at 03:17 PM | #

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