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Chu Han

Chu Han is a two-player trick taking and card shedding game. Set in Ancient China where the Chu and Han clans battled for supremacy, the game is designed by Tom Lehmann for Matagot Games.

 

The game consists of 46 dynasty cards split evenly between the two clans. The cards are numbered 0-9 with there being nine 1s, eight 2s etc... down to a single 9 and 0.

Each player is dealt a hand of 15 cards and 12 of the remaining cards are set aside as a draw pile.



Gameplay appears at first to be extremely simple: the lead player plays a hand of matching cards (even a single card) and the following player must play the same number of cards of a higher rank. On your turn you may optionally take a Writ which allows you to draw two additional cards. Play continues back and forth until either player passes or someone uses up all their cards and wins. The winner of the hand scores a point for each card left in their opponent's hand (maximum of 5) and 1 per writ they used. The game is over when a player reaches a score of 31 points; typically 4-7 hands.


The added wrinkle is that all the rank 3 and 6 cards have a unique power and can be played for their power instead of as part of a set. As each of the powers are unique the first plays of the game can be slowed down considerably as you look up how the special power works, then debate if you are doing it right, rechecking the rules, searching online and cursing the rulebook writer. However, once you have figured them all out, it is these special powers that really make this game shine. Just when you think you have the hand in the bag your opponent whips out the one card that can thwart your plan...



We have found that with repeated plays the hidden strategies and value of some of the powers that at first seemed underpowered have become more apparent. There are also optional event cards that are played at the beginning of each hand that affect players in a variety of ways, also adding an interesting twist to the game. Matagot have included two interesting mini historical campaign games that use specific event cards and starting hands that develop over the course of multiple hands but which primarily follow the same rules as the main game.


The cards are beautifully illustrated with art from Maxime Erceau and Ryan Ferriera featuring historical members of the clans. The rule book and historical/campaign guide are generally well written although, as mentioned earlier, the powers and when they are played/apply could be clearer. A very nice addition is that all the components (scoreboard, player aids and writs) are duplicated as cards and a small card box is provided to make the game easily portable so you can easily pack it in your holiday suitcase.


The average game lasts between 30-60 minutes: quick and easy to set up and well worth the time to explore.


(Review by Greg White)


 
 

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