Game Info
Year
2024
Collection
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Description
A fast, fun, and easy-to-learn card game with amazing squirrel art. Players battle to get the lowest score each round by getting rid of their cards. Push, Skip, and Wild Cards wreak havoc on you and your opponents! Use the powerful Squirrel Cards to instantly clear the center pile of cards and keep your turn going! Each game is challenging and exciting. This is a game that everyone will go nuts over!
—description from the publisher
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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Sentiment:
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Video 270p5dxrdJA
The Dice Tower Review at 0:00 sentiment: negative
video_pk 5403 · mention_pk 16046
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
negative
Pros
- Rules are approachable and quick to learn for a casual audience
- Squirrel artwork provides an appealing, lighthearted visual hook
- Clear mechanism for clearing piles via four-of-a-kind or squirrel-powered clears
- Potential for player interaction through skip and push cards
Cons
- Visuals and production feel dull and unengaging beyond the theme
- Nut cards and numeric cards come across as bland and uninspired
- Gameplay pacing can be slow and repetitive, particularly in longer plays
- High luck element and chaotic card passing reduce strategic depth
- There are better games in the same vibe, making this a weak choice in the genre
Thematic elements
- Lighthearted woodland animal motif focused on discard mechanics, pile management, and interaction. The squirrels are thematically present as a cute, humorous backdrop rather than a heavy narrative world.
- An abstract, family-friendly card game centered on the theme of squirrels gathering and discarding cards. The table play unfolds with each player maintaining a hand and a shared set of face-up piles, with the aim of emptying the hand and controlling the pace of play.
- Instructional and procedural; emphasizes rule explanation, flow of turns, and endgame scoring over a tight story arc.
Comparison games
- Pig Pile
Mechanics (from transcript analysis)
- card draw consequence — Whenever a player plays onto a pile and takes the top card, they add that taken card to their hand, replenishing options but increasing the chance of future misplays.
- Hand Management — Players hold a hand of number cards and special cards. On a turn, they play cards from their hand onto one of several face-up piles, with the constraint that the played card must be lower than the top card of the chosen pile.
- hand management and pile play — Players hold a hand of number cards and special cards. On a turn, they play cards from their hand onto one of several face-up piles, with the constraint that the played card must be lower than the top card of the chosen pile.
- pile elimination via four-of-a-kind — Whenever a pile would reveal four cards of the same number (including the top card and any stacked cards that occur during play), the entire pile is removed from the table.
- scoring and end-of-round — The round ends when a player discards all their cards; the remaining players sum the values of their cards, and certain cards (like wild push, skip, and squirrel) carry high penalties (20 points each) while the game continues over multiple rounds to determine the winner by the lowest total.
- self-drawn endgame and blind play — As players approach the end of their own hands, the last cards must be played blind, adding a risk of missteps and card mismanagement that can affect final scoring.
- special cards and interaction — Skip cards, Push cards, and Squirrel cards modify turn order or force players to take piles, creating direct interaction and disruption.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This game does not look good at all.
- I can't recommend it.
- four out of 10.
- If you like the style game, there are other ones out there that are better.
- Oh, push. That's nice.
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