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Off With Their Heads! box art

Off With Their Heads!

Game ID: GID0452099
Game Info
Year
2025
Players
2-4
Age
14+
Playtime
22 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Alice in Wonderland-themed reveal-and-write card game where players serve as the Red Queen's card soldiers competing across three rounds of simultaneous card play

Description

Alice in Wonderland-themed reveal-and-write card game where players serve as the Red Queen's card soldiers competing across three rounds of simultaneous card play

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment: pos 4 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–5 of 5
Video qwrN3YY1bvE Playthrough at 0:00 sentiment: positive
video_pk 65847 · mention_pk 159840
Off With Their Heads! video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging flip-and-write mechanic
  • Strong Wonderland thematic integration
  • Poker-style endgame scoring adds depth
  • Teacup mechanic provides strategic choice
Cons
  • Tracking which card belongs to which player can be cumbersome
  • Many symbols and rules may overwhelm new players
Thematic elements
  • Array
  • Wonderland
  • humorous
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Players select a card from a hand of cards to determine placement and scoring.
  • Card drafting/selection — Players select a card from a hand of cards to determine placement and scoring.
  • Compound Scoring — Zones like mushrooms, jabberwalker trees, and a keep provide different scoring conditions.
  • End-of-round Poker-style hand scoring — Leftover cards form a poker hand for additional points at the end.
  • Flip and Write — Card values are revealed and written into scoring zones as play progresses.
  • Flip/Roll and Write — Card values are revealed and written into scoring zones as play progresses.
  • Teacup resource and zone modifiers — Teacups modify where you mark zones and can change the color of numbers.
  • Thematic scoring zones — Zones like mushrooms, jabberwalker trees, and a keep provide different scoring conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • i liked this a lot
  • There needs to be some kind of easier way to rank these.
  • the card you play is what you're going to mark.
  • Then in each zone, it's your typical flip and write.
References (from this video)
No references stored for this video.
Video VWMnxvkumv8 Allies or Enemies Review at 0:10 sentiment: positive
video_pk 65811 · mention_pk 159679
Allies or Enemies - Off With Their Heads! video thumbnail
Click to watch at 0:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The trick-taking mechanics add significant player interaction, differentiating it from typical solo-focused roll-and-writes.
  • The dynamic nature of the Queen's position changing suit values adds strategic depth and requires forward-thinking.
  • The combination of trick-taking, roll-and-write, and poker elements is well-integrated.
  • The game offers mitigation options, such as the Mad Hatter's teacups, to help players overcome difficult situations.
  • The art style is thematic and visually appealing, fitting the Alice in Wonderland theme and matching other games from the publisher.
  • The game plays differently and impressively at different player counts, especially the two-player mode.
  • The scoring zones on the sheet are clear and the iconography is functional.
Cons
  • There could be more combo opportunities, as the current amount felt slightly limiting for one reviewer.
  • Clarification on number placement adjacency on the sheet was a minor nitpick for one reviewer.
Thematic elements
  • Wonderland
Comparison games
  • The Crew
  • Wonderland's War
  • Mago
Mechanics (from transcript analysis)
  • Poker Hand — After three rounds, you take the six cards that you put aside through the game and make the best poker hand that you can. Then you score for that poker hand as well as the points you earned in the three different parts of your sheet and for the total number of Wonderlands you managed to cross off throughout the game.
  • Roll and Write — You start the game with a sheet, a pencil, and nine cards in your hand. Whoever has the highest card writes their number at the top of their sheet in the meadow, which scores for completed mushrooms. Whoever has the lowest card writes their number at the bottom of their sheet in the keep, which scores for numbers in the designated spaces. And the players in the middle write their numbers in the woods, which scores for filled trees that are surrounding points.
  • set collection — You're trying to collect different characters and that also encourages you to try and go in like all of the different zones.
  • Trick-taking — The game consists of three rounds with seven hands in each round. And on a hand, you will play one card into the middle. And then you'll sort those cards from highest to lowest. First looking at suits with the strength of the suit determined by where the red queen is standing with her current suit being the strongest and then suits getting weaker going clockwise away from her and then the numbers within those suits.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The interesting thing about this game is the trick taking because that's really dictates what zone that you can go in.
  • And I like that you're not necessarily trying to win the trick. In fact, sometimes you really want to lose the trick.
  • And there's quite a bit of interaction in this game, which is a little bit different for a and right game because usually that's kind of a head down doing your own thing.
  • In this case, it's not. No, you're very much paying attention to what spots they want to go in because you might be able to predict what cards they'll be playing when.
  • And that does bring me to one kind of negative in this game is that maybe there aren't quite enough combos sometimes.
  • So I think the appeal of this game is the intersection of it being a and right game, a trick-taking game with a little bit of poker and like mixing all three of those things.
  • But I do think it's going to kind of take the rolling right into just a slightly different audience that maybe if you never liked rolling rack games because of that because of that that like solitary I'm just doing my own thing. This does break that mold
References (from this video)
No references stored for this video.
Video Y9jSwqw2jyk Rules Teach at 0:05 sentiment: neutral
video_pk 42824 · mention_pk 130182
Off With Their Heads! video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Clear explanation of setup and each phase of play
  • Explicit detailing of card ranking, zone placement, and scoring
  • Inclusion of thematic components (Wonderlands, teacups, biscuits) that illustrate mechanics
  • Coverage of endgame poker showdown and special promo cards
Cons
  • The rule set is complex and contains many interacting parts
  • Tracking multiple zones, colors, and numbers can be challenging for new players
  • Some nuance (e.g., Jabberwock doubling, adjacency rules) requires careful attention to avoid mistakes
Thematic elements
  • card-drafting, area scoring, and whimsical governance of a Wonderland-themed board
  • Wonderland-inspired tea party world
  • fantasy whimsy with Lewis Carroll-inspired imagery
Comparison games
none
Mechanics (from transcript analysis)
  • Area scoring across multiple zones — Meadow, Woods, and Keep scoring based on card rank and placement rules; numbers must be uniquely marked within mushrooms.
  • Dynamic card ranking by suit hierarchy — The queen's position on the board sets the highest suit, then clockwise determines remaining ranks; aces high, twos low.
  • Jabberwock rule and doubling — Jabberwock's rule can double victory points for meet conditions; violating the rule invalidates the double.
  • Joker promo: Tweedle D and Tweedle Dumb — Promo cards that modify ranking: Tweedle D high rank as a black suited 1–10; Tweedle Dumb low rank as a red suited 1–10; cannot be kept for the poker showdown.
  • Poker showdown — Two unplayed cards per player are used in a final poker hand to determine bonus points; five-card hand ranking is referenced from a hand card set.
  • Resource modifiers: Eat Me biscuits — Biscuits trigger additional marks of the same number and color in another zone, enabling chaining.
  • Resource modifiers: teacups — Teacups allow changing zone and color; multiple teacups can be used per turn, affecting only the player using them.
  • simultaneous play and reveal — Players secretly select a card each bout, reveal together, and rank them to determine zones.
  • Simultaneous reveal — Players secretly select a card each bout, reveal together, and rank them to determine zones.
  • Wonderlands and tea party scoring — Inviting Wonderlands to the tea party provides end-game scoring; six to seven Wonderlands exist with conditions to meet.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The space where the queen is is considered to be the highest suit in the hierarchy.
  • If you wish to play with them, you'll shuffle them into the deck and play as normal, with one exception.
  • Tweedle D will always have the high rank and can be played as a black suited mark of any number between 1 and 10.
  • Tweedle Dumb will always act as the low rank and can be played as a red suited card of any number 1 to 10.
  • And that's off with their heads.
References (from this video)
No references stored for this video.
Video 6J7x5TvvmZ8 Stonemire Games Review at 3:18 sentiment: positive
video_pk 29850 · mention_pk 87598
Stonemire Games - Off With Their Heads! video thumbnail
Click to watch at 3:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Simultaneous play keeps pace and energy high
  • Top/Middle/Bottom scoring adds strategic depth
  • Saving cards for end-game poker hand increases tension
  • Balanced luck and agency keeps the game feeling fresh
Cons
  • Some luck influences outcomes and there is only partial control
Thematic elements
  • Card drafting and end-game poker-style scoring with short-term objectives
  • Abstract, card-driven strategic game with simultaneous play
  • Competitive abstract with strategic hand-management themes
Comparison games
  • Dune Imperium
  • Apostocracy
Mechanics (from transcript analysis)
  • Balance of luck and limited agency — There is a mix of luck and partial control that keeps outcomes from being fully deterministic.
  • Best/Worst/Middle scoring each round — The value depends on the revealed card and the rank of suits; players write scores in top/middle/bottom zones.
  • end game bonuses — Remaining cards at end form a poker hand for scoring with potential bonuses.
  • End-game poker-hand scoring — Remaining cards at end form a poker hand for scoring with potential bonuses.
  • End-of-round card retention — Decide which cards to play now and which to save for the end-game poker hand.
  • hand management — Decide which cards to play now and which to save for the end-game poker hand.
  • Short-term objectives (characters) — Character-like goals grant points when completed, guiding which cards to play.
  • Simultaneous Actions — All players play cards at the same time each turn, rather than taking turns.
  • Simultaneous card play — All players play cards at the same time each turn, rather than taking turns.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really enjoy that mechanism and off with their heads.
  • the decision of which cards to play now versus which cards to save for that poker hand at the end of the game.
  • the cards that you don't use matter later.
  • We're all playing at the same time.
References (from this video)
No references stored for this video.
Video yRp7wctnQQs Stonemary Games Discussion at 23:44 sentiment: positive
video_pk 29653 · mention_pk 87093
Stonemary Games - Off With Their Heads! video thumbnail
Click to watch at 23:44 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear, approachable trick-taking core
  • Engaging social play
Cons
  • Less well-known, may have a limited audience
Thematic elements
  • bluffing and trick-taking with a light, social theme
  • abstract card game with social interaction and trick-based outcomes
  • strategic, social interaction driven
Comparison games
none
Mechanics (from transcript analysis)
  • hand management — Careful selection of which cards to play each round to achieve desired outcomes.
  • hand_management — Careful selection of which cards to play each round to achieve desired outcomes.
  • Trick-taking — Players play cards to win tricks according to game-specific win conditions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Color is a big part of it.
  • I'm a sucker for translucent dice.
  • Just take my money. I don't have to see the game. Just take it.
  • I love dice.
  • colorblind friendliness is something too.
  • Rolling Realms is those lovely chunky dice, lovely big old dice.
References (from this video)
No references stored for this video.
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