In this 2-4 player game, you roll dice and mark things off on a personal score sheet, but Kyudo is not a friendly roll-and-write game! No, you are trying to eliminate other players through your sharpshooting. Here's a detailed rundown of the gameplay:
Each player in Kyudo takes one of the four role cards and a scoring sheet that depicts the central target, five flags (one in each of the five colors on the dice), and twenty spectators. The starting player takes the four dice, and other players mark off 1-3 spaces on flags.
On a turn, roll the four dice up to three times, re-rolling dice as you wish. The dice show five colors (that match the flags and the colored rings on the target) and an arrow. For each arrow, you can assign it to a color that you rolled, then mark off a space on the central target. With two arrows, one blue, and one red, for example, you can mark off two blue spaces, two red spaces, or one blue and one red space. Once you've marked off all the spaces in a colored ring, any additional "hits" on that color cause your opponents to lose spectators — because you're clearly far more awesome than they are!
If you roll two or more dice of the same color, you can mark off an equal number of spaces on the flag of that color; when you mark off the final space in the corner of a flag, you receive that flag's bonus, such as marking off any two spaces, or taking a token that lets you change a die to the face of your choice, or taking a different token that allows you not to lose spectators during a turn of your choice.
If you roll four arrows, all opponents lose four spectators, and if you roll four different colors, you use the special power of your role, such as forcing others to use only three dice for a round or adding a green or blue circle to opponents' targets.
If you lose all of your spectators, you're out of the game. If you're the last archer in the game, you win! Alternatively, if you've marked off all the spaces on your target and you have the most spectators, you win.
Gameplay remains the same in the new design: Each round, if you're the active player, you draw as many tiles as players, draft a tile and add it to your 4x4 game board, then pass the remaining tiles to the player of your choice. Whoever is last in the round must take the tile they're given, but they start the next round. After sixteen rounds, you score points for how well the island tiles on your board match your dream tiles.
For more on the game, you can check out my video overview from 2013 or Cathala and Bauza's designer diary in which they explain that the game finally came together once they abandoned what made them create the game in the first place.
• Raptor from Cathala and Bruno Faidutti is also getting a new edition, with publisher Matagot noting that this July 2022 release will have a fresh cover, a brighter look, and some rebalancing in the gameplay. Here's a summary of gameplay:
Raptor is a card-driven board game with tactical play and some double guessing. Players use their cards to move their pawns — with the scientists on one side, Mother and baby raptors on the other — on the board. Every round, the player who played the lowest ranked card can use the corresponding action, while their opponent has movement or attack points equal to the difference between the values of the two cards. The scientists can use fire, can move by jeep on the tracks, and can even call for reinforcements, while the mamma raptor can hide in the bushes, yell to frighten the scientists, and call for her babies.
• I wrote about the Cathala/Johannes Goupy title Orichalque coming from Catch Up Games in an April 2022 post, and now the publisher has revealed the final cover for this game in which you draft action cards and land in order to build temples, fight monsters, and win favors from titans.
• Finally, let's talk about an older Cathala title that is still selling: MOW, which debuted in 2008 from Swiss publisher Hurrican, and which hit 200,000 copies sold in 2021, according to this article from the designer. That averages out to more than 15,000 copies annually, and these "slow burn" titles are a huge part of the game industry, selling constantly despite no one making a fuss over them, typically because they are small, un-flashy designs.
MOW returned to print in a somewhat updated edition from Hurrican in mid-2021, with fresh art from Cyril Bouquet, the return of a sound chip that makes the box "MOO!" when you open it, and the addition of a few variants that Cathala has developed following an estimated three thousand games played since the game's debut.
Aside from the regular edition that plays with 2-10 people, publisher Accessijeux released its own version of the game in 2021, a version for 2-5 players with features such as large numbers, high-contrast art, ergonomic form, and Braille encoding of the numbers and flies on each tile-like card. Additionally, the point tokens come in different sizes and shapes to make it easier to track your score.
In case you are not familiar with MOW, here's my somewhat edited review from November 12, 2008 from the old Boardgame News site I ran, a review that covers a similar-playing game at the same time:
I've already seen MOW, a new card game from Bruno Cathala that was released in limited numbers at SPIEL '08 in October from Hurrican, being referred to by several people as similar to 6 Nimmt!, but Reiner Knizia's Escalation! is much closer to being MOW's cardy cousin. Here's an edited description of that earlier game from a first impression that I published in March 2007:
The theme of the game is suburban warfare, and the cards represent this through the artwork, such as a child with a Super Soaker, an old man in a scooter with a gun rack, and grenade launcher-wielding grandma. In gameplay terms, you want to keep ahead of the Joneses by playing more valuable cards than they do.
Players start with a hand of six cards. On a turn, a player plays one or more cards to the center of the table; if you play multiple cards, they must all be the same value. You announce the total value of the cards you play — a single 7 is only "seven" while three 2s would be "six" — and the total that you play must be higher than the previously announced total. Alternatively, you can play a neighborhood watch card and announce the total played by the previous player. After playing, you refill your hand to six cards.
When a player can't or chooses not to beat the previously announced value, they take all of the cards from the center of the table, turn them face-down in front of themselves, and start another round of play. Play continues until one player runs out of cards. The game ends immediately, and anyone with cards still in hand places them on their face-down stack. Players then count the number of cards in their stack (ignoring the values), and the player with the fewest cards wins. You can also play multiple rounds, one for each player, summing the totals as you go.
As with Escalation!, MOW is an exercise in card counting, hand management, and probability: Have the highest and lowest cards been played? Am I stifling myself in future rounds by playing high/low cards now? Would it be better to eat a few flies now in order to start a new line and ditch a three-fly 9 that otherwise can't be played? Whereas in Escalation! you weigh the merits of playing, say, a 10 versus two 5s — How many of each have been played, and what are the odds of drawing a match compared to opening two spots or one in my hand? — in MOW you're deciding whether to ditch cards in the center of the number line before they become unplayable (despite giving opponents more playing potential) against playing a card near the end of the line to shut down their hand. Small decisions all, but the decisions are there.
The end of the round punishment in MOW matches that of Escalation! — add the cards in your hand to your pile of collected cards — but since those cards vary in point value, you have more to consider once the end of the round nears.
Just as Escalation! has its neighborhood watch and wild cards, MOW has a half-dozen special cards that break the basic number line of the rest of the deck. Those cards are:
—A 0 and 16, which serve as endcaps on the line.
—A 7 and 9, which can be played only on top of a 7 or 9 already in play.
—Two cards that can be played between two others in line, assuming there's a gap.
Each of these cards features five flies and allows you to reverse the turn order when you play it. This last element is a huge plus as you have more control over which players can get slammed with a pack of flies — assuming they don't have an out of their own. Being able to throw five flies on the pile at once is a huge plus, and the end of the round punishment of keeping cards you don't play creates a nice tension in terms of when to play them. Wait too long, and another player might take the line, end the round, and leave the flies in your hand.
Wags have summarized the strategy for both games in simple terms — "draw high cards" for Escalation!, for example — but after more than forty playings of Escalation! and 20-30 rounds of MOW I can say that there's more to the game than good drawing. As mentioned earlier, memory, probability, and hand management all come into play, making it impossible to fall into default strategies of always playing particular cards in particular situations. What's been played previously, how much of the deck remains, who's taken the most points in this round and over the entire game, how much do your opponents gamble — all of these factors come into play to determine what you should play when.
One drawback of MOW is that the two-player rules graft a slot machine feel onto the game. Instead of a head-to-head duel, the two players add an imaginary third player to the game, flipping a card from the top of the deck to represent its plays — if the card fits into the line, you add it; otherwise, you pile it on the side. Whenever one player does take the line, they also take this extra pile of cards.
While players can make unexpected plays in MOW — jumping far down the number line, or breaking out a special card in the early part of the round — the random card play by this stand-in derails your efforts to set up future turns. The game feels more arbitrary and less strategic because it is, unlike Escalation! which sticks to the duel format that you'd expect with two players, a format that lets you count cards more effectively and anticipate moves from the other side of the table with greater accuracy. I've played two-player MOW with the imaginary player and with a strict duel format, and the latter is much preferred for all the same reasons that make 2p Escalation! enjoyable. Yes, one player might score more special cards, but those don't guarantee success, just as they don't in Knizia's game.
Both Escalation! and MOW are light and move quickly, and luck does play a factor as you'll sometimes draw (or not draw) precisely the card that you need on the next turn. Accept that as a given, as is the case in many card games, and you'll have a fun time fighting off the flies or loading up the weaponry to outshine your neighbors.