Tournament at Avalon
Designed by: Jody Boginski-Barbessi,Karen Boginski,Kenneth C. Shannon
Tournament at Avalon (and its older sibling Tournament at Camelot) is a trick-taking game that is also a fight to the death – each player begins with a certain amount of health (you can vary it depending on how long a game you’d like to play) and as soon as any player’s health hits zero, the healthiest player at that point wins.
Each player begins as a protagonist from the Arthurian legends, and each protagonist comes with its’ own individual power or ability. Players are dealt 12 cards each, but before play begins pass three of their hand to the player on their left – allowing you to dump cards you don’t want, and also access a little insider knowledge about one of your opponent’s cards.
There are three suits, and standard trick-taking rules apply: when a card of a certain suit is led, you must follow suit if you can, either with a direct match or one of the Alchemy cards, which are considered wild and always match. The catch here is that you don’t get the cards by winning a trick – you get them by losing it: playing the lowest numbered card. And taking a trick is actually bad: cards in a trick deal damage, and when one player has run out of cards, everyone’s collected trick cards deal damage to their health. Some tricks are relative scratches, others… less so. (If you can’t follow suit on a trick, you must discard a card from your hand and also – lose health!)
So there’s a relatively simple game here, but Tournament at Avalon builds a lot of room for tactical manouevering on top of the basics. For a start, there are your character powers, which help you during the game either by giving you a constant edge, or some boost when your health hits a critical point. The least healthy players can also be helped out by Godsend cards, which come to their aid when they’ve had a bad round, and each protagonist has a companion card who will join you when your health drops below a critical point.
Also in the deck are a number of special cards that can play havoc with expectations, jettisoning already-played cards from the trick or flipping the lowest-takes rule temporarily, so a player who played highest gets damage instead.
Last but not least, a low on-suit card and a low alchemy card can occur as the same number in the same trick. When this occurs the ‘lowest cards’ actually cancel each other out, and some other unsuspecting player who thought they were safe has to take the cards instead!
Although players can’t ever trade cards, they can strike (and renege on) deals – if someone is clearly winning the battle, alliances can be forged to deal them significant damage and level the playing field. Of course, this is Avalon: there’s no guarantee anyone can – or should – keep their word!
Sam says
Part of the appeal of trick-taking games – for me – is the weighty decisions they give you with a comparative dearth of rules. Here there’s a fair bit of fiddliness around the simple centre, and that complexity means the game runs quite long for what is a largely chaotic kitchen-sink fight of unique powers and back-from-the-dead recoveries. I really like what it offers in lots of ways, but the reservations over the constant stream of aha-but-now-this-happens hold me back from recommending it unreservedly: it feels like it should last half an hour rather than the 60 or so minutes my experiences have been. It looks absolutely lovely though, and I can’t deny the back and to thrust/counter-thrust definitely feels like a tournament: not many trick-taking games can claim to represent theme as well as this one does.
-
Take That!
High, and climbing with every card as your options run out!
-
Fidget Factor!
Low. Though it's complex for a trick-taking game, it's not complex enough to overwhelm adults or older kids.
-
Brain Burn!
Like almost all trick-takers, the challenge is hand-management. Shrewd card-play is the key, though a bit of luck doesn't go amiss either
-
Again Again!
There are numerous protagonists to try, various Godsend cards, and the way the cards fall in your hand always gives you a challenge



