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"Simply brilliant. Brilliantly simple."

-- Omar Sharif

Continuo has been named:

Mensa Best Mind Game
A “Games 100” Selection
Dr. Toy Award Winner

Creative Whack Pack® 6-unit Display
Creative Whack Pack® 6-unit Display


Roger von Oech has won a loyal following around the country.

-- BusinessWeek Magazine

Banana Split Card Game
Banana Split Card Game


When it comes to a unique and fun game to both entertain and teach your child, Banana Split ranks at the top of the list. Published by U.S. Games, it is a terrifically fun and educational game for 2 - 4 players. While the recommended age is 6 and up, this game captivates my five year old daughter for long periods of play. Since receiving it as a gift, she has asked me and her mommy to play it every single day, and we enjoy it as well.

The game has great visuals and manipulatives, including 132 cards and four fold-out ice cream stands, designed to hide players' ingredients. The action of building desserts takes place within one's ice cream stand, while a play mat serves to advance the game by organizing the cards still in play and remaining to be played. Gameplay is appropriately paced; each turn allows the child to make a decision as to whether they have the necessary ingredients to create a dessert or they need more in their inventory.

The box reads: "A great way to teach kids numbers, sequencing, addition, and strategy." I would add that these skills are rewarded in consistent steps, and some part of that list of four skills is addressed in each move of the game as each dessert is successfully created (usually in two to seven moves). Because the game progresses swiftly, punctuated with frequent successes, it really captivates all players' attention quite nicely, even for the adults! I highly recommend this game to all parents who want a fun, developmental game that their child will repeatedly ask to play.

—John Alan

Fantasy Wizard® Card Game
Fantasy Wizard® Card Game


Fantasy Wizard is a game by Ken Fisher, published by U.S. Games System. On a player’s turn, they will look at their card(s) and try to predict how many tricks they will win that round. It’s best to use some type of marker(s) in front of the player to help remember the prediction number. From here, the first player will play the first card of the first trick. All the other players must play a card of the same color if possible. If they can’t they can play any other card or a trump card. The trump card will win against any other card from different colors. Wizards and Jesters can be played any time and they will always beat a trump card. Jester cards never win a trick. The highest played card will win that trick and will place all the card played in a pile in front of himself. That player will now start the next trick. This continues until all the cards from the player’s hands are gone. This will begin the next round. New cards are drawn based on the number of the round being played. Predictions are made again and play continues. The game ends when the deck of cards has been emptied.


For this version of the game, there aren’t a lot of components. There is a scorepad that’s nice for keeping track of everything. However the main attraction for this game is the cards. The artwork on them is beautiful. There is such a great fantasy theme feel on each one. The cards are sturdy enough for lots of repeated play. Once again, the production value was very high for this game. I love just looking at the cards. The only real thing that I felt was missing would have been some little plastic markers or cardboard chits of some kind to place in front of each player to keep up with their predictions.

8 out of 10

The rulebook is actually more of a rules scroll for this game. It’s very nicely done and explains everything very well. There’s nothing that’s hard to read or understand here. It has a few nice pictures on it and several examples of game play and scoring to help you out. I think it’s also really nice that for non-traditional card game players, it explains terms like tricks and trumps. The scroll is full color and fits in with the theme very well. Very nicely done.
9 out of 10

This game is really simple and easy to play. It doesn’t take that long to play either. I like how easy this game can feel more like a take that kind of game. Later on in the game, you can really set it up so that the other player wins or loses those tricks to make them get negative points. In the beginning, I’d say most of the game is based on luck. However the longer you play, the more strategy it takes. I love the simplicity of this game. It’s really a fun game to play
9 out of 10

Fantasy Wizard is a light game of predictions and trick taking. The cards are truly amazing to look at. The game is lots of fun. It plays quickly with about a 30-45 minute playtime. Anyone that likes traditional card games like Rummy, Rook or Spades should really enjoy this one. The fantasy theme isn’t really all that deep here. It’s mostly painted on, but that doesn’t really matter to me. I loved looking at the cards as I played. For me, I wouldn’t have enjoyed the game nearly as much without this particular theme included. I definitely recommend giving it a try. I had a lot of fun with it and I’m sure you will too.
9 out of 10

—Jonathan Nelsen, Board Game Geek

Ask the Queens: Advice Card Deck
Ask the Queens: Advice Card Deck

What customers are saying about Ask the Queens

I'm reviewing a really fun deck today, the Ask the Queens Advice card Deck. This card deck gives you sage advice "for getting ahead, without losing your head." These cards were adapted from "Doomed Queens" by Kris Waldherr and I must say, it is a charming deck to work with. The cards are a bit over sized at 5.75" x 4.25" and have a wonderful matte finish. The way in which one uses the cards is quite simple, shuffle them well whilst formulating a question, the more specific you can be the better. Then choose your card by holding your hand over the cards until one just begs your attention, choosing that card will deliver to you your very special message from one of the Queens. The deck advises, mind you, that the answers may be a tad on the gloomy side because of their life experiences so keep that in mind if you happen upon a message that may or may not be a little negative.

I absolutely love this deck because not only is each card full of wisdom and experience it also tells you a bit of information on that particular queen and a little of the history too. I like it when I can learn a little something on the way too, don't you? For instance, the advice from Queen Alexandra Romanov is " Don't trust a holy man who acts like the devil." Of course she gives this gloomy advice because as we all know, she and her family were executed by firing squad in 1918 but what you may not have been aware of is that hemophilia ran in her side and her fifth and only son, Alexei... heir to the throne, was born with this condition.

Some of the regal advice comes from Queens such as Marie Luisa; Marie Antoinette; Catherine Howard; Catherine of Aragon and Diana Spencer. All and all, Ask the Queens Advice Card Deck is a fabulous way to get a little insight from a few ladies who have seen it all and it gives you a history lesson to boot! This would be a wonderful deck to place upon one's coffee table for a brilliant conversation piece. 

—Liz Christie, Lizzy’s Logic blogspot

My goodness ... what an interesting and different oracle deck.  The first thing I thought when I found this oracle was, hhmm ... what a strange deck ... and I love it.  The Ask the Queens advice cards are an oracle deck with advice straight out of the history books from the lovely ladies, the Queens themselves.  Each card contains a quote, as well as some background of the Queen, highlights of her life.  

If you love only the positive side of life, and neglect the darker polarity of a perfect equation, these cards may make you a bit queasy.  Some of the advice, although certainly something you could take to heart and follow is rather humorous.  Advice such as the pretty, long-haired Ostrogoth Queen Amalasuntha gives, "Don't let your education make you stupid".  This is actually very good advice, although I could not help but find it knee smacking, cheek-hurting hilarious.  This is a good one for those "holy than thou" educated types ... enough said.

I love Queen Maria's advice, "The soil is only as good as the seed".  True, very true ... also in reverse.  

Thought provoking, rich in historical reference and delightfully creative, Ask The Queens would compliment any coffee table, especially during a woman's group or meet-up.  

—An Angel’s Kiss

Flip Six™
Flip Six™

2011 Winner Creative Child Preferred Choice Award

What customers are saying about Flip Six Card Game

Our whole family, kids, parents, grandparents, are all totally addicted to Flip Six game! I had no idea how much fun it was going to be.....even for adults. It is the one game we all choose to play....no debate!
—Nancy J. , Amazon customer

Awesome card game for all ages--I have 11 grandchildren--I kept 6 of them entertained for hours with this game. they want to play it all the time. Love it because it is quick and several age groups can play.

—Sandy Grabowski, Amazon customer

This game involves just enough strategy to keep it interesting and not just a game of fate, yet is simple enough that the youngest is not at a huge disadvantage. Our kids, 6 and 8 both enjoyed it and each got a chance to win a round which keeps it fun for them.

All players are dealt 6 cards which are put face-down in two rows. One card from each row may be turned over but the rest of your hand is a mystery. On their turn, each player takes a card from the draw pile or the discard pile. They then must decide if they switch it for one of their face up cards or a face down card. The object being to get rid of your high-number cards so that, at the end of the round, they have the lowest possible score. But remember, many of the cards are face down so you don't know if you're making a good trade or not. A round ends when all players cards are face up. The game is designed to be played in 10 rounds, the lowest score at the end of 10 rounds wins. Many times we didn't make it to 10 rounds, but enjoyed the game none-the-less. At any time, a player may call for the end of a round early if they think they have the lowest score. If they do, great, if they don't...their score gets DOUBLED so be careful! And drawing a matching card to one in your hand is a special draw because it allows you to permanently discard cards from your hand, decreasing the number of cards in your hand and giving you an advantage at scoring time.

All in all, a fun game that helps increase counting skills and introduces negative numbers too. The instructions could have been clearer but were finally deciphered enough to enjoy the game fully. Highly recommended and a great travel game too.

—Rudy, Amazon customer

This is a card game for all ages. Great for number recognition and value recognition for younger kids. Kids like to play and parents enjoy, too!


Beginner's Guide to Tarot
Beginner's Guide to Tarot

What customers are saying about Beginner’s Guide to Tarot

I cannot praise this deck highly enough, not just for its outstanding artwork but for the numerous practicalities of its presentation. Indeed, all involved deserve a lot of praise. The deck can only be bought as part of a fairly lavish package, titled the Beginners Guide to the Tarot. Not only would the book still be an asset to anyone's Tarot library, no matter how advanced, the whole glorious package retails for around the price of a standard U.S. Games tarot deck, making it in my book just about the best bargain I've ever added to my collection.

In terms of presentation, the book is teaming with monochrome illustrations taken from the deck itself. A particularly nice touch however, is that dark blue ink, rather than black has been used both for text and illustrations, making the whole presentation much softer on the eye. Moving on to the proper content of this set, it really is difficult to know where to start - mainly because there's just so much that's good and down to earth practical. It's probably best to start with the book. Juliet Sharman Burke is a full time teacher of both Tarot and Astrology. She is a very good teacher and this book, I feel is her best offering to date. She is a total no - nonsense, level-headed tarot practitioner and the perfect guide for the novice while being able to offer new insight to the more advanced in the same breath. I had always loved the Tarot and been fascinated by it's imagery. When I bought this set and followed the course through I became a good reader as opposed to just a dabbler. For the first time I had a very solid and practical foundation to build on.

Each card is described in individual detail but there are also general overviews of the Majors as a whole and of each suit. She starts with the Minor Arcana, which in itself is a brilliant move. You don't even get to the Majors until you've learned all of these card meanings, done sample readings with each suit on its own, then a reading using all four together. You then learn the Majors, do a Majors only reading and finally a reading with the whole deck. Individual card descriptions are detailed but never labourious. Each card gets more or less a full page and is accompanied by a monochrome reproduction of the card itself which is diagrammatically annotated with key points and handy tips.

Sharman - Burke has devised this deck more or less along the lines of the Rider - Waite but she also draws on the other traditional decks such as the Visconti Sforza and the Marseilles. What results is almost an objectified Rider deck - she debunks all of Waite's subjective occult imagery and replaces it with easier to understand symbols. Hence, Waite's rather obscure Alchemical Wheel of fortune is replaced by the more traditional Fortuna and her Wheel. Also, numbers are absent from the Major cards. This does away with any arguments over card ordering and leaves you to form your own conclusions. When did it ever matter whether Strength was card 8 or 11 to a novice anyway?

A similar pattern follows through the Minor Arcana, which if anything are even richer in detail than Colman Smith's whilst remaining true to her basic imagery. For me, Juliet Sharman-Burke is the only person who has managed to achieve this. What also helps is that each suit has its own consistent color scheme, making the cards instantly recognizable. Colors are related to elements and the elemental attributions are standard - Pentacles - Earth. Swords - Air. Wands - Fire. Cups - Water.

As to purely artistic concerns, the deck, though devised by Juliet Sharman-Burke in every detail was painted by Giovanni Casselli. Its a masterpiece of line and wash style which is elegant, refined and manages to totally avoid the comic strip style trap that many decks can fall into. It really is a gorgeous deck that can hold its own with the best of the rest.

Although aimed at beginners, this package is far more than just an introductory course. It is a timeless deck and book that will continually provide pleasure and insight no matter how far advanced you are. As such it should be a required acquisition to any serious collection as well as the best recommended starting point for anyone interested in learning the art of Tarot.

—Chris Butler, Tarot author and illustrator

Sloop Card Game
Sloop Card Game


My husband and I played a nice and friendly game of Sloop last night.  We had never played before and I had to read the directions a couple times to be sure we knew what we were doing.  Once we played a few rounds it felt like we were pros.  The game is played by trying to collect as many cards possible.  A game of strategy and math, the game is fun for all ages while being a great educational family game to play with the little ones.  This game is lots of fun.  It has an addictive quality to it and I cannot wait to play again.

—An Angel's Kiss blog


Mike Fitzgerald and U.S. Games Systems, Inc. have come up with a very creative card game called “Sloop.”  It is a numbers game based on the classic Italian card game “Casino.”  Although “Casino” was generally played with a standard deck of cards, “Sloop” introduces several new twists, including special action cards.  “Sloop” can be played by 2-6 players, with a recommended age of 8 years old and up.
The “Sloop” game contents include 122 colored playing cards, 10 each of numbers 1-12 plus 2 wild cards.  There are also 6 colored build markers, 12 numbered build counters and a nice set of rules, including several examples that really help beginner players understand the options available on each turn.
The game begins by dealing 4 cards to each player to form their starting hand, plus placing 4 cards face up in the center of the table, called the display.  The object of the game is to collect as many of the playing cards as possible, with the player holding the most playing cards in their score pile at the end of the game being declared the winner.   The values shown on the playing cards make no difference at the end of the game, as the winner is the player with the most cards regardless of their face values.
The game begins with players alternating turns, with each turn providing 4 options.
First, a player can simply “capture” one or more cards from the display.  This is done by adding together the values of one or more cards in the display so that they equal the value of one card in your hand.  For example, if a player has a 10 in his hand, and there is a 7 and a 3 in the display, all three cards can be claimed.  The collected cards, including the one in hand, are placed on the player’s score pile. 
Second, a player may start a “build,” in which case one card in the player’s hand becomes the number of the “build.”  Another card from the player’s hand is then added to one or more cards in the display such that the values equal the number of the “build.”  If this can be done, all of the cards, including the one from the player’s hand used to complete the “build” (but not the card matching the value of the “build”) are placed in a special “build” pile in the display.  A “build” marker indicates that “build” belongs to a specific player, and a numbered “build” counter is also used to show the “build” number.  For example, if the display contains an 8 and a player has an 11 in their hand, along with a 3, he can take the 3, combine it with the 8 and begin a “build” of 11.  The player must have that 11 in his hand or this cannot be done.
The third option is to either continue a “build” by placing one card from a player’s hand plus one or more from the display which add to the “build” value and place those cards on the special “build” pile in the display, or to simply capture the entire “build” pile by playing the card in your hand that equals the value of the “build.”  In that case, all of the cards from the “build” are collected and placed in your score pile, including the one from your hand.
Lastly, if the player cannot perform any of the other 3 options, they may place a card in the display.  This is the time for those “special action cards.”  If a 1, 2, or 3 is placed in the display (not used for a capture or build), that player gets a special action.  If a 1 is placed in the display, that player can steal one card from each player’s score pile.  If a 2 is placed in the display, that player can play another card from their hand and if a 3 is placed in the display, that player can look at the next 3 cards in the draw pile, and pick one to play.
At the end of each turn, cards are taken from the draw pile to bring the display back up to at least 4 cards, and to return the player hand back to 4 cards as well.  There are also 9 “supercharged” numbered playing cards, which basically require one additional card in play for each “supercharged” card placed in the display.  And of course, the two wild cards can be used as any numbered card from 1-12.  The game ends when all of the cards have been exhausted from the draw pile.
We played “Sloop” frequently over a week’s period, and found it to be a fast, easy to play card game.  However, it can be confusing trying to remember whether you are adding cards from the display such that their sum matches a card in your hand (“capture”), or simply trying to start a “build,” by adding one or more cards from the display together with one card in your hand to get to the “build” amount.
“Sloop” might also be a nice way for younger players to practice some basic addition skills.  Adults may even find themselves having to think fast, as it is easy to overlook some very simple combinations in the heat of play.
– RJ Cullen, ToysBulletin.com 

There aren’t many components to this game, however the production value is top notch. The cards are all very bright and colorful with a UNO type feel to them. They are very sturdy and will be good for lots of play. The build counters and player markers are thick cardboard and are very nicely done. Overall, these are very nice as is everything here.
9 out of 10

The rules for this are small enough to fit inside the box and have lots of examples of play inside. There are explanations of how everything works. There is even a picture for setting up the game. There are rules for playing 5 or 6 players as well as 4 player rules for 2 teams. Everything is easy to read and understand. Just like the components, the production quality of the rules is just as well done.
9 out of 10

This is not a very difficult game to learn and play. Pretty much if you can play UNO, you can play this. Having never played the classic game of Casino, this was all new to me. However, I really like the ease and fun that is to be had playing this game. It doesn’t take that long to play and is easy enough that pretty much anyone that can add numbers can play it. There’s not really a lot else that can be said about this one, other than I like it and enjoyed playing it.
9 out of 10

Sloop is light card game based on the classic game of Casino. Everything here looks great and play is lots of fun. The game is fairly quick with about a 30-minute play time. It’s very simple and easy to play. Anyone that likes card games like UNO or Phase 10 should DEFINITELY love this game. Growing up with those types of games really helped me to love it. That said, I’m afraid that most hardcore board and card gamers might not like it all that much. There aren’t a lot of decisions to be made like in a Euro or war game. Still, if they grew up playing those types of games that were usually found on the shelf at Walmart, they just might like this one as much as I did. I highly recommend giving this one a try.
9 out of 10

—Jonathan Nelson, Funagain Games

HeartSwitch Card Game
HeartSwitch Card Game

Check out Dice Tower's Tom Vasel's review of HeartSwitch!

What customers are saying about HeartSwitch Card Game

We’ve all pretty much grown up with computers and we’ve played the games that come with the computer: Minesweeper, Solitaire and Hearts.  I played a lot of Hearts on the computer.  I learned a lot from playing Hearts as well, but the two main things I learned was that I suck at Hearts and I suck at card games in general. Well much too my chagrin, I absentmindedly requested to review a card game called HeartSwitch from U.S. Games Systems Inc.  We all probably know U.S. Games Systems since they are one of the largest producers of playing cards in the world.  The company, though, has over the past couple of years moved further and further into the hobby card game market and is actually doing well with such recent games as Hooyah: Navy Seals card game.

By now you’ve probably figured out from my opening paragraph that HeartSwitch is Hearts, but with a twist.   Just in case you’ve never played Hearts, the object of the game is to rid yourself of as many or all of the point cards in your hand by the end of the hand, or trick.  The point cards are the hearts, which are worth one point each, and the queen of spades, which is worth thirteen points.  The person with the lowest total points at the end of the game wins. HeartSwitch builds on this by adding in eight new cards that changes the dynamic of the game some.

The eight cards are the Wicked Spade Witch, the Kind Club Witch, the Evil Heart Witch , the Good Diamond Witch and four cards called the Magicians.  The Spade Witch counts as an additional 5 points.  The Club Witch cancels either or both of the Spade Witch and Spade Queen taken by a player.  The Heart Witch doubles the point value of each Heart taken, but has no point value itself.  The Diamond Witch can deduct up to 5 points taken in that current hand, but does nothing if no points are taken in that same hand.  As for the Magicians, it took a few hands for me to figure them out.  They’re basically “wild” cards.  You can play them anytime, but they have no point value, don’t belong to any suit and cannot win a hand unless all players play Magicians.  If that’s the case then the person who led with the first Magician wins that hand.

I did enjoy playing the game even though I still suck at it and since there is actually some strategy to playing Hearts, my strategy was not to come in last.  The new cards can even the playing field some if you are playing with people who do play Hearts on a regular basis.  Granted this didn’t help me one bit.  The game has nicely produced cards, as one might expect, and a book of score sheets which is a nice touch as well. HeartSwitch is a descent filler for a game night, but I don’t see hardcore gamers playing this on a regular basis just due to it’s “light-ish” feel and lack of theme.  This game does excel when played with non-gaming friends and/or relatives though.  My only real problem, actually it’s a pet peeve of mine, with the game is that it needs at least three players to play.  I’d really like to give this game two ratings;  one rating for playing with other gamers and one rating for playing with non-gamers.  So I’ll just take the average of the two.

—Barry Lewis, Gamer's Codex

I love to play card games with my hubby ... and he loves it too. We both have a bit of a competitive edge, which makes winning good fun for weeks ... as bragging rights do not soon dissipate. Excited to give this new game a spin, last weekend we did just that. The HeartSwitch Card Game was designed by Joe Andrews, the author of The Complete Win at Hearts and Ken Fisher, the creator of the popular Wizard® Card Game. The games was inspired by the classic game Hearts. A game of strategy, HeartSwitch Card Game, is a game that can bring out inner character and depth ... as well as being a lot of fun. The game is for 3-6 players, ages 10 and up which makes it a great family game, which is how we played it. This is a new favorite in the household. As my oldest put it, "Mom, this is super fun" and I must agree.

—An Angel's Kiss Blogspot

We get together with another family every weekend for a family game night. Getting bored of the same old games, and same style games, but being lovers of hearts, wizard, spades, etc, this game was a refreshing switch. It is easy to understand (especially if you already know how to play hearts and wizard), very fun to play, and the twists make it challenging as well. Highly recommended. 

—Dean Roth, Amazon customer

What customers are saying about Omegaland Tarot 

These five stars are not because this is a great Tarot Deck, but because this is a great fun deck. It's like having endless adventures in the grim future if you use it like an old fashioned Pulp Writer's Story Wheel. If you want a deck of cards you can use to prod and prompt your imagination this is the best I have found thus far.

—J.F. Smith-Schroers, Amazon customer

As an owner of 300 tarot decks (yes, each thoughtfully collected), I am pleased to say "Omegaland" is a welcome new addition. The imagery is unique, accessible, thought provoking. I am a fan of post apocalyptic fantasy and this fills the bill. I also appreciate that female images are respectfully portrayed as strong- but not 'manlike'- capable people. I love it!

—Dr. Honeybee, Amazon customer

The Omegaland tarot is an anomalous deck by U. S. Games Systems, Inc. Influenced by the current trend in post-apocalyptic texts, survivalist reality shows, and an epidemic of zombie series such as The Walking Dead, Z Nation, and iZombie, as well as militia culture this unusual deck is set in a lawless society where violence is the rule. It is hard to tell if this deck is a bit tongue-in-cheek or is totally serious, and being marketed to a heretofore untapped demographic – the redneck. Given that this is also a card game that you can play on those cold nights in the bunker complex it may not be entirely humorless. 

So in your a few spare minutes when you aren't out scavenging, looting, or reloading your guns, you grab a bunch of pencils and card 'liberated' from an abandoned school and draw yourself a deck of tarot cards. Your art style is a little rough-hewn, a bit chainsaw art, but your nouvelle redneck compatriots will love your depiction of their crumbling world – Harleys and handguns – this is how you roll. 

This is a 78 card tarot – with 22 Major Arcana and 56 Minor Arcana. In the Major Arcana no Trumps have been renamed, and there are no significant departures from the Rider Waite Smith standard. In the Minor Arcana, Coins have been recast as cans of food, Cups are now water canteens both big and small, Swords have become crossbows, and Wands are now guns. The court cards remain standard – Kings, Queens, Knights, Pages. All cards have both numbers and titles beneath the illustration, in addition the Minor Arcana have a letter and/or number (for the card game) written on a scrap of masking tape in the top left-hand corner. 

The cards measure 72 x 120 mm. The card stock is fairly high quality, solid and inflexible, with a smooth low sheen finish. The deck sits nicely in the hands and shuffles smoothly. The print is crisp and clean, sharp lines, clear colors, no blurring or bleeding of the images. The palette is somewhat military in nature – lots of browns, khaki, olive drab, grey, with occasional splashes of red, orange, pale blue, and grass green. The artists style is blocky and choppy – a studied amateurishness. 

The Little White Book is 52 pages long, with instructions in English only. Using faux-typewriter print, information is given in the first person by your guide through Omegaland. This is an anonymous, masculine voice, full of gruff smarts and survivalist wisdom, that tells it like it is. The divinatory meanings are quite standard, but refreshingly shorn of all esoteric jargon. Each card has a little bit of narrative that explains what is happening in the image, seamlessly melded with interpretations. This is followed by one, or more, keywords that summarize the essence of the card. This is really good information, bluntly put, with no ambiguities. There are no interpretations for reversed cards given. There is a 'Survival Spread' included – a 6-card draw with Location, Food, Weapons, Fuel, Drink, and Stockpile to help the Seeker divine their future. Instructions for the games are provided on a further 12 pages of the LWB and 6 additional cards. There are separate rules for 3 players, for 4-6 players, and free-for-all games. 

This is a truly unusual tarot deck – one of several more masculine decks to appear on the market lately. While much of its symbolism departs radically from more standard images it is still a functional deck. I would not recommend it for beginners, however if you are an experienced tarot reader with an interest in post-apocalyptic landscapes then this may well be the deck for you. 

—MedusaWink, Aeclectic Tarot


What gamers are saying about Backstab Card Game

In this game, players will encounter hideous monsters and horrible traps in lots of different areas that they will then have to battle to gain valuable coins. Of course, they'll have to watch out as the other players can backstab them at any time forcing them to battle it out. The player that can withstand all the horrors and are able to collect the most coins will be declared the winner.

The game is very simple and rather fun that plays a lot like a trick taking game. Each round the zone will determine which suit is more powerful than the others. As the encounters are revealed, you'll have to be aware of what you can do with what you have and hope to save what could be your better cards for the next encounter. Of course, another player can always switch up the zone and completely mess up your well thought out plans. If that wasn't bad enough, the other players can backstab you to try and take your money and possibly cause you to lose a card if you don't win. The game can be quite cutthroat at times. Thankfully a player can only backstab 3 times a round. Of course that can still mess you up quite a bit if you have a bad hand. Luck does seem to play a fairly decent part of this game, both through the cards and the die roll for the traps. Even with all the chaos, the game is a pretty good little filler style card game. It plays around 30-45 minutes. I enjoy the weird humor and chaos of the game fairly well.
8 out of 10

Backstab is a light card game of trick taking with a bit of a take that feel, sprinkled with some hand management. The game doesn't take that long. Most sessions last around 45 minutes tops. The artwork is really unique and odd but still humorous and fun. It reminds me a lot of TV's Adventure Time. There's not really much of a theme to it, even though it seems to have wanted there to be one. I see what they were trying to do. I wish that the money tokens had actually looked like money instead of just round circles with a number on them. I also wish that the die had been engraved instead of screen printed as I fully expect the ink to rub off after lots of use. As for the game, it is really simple and doesn't take much to learn. It's pretty solid though a bit chaotic with the use of the backstab mechanic. Luck plays a fairly large part in the game through the luck of the draw and dice rolls. This is one that I'd recommend trying out first unless you really like trick taking games. In that case, I'd recommend it. In any event, it's definitely fun and worth playing. I enjoyed it.
8 out of 10

—Jonathan Nelson, Gaming Bits, BGG

Backstab uses the core mechanic of an adventure game: it has encounters that must be overcome through careful card management. It's also very much a take that game, where players assault each other. Finally, as a card game, it reminds me most of war (with enough expansion and development to make it interesting, of course).

As an adventure game, Backstab is pretty simple. You manage a limited hand of cards to try and earn victory points while staying powerful. It plays very quickly and without too much thought.

The heart of the game is really in the backstabbing. It can be fun and fast-paced, as people shout that they're backstabbing each other in rapid succession.

Backstabis a very light game of fighting encounters but (even moreso) assaulting the other players. There's some beautiful old-school art and some fun cards, but also a bit too much of beating up on players who aren't doing well.

—Shannon Applecline, RPG.net

I got this game for my nephews to play when they visit and was pleasantly surprised to find that I enjoyed it as well!

Basically, it's set up like a dungeon crawl, where you're encountering monsters cards and have to defeat them using the cards in your hand. For example, a particular dungeon may be strong in magic, so in order to defeat the monster, you would have to play cards that are of a higher value than the monster. Sounds straightforward and it is, but there are also cards that can be played that change that, adding a bit of mayhem to the game!

There is also the fun backstabbing mechanic (that the boys loved!) where you can declare that you're going to backstab an opponent. You are then playing your cards head to head against him.

As an adult I'd give the game 4 stars, but the boys would give it 5 for sure - one of them even said he'd buy it off of me, using his own money! :)

The art is fun, the rules straightforward and the game quick. An all around fun time.

—Lulu, Amazon customer

HeartSwitch Wizard Combo Pack
HeartSwitch Wizard Combo Pack

Check out Dice Tower's Tom Vasel's review of HeartSwitch!