I don’t like trick-takers
I know. It’s controversial. Especially with all the trick-takers coming out now. But I must confess as I begin this review I have always held a slight aversion to this genre of game. Perhaps it is my experience – which I realise is not as extensive as others – that the mechanic seems to be the game itself. While other mechanics create a game, I’ve always felt trick-taking is the game. And then the theme is just added on at the end.
Nothing like a bit of controversy to start a review, right?
But as a fan of the hobby and a reviewer of games I felt it my duty to challenge that belief. So I walked into Ancient Robot Games, told Dougal I didn’t like trick-takers, and requested he prove me wrong.
And then he did.
Sort of.
A slight opinion change
He changed my mind on how fun trick-takers can be, not so much on the belief that the mechanic overshadows the game. In fact, we had a long discussion on how more and more games (particularly out of Japan) are using the mechanic of trick-taking as just that: a mechanic, and not as the game itself. Which is refreshing.
The Fixer
But I digress. One such game – of many – that Dougal recommended was The Fixer, an area control game which uses trick-taking as a means of gaining that control.
Now, to anyone familiar with the trick-taking genre of the last few years this is another one of those trick-taker-with-a-twist games. High card wins. Yes, we all know that. And if you have a card of the same colour you have to play it. We know that too. But if you don’t have a card of the same colour then there’s a ranking system of who beats who. Think four-way rock-paper-scissors. Because the theme of the game is about the balance of power. Basically the government controls the money, which controls the media, which controls the people, which controls the government.
There’s a lovely synergy going on there – even if my earlier gripe of theme being added on could be argued here too – and because of the area control element of the game there is a real sense of using the powers in your hand to take what you can.
Ok, now to the area control. It changes depending on how many people there are but essentially each trick is played against one of your opponents (who don’t necessarily have to return that trick immediately). Whoever wins gets one of the control discs in that area. You win by gaining complete control of two areas or by having the most points once all control discs have been acquired.
Simple, right?
Except this sense of area control, as well as the ability to hold off on responding to a trick, creates a unique puzzle in the game. When do you throw your cards down? Which opponent do you prioritise?
Furthermore, if you win, your winning card goes to the loser’s hand (most of the time). And if you win by playing a mismatched suit (e.g. a People card to beat a Government card) you gain more points but you can no longer place government cards from tricks you’ve lost into your hand.
I realise this sounds a little confusing. I promise it’s not. It might take a game or two for players newer to the genre to see and understand how this affects your strategy but again, there is surprising synergy within the system.
All this to say, while my criticism of trick-takers still stands, it is amazing to see more games use the mechanic to create a unique game play. For so long it has felt like more of the same, and now that games like The Fixer are coming along, those of us who aren’t necessarily too keen on the sub-genre are able to dip a tentative toe back into the pool to see if there’s something for us after all.
If you have lots of trick-takers, then though this one provides a fresh new take and uses the mechanic well, it might not be for you (unless you love the genre in which case it’s a great game). But if you’re new to the genre, or a little reticent, then this might be a good game to get. It’s straightforward enough and provides a fresh and engaging take on the genre. A good staple for any gaming shelf.







