Copycat, or as it is known in German, Fremde Federn (which means roughly "to adorn oneself with borrowed plumes," or something like "strange feathers"), is about borrowing elements from well-known games (Eurogames) and constructing a new game out of them.
Copycat is a deck-building, worker-placement, drafting race game. You are a politician who tries to gather enough money and influence to become the next president. Of course, you depend on the work of others to get the needed influence. You start with a set of 10 cards (7 of them are "fatherly friends," which give you 1 money each and 3 of them yield 1 influence each (VPs)). Each round you draw 5 cards from your deck and use one card for the turn order to place your workers. The workers go to the different offices in the government building to buy new cards for you, get influence or to carry out other actions. Each round there is one more space in which you can choose to place your workers. On the game board is a row of cards which you can choose to buy and each round the empty places in this row are filled from a deck of cards divided into 4 different "Ages." The last cards of the deck are Doctoral degrees which you can buy with your money; these give you 1 VP for each unit of money spent. The game ends when all of the Doctoral degrees are bought or when one player has 95 VPs or more.
- Portable and quick to set up
- Strategic depth emerges from scoring cards
- High replayability due to variable scoring
- Compact components suitable for travel
- Theme may not appeal to all players
- Low complexity may disappoint some strategy fans
- witches casting spells with a mischievous cat interfering
- spooky season, witchcraft motif
- light-hearted, whimsical, strategically thin but with meaningful decisions
Mechanics (from transcript analysis)
- Flip/Roll and Write — On a turn, players roll three dice, choose one number to write on a sigil card, draw a line between the other two numbers, and cross out the number they marked at the top; dice pass around as play continues until sigil cards are filled.
- Roll and Write — On a turn, players roll three dice, choose one number to write on a sigil card, draw a line between the other two numbers, and cross out the number they marked at the top; dice pass around as play continues until sigil cards are filled.
- sigil completion and line-drawing — Players connect numbers and mark sigil cards in a way that influences end-of-game scoring; decisions persist and impact later turns.
- variable scoring cards — At the start of the game, players draw a deck of scoring cards that determine specific scoring conditions for the sigil cards, creating variability between plays.
Video topics + discussion points
Quotes (from this video)
- Doomcat is extremely portable.
- It's simple enough for a quick game on the go, but still satisfying for strategy fans.
- The depth is all about maximizing those points rather than exploring complex mechanics.
- Overall, Doomcat is a fantastic addition to a spooky season collection. It's portable, quick, and strategic in all the right ways.
- I can see this being a travel staple as well as a seasonal favorite for spooky nights at the table.
- Would you let Doomcat sabotage your spells or keep your magic safe from feline interference?
References (from this video)
- Innovative combination
- Complex hybrid system
- Ambitious scope
- Not a perfect fit
- civilization
- agriculture
- economic
- Dominion
- Agricola
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- board games are diverse but card games really could feature anything
- players are all doing this simultaneously and so you want to be the player that stays in the longest
- if you turn over to many matching cards then you end up with nothing
- auction games are are well served by the sort of card game mechanisms
- play very quickly for three to six players
- an excellent excellent game
- take that card games or I think the most combative sort of card games
- totally silly extremely random but essentially we're playing cards to attack other players
- still one of my favorite games
- each card is a floor on a building
- there's a whole genre of what we call take that card games
- you could place bombs or or murderers into these buildings or the police can then take away a murderer
- Seven Wonders was the sort of figurehead for the cloud drafting games
- sushi go has been an enormous hit
- now the figurehead for the genre is probably sushi go
- deck building was created really by the game of Dominion
- there's something delightful about the simplicity of a game like Dominion
- you can teach to people really easily and play very very quickly
- a form of set collection again
- classic tableau builder would be something like San Juan
- this is a fantastic card game
- buying cards laying them out in front of us and they're going to keep generating us money
- this really is one of my favorite genres
- anybody can play these games and not everybody can play them well
- I love speed games I think it's a fantastic category of card games
- trick-taking games very very straightforward in their basic format
- the basic mechanism can be turned into all these different games
- all tweak it slightly in different ways
- my top ten card game mechanisms
- hopefully I've given you a broad picture of the world of card games
References (from this video)
- Heartwarming story
- Emotional depth
- Passion project
- Short runtime (2-3 hours)
- Finding home and belonging
- Animal shelter and suburbs
- Emotional and thought-provoking
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- what is the true meaning of home is it the place you grew up is it the place where you feel wanted