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The Postcard Box Games Series: A big triumph for a little publisher

Ender Wiggins


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There is a well known saying that good things come in small packages. When applied to boardgames, that old adage couldn't be more true of the Postcard Box Games series, published by Indie Boards and Cards. Run by active BGGer Travis Worthington, Indie focuses on publishing and distributing small home-grown games, enabling them to reach and be appreciated by larger audiences. Despite its inconspicuous size and relatively new status as a publisher, Indie has been responsible for some of the newest hotness here on BGG. The Postcard Box Games series consists of three popular titles - Triumvirate, Haggis, and The Resistance - all of which have garnered considerable and well-deserved attention and generated very favourable reviews.

Their quality is immediately obvious from the look of the games themselves, which are small but immediately endearing boxes of an identical size. Have you ever had that experience where you picked up a book and you knew just by the way that it felt in your hands that it was going to be a good read? Well that’s how it feels when you pick up these postcard box games the first time – the box just feels good, they've got a quality look and feel, and are of an ideal size for portability and convenience. But more importantly, you have the immediate impression that they that contain potential – the potential of generating good gaming experiences and lasting memories. And that indeed proves to be the case when we bring these games to the table. Here's a short overview of the three games in this series, and what they offer.

Triumvirate (2009)

The first game in the series is Triumvirate, and being Travis Worthington's own design, to some extent it is the flag-ship for the Indie Board & Cards line. It was originally a self-published game that appeared in a much more humble form, only to be recast with lavish components when the Postcard Box Games series came to be. So why does it deserve our attention? As it is, most of us are always on the lookout for good two-player games that play reasonably quickly and feature satisfying game-play. If you're a fan of traditional type trick-taking games, you'll be well aware that there aren't many trick taking games that meet these criteria and work well with only two players. So when one comes along that does, it's worth taking note - and Triumvirate is one such game.

But while Triumvirate has some trick taking elements that make it appeal to people familiar with more traditional card games, it features an indirect style of trick-taking play that sets it apart. The unconventional aspect of game-play is that you win by supporting the colour you think will win the most tricks, not by winning the tricks themselves. Oh yes, did I mention that it has a theme too? It's pasted on, admittedly, but it does work - at least on the level of making the game become more than just pure numbers. The aim of the game is to secretly pledge support (by setting aside point cards) for one of the three Roman leaders - Caesar, Pompey, and Crassus. These are represented by three coloured suits ( red, yellow, and black), and players must try to make that suit win the most tricks. The interesting part is that what matters is not which player wins those tricks, but which colour. Genius! This indirect trick taking mechanism makes for very interesting and subtle gameplay, and there's good elements of bluffing, as well as potential for clever tactical and strategic choices. Admittedly Triumvirate's strength is also its weakness, because the indirect trick taking mechanic is not for everyone - it will primarily appeal to people who enjoy trick taking games and who are prepared to stick it out after their first game.

Altogether it's an innovative and thematic trick taking game for two players that actually works, and really does live up to its billing! So if you enjoy the nuances of trick taking games, and are looking for something to play with two players and are prepared to try something unconventional, definitely go check out Triumvirate! I enjoy it immensely.

Want to learn more? See my full review on Triumvirate: mb An innovative and thematic trick taking game for two players that actually works! and mb A guide to the new edition


Haggis (2010)

Haggis - which happens to be the subject of my latest review - is the second entry in the Postcard Box Games series, and was designed by Sean Ross. It is not a trick-taking game in the conventional sense, but is part of the climbing game family, along with the immensely popular Tichu, which can rightly be considered an esteemed parent of Haggis. Unlike Tichu, which excels as a partnership game for four players, Haggis is designed for 2-3 players, and is widely regarded as doing a superb job of bringing Tichu-like play to a table with less players.

The object of the game is to try to be the first to empty your hand of cards, thus earning points for the cards left in your opponent's hand. In the course of play, you capture the specific scoring cards in the tricks you win. But to really ramp up the fun factor and the excitement, the points that you acquire in this fashion can be further supplemented by betting that you will be the first player to divest yourself of all of your cards. The `betting' at the start of each round just increases the stakes and adds to the tension. Tricks require playing combinations of cards like sets and sequences - concepts that will be somewhat familiar from games like Rummy. But in Haggis each player also starts with three wild cards, and not only can these help you make sets and sequences, but they can also be played together as `Bombs' - essentially big trumps that beat all other combinations of cards, and virtually guarantee you the trick. Bombs help you retain the lead, but come at the cost of giving up the cards from that trick to your opponent. In most cases retaining the lead is worth this cost, because it can help you ensure that you go out first, and so make your bet or stop your opponent making his.

If you are already familiar with climbing games or are an ardent Tichu fan that's looking for something to play with just 2 or 3 players, then you most definitely want to check out Haggis. If you enjoy traditional type card games, you should also give this a close look, because it could well become a modern classic. Once again there are quality components with attractive artwork, and the gameplay itself is tense and exciting, and leaves a lot of room for skill. I've loved Triumvirate from the get-go, but I have to concede that the indirect trick taking mechanism sometimes makes it harder to find willing opponents - that's less likely to be the case with Haggis, which has proven to be a real hit with most people it's introduced to.

Want to learn more? See my full review on Haggis: mb Introducing a Tichu-inspired Haggis You Won’t Want to Hurl!


The Resistance (2010)

The most recent title in the series is The Resistance, which is a social deduction game designed by Don Eskridge, in the style of the ever-popular Werewolf.

In the game, players assume the role of either a Resistance freedom fighter, or a spy for a repressive government that is trying to thwart the efforts of the Resistance rebels. The fun part is that these roles are assigned secretly. Players must then together vote on which of them goes on a mission, which will either pass or fail - the outcome depends on the secret votes cast by those who go on the mission. But this is where the heart of the game kicks in: players will use discussion, deception and intuition in an attempt to identify the members of the opposing force and ensure victory for their team.

It comes in a small pocket-sized box and consists largely of cards, but wow, if ever there was potential to pack an incredible social game experience in a small box, this is it! This is a party game that may prove to become one of the most popular and one of the best. It's a superb social game, very similar in feel to the well-known Mafia or Werewolf - but arguably better. How could a social game be better than Werewolf? Well, for one thing, there's no player elimination. There's also room for more deduction, because players have more data to work with, based on how players vote and the outcome of various missions. It also handles smaller groups, from as few as five or six players. If you enjoy social games with hidden roles, and if you're a fan of Werewolf in particular, The Resistance is essential - I highly recommend it!

Want to learn more? See my full review on The Resistance: mb Potential winner of the next Golden Geek Award for Best Party Game


Join the discussion: Have you played any of these titles, and if so, what did you think? If you haven't played any of these titles, then which one looks the most appealing to you based on the above, and why?
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Subscribe sub options Thu Mar 17, 2011 4:44 pm
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Erik Berry
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The Resistance reminds me of Shadow Hunters from your description. Shadow Hunters has been a big hit in my group lately, and we've actually just started introducing the larger gatherings to Werewolf. The 5 player minimum seems a bit daunting though. Is it easy to teach new folks, particularly people that don't always play a lot of games?
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  • Posted Thu Mar 17, 2011 6:03 pm
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Adam Brant
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Magatone wrote:
Is it easy to teach new folks, particularly people that don't always play a lot of games?


yes. I think so. Easier than teaching gamers I've found.
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  • Posted Thu Mar 17, 2011 6:15 pm
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Gabe Alvaro
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Great overview of a great series of games! Fomatting, however, could use a few more paragraph breaks for more pleasant readability.
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  • Posted Thu Mar 17, 2011 6:23 pm
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matt feldman
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the rules are really easy to teach, but the strategy (as a resistance) are pretty opaque for a few plays, as i've seen it. as a spy, you can pretty much do whatever you want and have success, as long as you're comfy with lying.
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  • Edited Thu Mar 17, 2011 10:09 pm
  • Posted Thu Mar 17, 2011 10:08 pm
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Ender Wiggins


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Magatone wrote:
The Resistance reminds me of Shadow Hunters from your description. [snip] Is it easy to teach new folks, particularly people that don't always play a lot of games?

Absolutely. The only challenge in teaching the game comes with some of the Plot cards - an included expansion that is almost essential when playing with 7-10 players. They're necessary to keep the game balanced and give the Resistance team a chance in games with more players, but do add some complexity, especially in games with 9-10 players when there are 3 new Plot cards each mission. It's not insurmountable, and certainly not beyond most non-gamers, and it's never stopped me from successfully introducing it to non-gamers - in many respects they are the ideal candidates to play this game. Based on my own experience, The Resistance has excellent potential to work very well with non-gamers, especially if you have a group of people that enjoys social interaction.

There's a useful thread in the Resistance forums entitled "Acceptability to non-gamers" - I've made a longer post there which you may also find helpful in answering your question.
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  • Edited Fri Mar 18, 2011 4:42 am
  • Posted Fri Mar 18, 2011 2:12 am
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Ender Wiggins


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blindspot wrote:
Great overview of a great series of games! Fomatting, however, could use a few more paragraph breaks for more pleasant readability.

Done - and thanks for the suggestion!
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  • Posted Fri Mar 18, 2011 4:41 am
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Jody Morgan
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I've been intrigued by Tichu, but have never had a chance to play it. Would Haggis be a good stepping-stone, making it easier to learn Tichu and play it well if I'm ever in a gaming group that plays it?
 
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  • Posted Fri Mar 18, 2011 8:01 am
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Ender Wiggins


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jodyjm13 wrote:
I've been intrigued by Tichu, but have never had a chance to play it. Would Haggis be a good stepping-stone, making it easier to learn Tichu and play it well if I'm ever in a gaming group that plays it?

Not having played Tichu, I'm probably the wrong person to ask, and hopefully someone else can chime in. But from what I've read, I suspect that the answer would be a definite yes. Obviously Haggis doesn't have any of the partnership play that is a big part of Tichu, but there are many common elements (including the betting). I imagine that being familiar with the mechanics and flow of a climbing game from Haggis would make the step to Tichu a whole lot easier than if you came in completely cold.
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  • Edited Fri Mar 18, 2011 10:46 am
  • Posted Fri Mar 18, 2011 8:16 am
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Geoff Thomas
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I tried to introduce The Resistance to my group when it was still print and play rules using a normal deck of cards. It didn't go down too well but I think some of that was due to my explanation of the rules. I certainly would like to play it more but a couple of the people in my group don't really like social deduction games and it doesn't feel quite right playing a social game while excluding a couple people. The main thing that keeps putting me off though is the cost. Having been a Print and Play game in the past, I'm not sure I can justify £15 ($25) for a set of cards to play it with and then for it not to get played.
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  • Posted Fri Mar 18, 2011 10:41 am
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Jonathan Kandell
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EndersGame wrote:
jodyjm13 wrote:
I've been intrigued by Tichu, but have never had a chance to play it. Would Haggis be a good stepping-stone, making it easier to learn Tichu and play it well if I'm ever in a gaming group that plays it?

Not having played Tichu, I'm probably the wrong person to ask, and hopefully someone else can chime in. But from what I've read, I suspect that the answer would be a definite yes.


All the "climbing games" are somewhat similar, so they all help you learn the others. But Haggis is not easier to learn than Tichu, so it's not really a stepping stone. (It's a game all its own.)

If I were going to use anything as a stepping stone, I'd use a game with simpler rules like Gang of Four, Tien Len, Big Two or Zheng Fen.
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  • Edited Sun Mar 20, 2011 12:01 am
  • Posted Sat Mar 19, 2011 11:58 pm
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