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Rowdy Partners review

Box art for "Rowdy Partners" with dynamic, action-packed illustration of two costumed characters in a vibrant, colorful style. Bold logo on the right.

Here we are again! Another strange trick-taker, we are bang in the middle of the trick-taking renaissance, you know. This one is very different though. It’s not often a trick-taker drips with theme but this one certainly does. At its heart, it is a team-based wrestling match with an all manner of ways to modify your cards. So tag your partner in, drop a few elbow-drops and pin your opponent for the 3-count. Welcome to Rowdy Partners.

Tag me In!

As I said, Rowdy Partners is really a game for 4 players playing 2 v 2. There are ways to play with 2 or 3 players but this title definitely plays best and is intended for 4. In two teams, players will, in their team of 2, either be in the ring or on the outside waiting to strike. The person in the ring will be the one taking damage, so tagging in your teammate at the right time will help you not get pinned and stop you losing the game.

The image shows a brightly colored board game called "Rowdy Partners." The cover features animated animals racing, surrounded by vibrant game cards and tokens

An Uncanny Roster

This box is chock-full or weird and wonderful characters for you to throw into the ring. From a dynamite-wielding donkey and the death-cheating Wretch to a lariat swinging cowboy and bulging, armed forces member, Nat Greaves. Along with that, you have managers and headliners for lower-player count games and they are all so bright, weird and completely theme-fitting.

After you and your teammate have picked a character, their player boards connect together to form a ream of absolute wrestling mayhem and offer you various powers and boons for you to throw at the other players on the other side of the table…… or ring….. Depending on how you look at it.

Trick-Play, with fists!

The trick-taking in Rowdy Partners is not only fun but also full of twists and surprises, which I think is where the narrative juice shines. It can create some really exciting situations and trick outcomes. Just like the wrestling matches I used to watch in my youth. It's all good until your teammate smacks you in the mouth by accident because the ither team ducked out of the way.

There is a small ‘ring’ board that signifies which players are in the ring and what order players play cards into the trick. This gets adjusted between tricks, as different players take the lead and tag in their teammates. It's a vital piece of kit and definitely helps to track things easily.

The first player picks the trick suit as normal, then the second player who is also in the ring but on the other team, must follow suit, as normal. The third card is the played by the third player, who is on the same team as player 2 but is on the outside of the ring. The trick is then finished by the 4th player who is also on the outside of the ring and on the same team as player 1.

The thing that stands out as being different in this one is that the lowest card of the lead suit wins the trick, this number, will deal damage to the other teams wrestler, that' in the ring at the time. This system allows, especially with the counter system, for players to create massive damage swings and makes the team-play truly shine.

The wrestler who wins the trick becomes player 1, their teammate player 4 and the other team follows suit being players 2 and 3 but keeping their positions within or outside the ring. It's a constant dance within the ring to try and avoid damage and lay the smack-down on your opponents.

A hand holds colorful board game cards featuring various numbers and symbols, including hats and stars. More cards are laid out on a table in the background.

Counters and Wild Cards

During trick-taking there are a few tools you have at your disposal. Wild cards take on the same suit as the lead suit, unless they lead or become the lead and then the player playing it can decide what suit they are. Counters though, are where the real tactical plays lie and can really line-up some high-damage multi-wrestler combo’s.

A counter happens when a player plays a card of the same value of another card currently in the trick. Both these cards are then turned face down and the trick continues. This can cause the lead suit to change and it can really alter the course of the trick. It’s a way sometimes to win tricks with high cards, instead of low and therefore cause high damage to the other team.

A colorful game board with the word "Dynamite," featuring a cartoon donkey with dynamite strapped to its back. Includes numbers, skull symbol, and gameplay elements.

Tracks, Signature Moves and Pop Tokens

When your team has picked their wrestlers, their boards connect together and create a track of unlockable tokens that you, as a team can acquire and use to help you damage the other team. These tokens are things like tag tokens, that you can use to tag in your teammate, which are great in a pinch to avoid taking any more damage.

There are many more tokens, which include your signature moves. These moves are a one use, powerful manoeuvres, that can turn the tide of the match. Each wrestler has different strengths, weaknesses and tokens, making each one unique and fun to explore. How you use these tokens, signature moves and counters, will decide who wins each round of battle.

Game End, Pinning and Health Tracks

Rowdy Partners ends when a player is pinned for a 3-count. Each wrestler has a health track and the last 3 spaces of the health track are the pinning positions. Each pinning position can only be moved onto when a certain amount of damage is done and they can only be progressed one space at a time. This system is in place to prevent a team steam-rolling the other and gives the losing team a few chances to get back into the fight.

A detailed board game card with "The Wretch" and "Dynamite" sections, showing various icons, paths, and a cartoon character with a shovel. The theme appears dark and adventurous.

Inside the Box

The components in this box are awesome. The wrestler boards are dual-layered, thick and are brightly decorated. The cards are of a high quality, if not linen-finish. Everything is clear to read, well designed and colourful. In fact, the only issue I had with the whole production is was a single rules issue.

I could not work out, what happens when you get to the end of the wrestlers track of goodies. This has since been rectified in an updated rulebook and is now a moot-point. It would have been nice for the original to have this clarification in but at least the powers that be have given this confusion some clarity and the game is better for it.

Final Thoughts

I love trick-taking games. This one has a lot of room for manoeuvres, tactics and general skulduggery. On top of that it has so much theme and for a trick-taking game and that is very infrequent indeed. There are many wrestlers to try and a lot of possible team combinations. With each team having a unique track made up of the amalgamation of both wrestlers, there is a lot of room for movement within the base trick-taking system.

Rowdy Partners is a great time, weird things happen, you end up smacking your teammate and the odd counter can cause mayhem. All this adds to how good the theme is and how well it fits the systems of this quirky little box. I just love it.

Right, I am off to lay some smack-downs on my worthless adversaries. Possibly use some counters to cause some high-damage moves and even tag my partner in when times are dire. Laters gamers!

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