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Clubs

First there was Hearts, then there was Spades, and now North Star Games is bringing you Clubs. The suit of clubs finally gets some respect!


Clubs is a card game about taking calculated risks. The goal is very simple: win as many club cards as possible - that's the only suit that scores points. The lower the club card you take, the more points you could win. But there's a catch: The last player to go out for the round does not score ANY points. So players who get too greedy might pick up a pile of clubs, but end up with 0 points for the round!


Clubs is a climbing game similar to TichuHaggisBig Two and The Great Dalmuti. It can be played with 2 - 6 players in less than 30 minutes.

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  • Description

    Details

    First there was Hearts, then there was Spades, and now North Star Games is bringing you Clubs. The suit of clubs finally gets some respect!

    Clubs is a card game about taking calculated risks. The goal is very simple: win as many club cards as possible - that's the only suit that scores points. The lower the club card you take, the more points you could win. But there's a catch: The last player to go out for the round does not score ANY points. So players who get too greedy might pick up a pile of clubs, but end up with 0 points for the round!

    Clubs is a climbing game similar to TichuHaggisBig Two and The Great Dalmuti. It can be played with 2 - 6 players in less than 30 minutes.

    Additional Info

    Additional Info

    Designer Dominic Crapuchettes
    Mfg Suggested Ages 8 and up
    # of Players 2 - 6
    User Suggested # of Players Best with 4, 5, 6 players / Recommended with 2, 3, 4, 5, 6 players
    Year Published 2013
    Artist Ali Douglass / Warren Kramer
    User Suggested Ages 6 and up
    Subdomain Family Games
    Website ---
    Publisher North Star Games, LLC
    Playing Time 30 minutes
    Family Climbing Games
    Honors 2014 Origins Awards Best Traditional Card Game Nominee
    Primary Name Clubs
    Expansion ---
    Alternate Names Crazy Clubs
    Mechanic Press Your Luck / Trick-taking
    Game category Card Game
    Language Dependence No necessary in-game text
    Play time filter No

    Reviews

    Somewhere good between Tichu and SpadesReview by James
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    If you’ve played trick taking games, like Tichu, Diamonds or even Bridge, you’ve got a leg up on the gameplay in Clubs. The cards run from 1 to 15, in the traditional 4 suits. The titular clubs have flashier artwork, and an additional bit of information in the form of how many points they’ll be worth. The smaller the card number, the higher the point value.
    The game is structured into tricks and rounds. You go out by playing the last card in your hand. You take the highest available bonus card, and the last person to go out gets the big 0. Not only do they get no bonus points, but you’re going to be getting absolutely no points at all from any of the tricks that you’ve won. Also, at the start of the round before any cards are played, you can declare double or nothing. It’s like it sounds, but you’re basically betting on being the first person to go out. At the end of the round, your total points from your bonus card and the value of the clubs in your hand are your score. First to 50 wins the game!

    During the games I played, I’ll say that I had no temptation to go for double or nothing. I feel like you’d have to have an exceptional hand, where you think you’d be able to play a big trick, or get the lead so that you can start a string of winning. There was one hand from someone else that might have qualified, but since I didn’t have a feeling for his hand right at the start, I can’t rightly say for sure.

    There’s a big balance to be struck between trying to get rid of cards, particularly if they’re not sacrificing up any points that someone else might take, just to get your hand size down, and then to get points in your score pile. Course, if you go out last, none of that matters. So you’re still racing to be “not last” but trying to pace yourself to be able to get your own clubs and others.
    There’s something to be said for needing other people to play what you need or at least be able to tempt them into playing something that you’re pretty sure that you can steal out from underneath them. It’s like a subtle psychological game. Have to lure them into playing point cards for you to steal. But you only play the point cards when you’re pretty sure that you can take the trick, after all. I don’t think I’ve quite gotten to the I think I thought portion, where I start thinking about luring people out with point cards to use up their high cards, but I’m sure that’s a destination.

    The mechanic where the last player to go out gets no points means that
    Let me talk a little bit about production quality here, too. The cards have a pretty fantastic finish on them. They’ve got a lattice on them that’s similar to a bicycle air finish that makes them easy to hold. The art direction is good. I’m not the only one that sort of wishes they’d just stuck to putting lines under all the 9s and 6s. Whatever. I get why they’re on the diamonds only.

    It’s really quick to pick up, but then has a deeper strategy that I think you pick up with time. This can make the play experience gap big with new players, but with any competitive game, that’s how it works. The curve is probably short enough that bringing new players into playing it with more experienced players will only take a few rounds, maybe a game or two to get up to speed. When the games are only about a half hour, that’s fast enough to bring pretty much anyone in.
    (Posted on 4/25/2016)
    Fun, but wish there was more..,Review by Whitney
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    My husband and I played this one night as a two person game - leaned more on the "crazy clubs" rules - and then later played it with my mom and stepdad.

    My biggest complaint about this game is that the hands go SO quickly and you have to reshuffle and redeal *constantly*. I want the game to keep going, but its quick hands, then lots of stopping, shuffling, dealing, reorganizing, then quickly playing, starting again.

    In both variations of games none of us EVER got rid of our entire hands - even when we were playing that 15s were wild. So- none of us ever got the extra bonus points. It's hard to imagine a game in which this would ever happen.

    The good is that the rules are simple- it was more fun with a larger group - and the game play doesn't last too long. It might be a fun game to have around during a family outing, but isn't the most fun and lasting card game I've played. (Posted on 12/18/2015)

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