Once upon a time, there was a magical book of fairy tales that had three chapters. You will now live through that book in 3 Chapters, a trick-taking game with three game phases:
• Chapter 1: Start with eight cards in hand, choose one, then pass the remaining cards clockwise. Continue doing this until all cards are drafted.
• Chapter 2: Play one card each. The highest card wins the trick and receives two points. Additionally, compare the skills on your cards with one another as this can earn you additional points.
• Chapter 3: Finally, evaluate the skills within your selected hand cards. They can bring additional points in this chapter.
If you choose the fairy tale creatures wisely at the beginning, you can win plenty of tricks and collect lots of points. Clever card combinations can also bring points without tricks because everyone knows, say, that Hansel and Gretel are particularly strong as a team...
3 Chapters
- Rich drafting decisions that influence later trick-taking and scoring
- Strong synergy between character cards and scoring text
- Multiple viable paths to victory via different card interactions
- Pacing is brisk with quick rounds and scalable player interaction
- Clear sense of three-part progression that adds variety across chapters
- Accessible to players who enjoy drafting, tricks, and engine-building concepts
- Card drafting, trick-taking, and engine-building woven together with fairy-tale characters and bottom-text bonuses that drive scoring.
- A fairy-tale inspired, three-part journey where players draft character cards and then compete in evolving trick-taking rounds that are flavored by classic tales.
- Chapterized progression that intertwines drafting and tricks with character-driven scoring opportunities; narrative flavor is delivered through card text and stage-based scoring events.
Mechanics (from transcript analysis)
- card drafting — Each player starts with eight different character cards; players draft and pass in sequence. The two-player variant uses ghost decks to simulate a larger pool, affecting drafting decisions and scoring opportunities.
- combo-based scoring — Certain cards synergize (e.g., Rumplestiltskin and crown types) to trigger multiple scoring opportunities in a single trick or across multiple tricks.
- Compound Scoring — Certain cards synergize (e.g., Rumplestiltskin and crown types) to trigger multiple scoring opportunities in a single trick or across multiple tricks.
- multi-round structure — The game unfolds in three chapters. Chapter 1 focuses on drafting and initial synergies, Chapter 2 emphasizes trick-taking and risk/reward timing, and Chapter 3 consolidates scoring and end-game evaluation.
- Set collection / scoring tokens — Cards carry symbols (hearts, crowns, gems, stars) and bottom text that modifies scoring. Gems/points accumulate through a combination of card types, presence of crowns, and other in-trick effects.
- Trick-taking — Chapter two converts the setup into a traditional trick-taking phase where the leader selects a card, others play, and winning the trick yields scoring opportunities via card text and earned stars.
- variable player counts — Supports 2-6 players with draft/trick dynamics adjusting for more players. At higher counts, there are more card types to encounter; at 2 players, ghost decks effectively increase the pool so the experience remains rich.
- Variable Set-up: Player — Supports 2-6 players with draft/trick dynamics adjusting for more players. At higher counts, there are more card types to encounter; at 2 players, ghost decks effectively increase the pool so the experience remains rich.
Video topics + discussion points
Quotes (from this video)
- I think this game is amazing because so many different things are going on.
- It's clever. It's creative. It plays pretty quickly.
- I am excited to play it more to really try out all of the player counts.
- I highly recommend checking this game out if you are a fan of card games or any of the mechanisms that I mentioned.
References (from this video)
- Accessible for new players
- Integrates drafting, trick-taking, and set collection
- Fairy tale character theme is appealing
- Encourages replay to explore different card combinations
- Storytelling through drafting, trick-taking, and set collection
- Fairy tale world featuring classic characters across three chapters
- Accessible, family-friendly fairy tale theming
Mechanics (from transcript analysis)
- drafting — Draft eight cards, pass the rest to the left, leaving seven in hand; builds synergetic card sets for chapters 2 and 3.
- scoring_and_chapter_progression — Chapter 3 lays out the cards for scoring; conditional scoring depending on cards and chapters; tally coins, gems, hearts, etc.
- set collection — Cards have synergies that affect scoring across chapters; collecting sets influences final points.
- set_collection_and_synergy — Cards have synergies that affect scoring across chapters; collecting sets influences final points.
- trick_taking — Chapter 2 establishes trick-taking where players play in order; highest card wins a star; stars are worth points.
- Trick-taking — Chapter 2 establishes trick-taking where players play in order; highest card wins a star; stars are worth points.
Video topics + discussion points
Quotes (from this video)
- Let's play again because I want to see what all the other characters have in store. I want to pick the right. I want to win.
- the beauty of this game is you want to keep playing again
- it is tricking month here at Cavey
- Now, in this game, you are trying to be the master storyteller throughout the three chapters in this game.
References (from this video)
- Accessible, quick to teach
- Rich storytelling potential with familiar characters
- Drafting can feel repetitive for some players
- story-driven drafting and trick-taking
- fairy tale land with Peter Pan, Captain Hook, Snow White and others
- character-driven with endgame scoring wrinkles
Mechanics (from transcript analysis)
- Compound Scoring — collect scoring tokens during tricks that shape end scoring
- heart/gem/star scoring — collect scoring tokens during tricks that shape end scoring
- three-phase play — draft, trick-taking, and endgame scoring phases
Video topics + discussion points
Quotes (from this video)
- Spicy. So you might be like, Here, Sam. And maybe I'm giving him back some of his bloodline that he gave me back.
- Root's just always going to be here. I play it every day.
- Dice Town. Since we first played Dice Town and every time afterwards, I have had so much fun.
- I love Dune Imperium. I think it's a perfect of a game as you can get.
- Obsession is such a fantastic game and I will pump this game up as much as I can.
- Mountain Goats is incredible. It's a great, quick dice game.
- Red Dust Rebellion is no joke amazing.
- Three Chapters is the newest game from Amigo. And I think it's going to blow up.
- Crafting the Cosmos is so good. The UX is amazing.
References (from this video)
- Tactically rich with meaningful interaction in the trick-taking phase
- Cohesive multi-phase design that rewards both short-term and long-term planning
- Strong comparison appeal for fans of Fantasy Realms while maintaining its own identity
- Has potential to be a slow-burner that grows in popularity through word of mouth
- May be too gamey or complex for a broad mass-market audience
- Not as immediately accessible or intuitive as some comparable drafting/trick-taking titles
- Market adoption could be limited if not widely understood or championed
- Hybrid of set collection and trick-taking with modular power interactions across phases.
- A three-phase card game built around a bespoke deck of unique characters, each with a distinct power, combining drafting, trick-taking, and end-game tableau scoring.
- Strategic, memory-driven, with long-term planning across distinct phases.
- Fantasy Realms
- Castle Quombo
- Far Away
Mechanics (from transcript analysis)
- Card-power interaction / synergies — Each card has a unique power that can trigger scoring or alter strategic aims based on the symbols and cards already played.
- drafting — First phase where players select (draft) cards to form their initial hand, with memory and long-term implications shaping decisions.
- Drafting / Pass-and-draft — First phase where players select (draft) cards to form their initial hand, with memory and long-term implications shaping decisions.
- End-game tableau/scoring combination — Third phase aggregates all previously played cards to score via tableau-like effects, where powers interact to determine final points.
- Trick-taking — Second phase where a lead card is played and others may follow; the highest-value card wins a diamond token, but cards have unique powers that interact with other cards.
- Trick-taking with optional following — Second phase where a lead card is played and others may follow; the highest-value card wins a diamond token, but cards have unique powers that interact with other cards.
Video topics + discussion points
Quotes (from this video)
- Three Chapters because the game is broken down into three very distinct kind of phases.
- a very nice comparison game ... if you do like games like Fantasy Realms, this is a really nice comparison game.
- I find it a very satisfying game when you manage to pull off these moves.
- there's going to be a big audience for this