Sanity Test for Route 66: Get Your Tricks

70/100
Final Score
Trick-taking card game is well-themed, a little complex. The rules need just a little more polish.
Completed September 17, 2023 by Chris Aylott

Rules 60/80

Structure 7/9

Mostly follows the expected structure. An introduction would be helpful, see below.

Requirements 0/3

Requirements are not listed.

Introduction 0/3

No introduction. There are a lot of unusual rules in this game, and I'm having a little trouble organizing them in my head. A strong thematic introduction would tell me how the open road, closed road, warning lights, etc. fit into the game when I encounter them in the gameplay rules.

Overview 3/3

Solid introduction that sets out the goals of the game well.

Component List 5/5

Components are listed, numbered, and shown.

Component Pictures 2/3

Good images that make what's what clear. Consider showing the four suits and the Interstate 10 card, though.

Setup 8/10

Overall, setup is clear. But what do you do with the Interstate 10 card? (It's in the setup picture but not the instructions.)

Setup Pictures 7/7

Excellent image that makes setup crystal clear.

Game Play 10/15

Overall, the rules are clear. However, there's a lot going on, with slightly different roles depending on whether you are leading or following. A summary of play would probably help here. Essentially, you're previewing the sections that follow -- each round has a series of tricks in it, you have special powers based on whether you're leading or following at the moment, and the road conditions will change sometime around the sixth trick.
-- What happens with the steering wheel? It points out one person as the lead player at the beginning of the game but doesn't seem to play a role after. Does it change hands based on who is the leader at any given moment?

Game Play Pictures 5/7

Good gameplay pictures that show how everything works. Is there supposed to be a yellow disk on the emergency brake icon?

End Point 5/6

Both end of round and end of game information are clearly marked. I'm confused by what happens with the End of Trail card. Is it only awarded if you play 24 tricks? That's how the parenthesis reads to me, which seems a bit odd.

Overall Comprehension 3/4

The first play would be slow due to figuring out the shifting roles and special abilities, but the rules are understandable if you take time to read them all.

Clarity 3/3

There's a lot going on, but it is clearly described.

Presentation 2/2

Excellent layout and graphics that capture the "on the road" feel of the game.

Shop Presentation 10/20

Ad 2/3

The ad image is attractive, though the cropping of Carhenge feels a bit strange. Both the summary line, the bullet points, and the quote make the game feel unique, fresh and fun.

Backdrop 1/1

I really like the colors and style of this backdrop. It's eye-catching.

Logo 1/1

The "Get Your Tricks" gets a little lost in the backdrop, but overall the logo is attractive and clear.

Action Shots 0/5

No action shots.

Description 2/5

The description is a little bit bare-bones. The call to adventure is good, but I think the paragraph that follows should be the less about the components and more about the gameplay. There are a lot of interesting interactions and decisions to be made -- talk about them!

Video 4/5

The video is a good teaching video, but not an effective sales video. Try doing a short introduction (60-90 seconds) showing off the most interesting moments in the game.


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