Wizard Kittens is a semi-cooperative set collection card game. Players are wizard kittens who have accidentally released a few curses from the library's restricted section. Now they must defeat the curses before they're caught by the librarian, Professor Whispurr.
Each turn plays quickly but offers interesting decisions, most often around which spell to use and how to use it. Spells allow kittens to draw extra cards, sling cards at other players, discard cards out of their own play areas, or trade any two cards in play. No player can use the same spell two turns in a row, either.
The game ends when either the last of the six curses is defeated, or when the Professor Whispurr card is drawn from the ritual component deck. If the kittens defeated the last curse, then they tally up points (including a secret objective Extra Credit card), and the highest score wins. If they are caught by Professor Whispurr, then the Cleanest Paws Clause applies. All kittens with 10 or more points lose, and from those who are left, the kitten with the fewest cards in their play area wins.
—description from designer
- Manageable due to its small scope.
- Making casual games is hard, even if they are small.
- Wizards who are kittens
Mechanics (from transcript analysis)
- Casual Family Game — A small, casual, family-friendly card game.
Video topics + discussion points
Quotes (from this video)
- I think that the very first and most central idea that I think magpie puts at the forefront of every game we make and this is I think probably our biggest contribution to RPG theory is the idea of a holding environment.
- RPGs work way better when they problematize things.
- It's not about players choosing the outcomes you want them to choose. They're making the decisions you want them to make.
- Fun is irrelevant. Fun doesn't mean anything to an RPG.
- The hammer makes everything look like a nail. It's because it's shaping you as part of the tool.
- So, like I think that you really as an RPG designer have to grapple with um, you know, the weight of history.
- I think that's the big difference, right? Is like you cross over into an RPG when things are truly free.
References (from this video)
- Quick playing
- High interplay
- Strategies can shift mid game
- Players who are chasing the same endgame objective need to work at least semi cooperatively
- All information except for a player's extra credit card is public, preventing arbitrary dogpiling
- Any cards in excess of the minimum amount required to defeat the curse are worth negative points
- Mischievous kitten students who have accidentally released curses
- Library of their school
Mechanics (from transcript analysis)
- Hand Management — On each turn a player draws a new ritual card placing it into any slot of his or her choice then casts one of his or her four spells. Spells may allow players to draw another card, give a card to an opponent, discard two cards or switch the position of any two cards.
- Set Collection — Players gain points by capturing curses or by hoarding specific types of ritual cards which match either their extra credit card or match as a bonus printed at the bottom of some collected curses.
- symbol matching — A quick playing symbol matching card game with a twist.
- Variable player powers — Each player also has a spell unique to his or her character.
Video topics + discussion points
Quotes (from this video)
- At the time of filming this video wizard kittens has just finished its Kickstarter campaign with over 4000 backers.
- There is still a chance to get this game and we'll put the link in the description below so you can check that out if you'd like to have a feel of how the game is played we also have a playthrough video and you can check that out also via the link in the description below.
References (from this video)
- Gives a good flavor for how the game plays.
- The game has a clear objective of defeating curses.
- Artifacts are not always useful.
- Switching cards can sometimes cost points if not managed carefully.
- Collecting items to defeat curses
Mechanics (from transcript analysis)
- action selection — Players choose from a limited set of actions on their turn, such as drawing, playing a spell, summoning a familiar, or switching components.
- Card Drafting — Players draw cards from a deck and decide whether to play them, stash them, or discard them.
- Hand Management — Players manage the cards in their hand, deciding which to play, discard, or use for specific actions.
- Set Collection — Players collect scrolls, artifacts, and familiars to fulfill the requirements of curses.
- Take That — Players can 'switch' cards with each other, which can disrupt another player's progress or steal items they need.
Video topics + discussion points
Quotes (from this video)
- we're going to show you a short playthrough of a couple of rounds off wizard kittens describing what we're doing to give you a flavor of how the game flows
- At the time of filming wizard kittens has just finished its Kickstarter campaign with over 4,000 backers