Week 8 & 9: Button Shy
Welp, that took longer than expected. Welcome back to No Meeple Left Behind. Its Button Shy week, the company famous for 18 card wallet games released once a month. So we're trying something different. We're doing eight whole reviews; we've included every one we own and then an extra just for good measure. To keep this manageable, the reviews are much shorter, with brevity prioritized. We're trying this new format out and seeing how we feel. Let's get into it.
Skulls of Sedlec
As a kid, I played a flash game online called âPhage Warsâ. I wonât get into specifics but it was a sort of territory control game that was simple in both concept and execution and so there were a million iterations by different developers. âMushroom Warsâ, "Tentacle Warsâ, âCell warsâ, the list goes on. If you havenât already guessed, so too are tile placement games. Its not that they are bad (neither was Phage Wars), theyâve just been done already. Thus, your twist on the genre, your innovation to board games, better be pretty damn good to justify you being here.
âSkulls of Sedlecâ has no twist on the genre. Or rather, its twist is that they managed it with 18 cards and no other components. Which is a feat to be sure, but only for price point and packaging, and does not really elevate the gameplay experience. You select cards from a central pool, with the added sprinkle of having the other player or players have to sometimes reveal options for you, and then you put them in your pile, trying to fulfill the 5 different skullsâ scoring conditions.
And it's good, I guess. It scratches the itch. It is tile placement at its most distilled with no rough edges but also little personality. I probably wouldâve been more disappointed in this game if I had paid for it, except I borrowed it from our library instead. I think my biggest beef, then, is not that it's bad, because it isnât, but rather that button shy can do, and has done, better. Our next two games also see you placing tiles but have replay value beyond cracking the puzzle once or twice.Â
Skulls of Sedlec *does* have a host of expansions, though, currently boasting 4 bundles each containing 3, 6-card expansions, as well as several solo expansions sold on their own. Hell, there's a roll-n-write version Iâm probably going to print and play before returning the game. And honestly, if this game was designed and marketed as a $30 box with all expansions included in which you could modularly pick 2 or 3 extra packs to play with each game, I would probably buy it. But even its âessentials packâ includes only 5 of the 15+ expansions and, as far as I can tell, recommends playing them 1 at a time. But as a core product, just Skulls of Sedlec is satisfying, if a little bland.Â
Circle the Wagons
I wonât bury the lead here, I have already stated I think this is a better tile-placement game than Skulls of Sedlec. It also, interestingly, was my first Button Shy game. And though itâs often overshadowed by its cooperative spiritual successor (and the next game on this list) âSprawlopolisâ, I might argue that âCircle the Wagonsâ is the best of our first 3 and maybe the best one I own.
The draft pool is a circle, where you can select any card in the order you want, but every card you skip over goes straight to your opponent. This already creates a fun puzzle to solve, with the ramifications being the basic tile matching. Additionally, 3 cards from the batch are flipped to instead be the scoring conditions for the game, and add neat twist each play. Finally cards you place can overlap previous cards, breaking that decision space wide open.
I think only the best Button Shy games feel like the 18 card limit isnât actually limiting. Here, I think Circle the Wagons doesn't need extra cards; itâs not a larger game stuffed into an awkward 18 card box. Instead its a full game that happens to only need 18 cards to play.
Sprawlopolis
Widely considered one of the best button shy games, Sprawlopolisâs co-op tile-place-iness is a niche worth occupying, especially considering the others I know in its field, namely 2022âs âDorfromantikâ and âMists over Carcassonneâ are both bigger boxes with longer playtimes. Sprawlopolis, then, seems like a slam dunk. And while still quite good, Iâd argue its a little less focused than it could be.
The scoring and placing is nearly the same as Circle the Wagons, reusing the beloved overlapping cards mechanic and again repurposing 3 cards as scoring conditions. But instead of drafting from a central dial, players just pass a hand of cards around the table, adding their one card into it when the hand comes to them, and then placing one of the cards into the shared tableau. Finally the hand continues around, and the player passing replaces their missing card.
This structure is a bandaid on the frequent co-op issue of âQuarterbackingâ: the process of someone running your turn for you, effectively cutting you out of the fun. Sprawlopolis tries to create hidden info and increase table talk to mitigate this, however lacks the sharpness of any rules that fully solve this problem. And besides, I donât know to what degree it is the gameâs responsibility to even fight against quarterbacking, and how much friends should just police it among themselves. The game is very fun, but does occasionally stink of a great solo game haphazardly made multiplayer.Â
Revolver Noir
The rival to Circle the Wagonâs crown for best of the batch, âRevolver Noirâ is a two player game oozing with thematic touches. Its hidden movement, like the famed âScotland Yardâ, except both of the two players are hidden, and both are tip towing around each other. This gimmick alone is worth the price of admission, but the sense of setting and theme instantly sells me on the whole affair.
Players spend their turn using two actions to maneuver around a shared house in which the lights are out, and neither character can see. Alternatively, they can listen for footsteps, set traps, fire blindly into a room, or announce where they are to use their current room's special ability.
Frankly aside from the hidden movement aspect, and consequential, tableless play space, this gameâs design is a little generic. âAction points for one of a few actions to find and attack someoneâ is a fairly played out system. But the heavy lifting of the story: two agents in a house stalking each other silently, springs this game to life. Each action now feels weighty and narrative. Sneaking off to the basement, resting in the kitchen before setting a trap and slinking past the foyer, jumping the rail of the balcony and firing wildly into the dining room, its all tense and full of story beats that evoke explosively colorful imagery.
Count of the Nine Estates
âCount of the Nine Estatesâ is my most recent edition to my Button Shy collection, and unfortunately, it tries and fails to be a mid-weight solo game. It packs a lot of punch for the 18 card limit, even more than the 9 card original edition, but just fails to deliver even a palatable first impression.
I struggle to convey the rules here, mostly because the designers themselves struggle to explain the rules in their own rulebook. You make use of resources on âactive cardsâ (named as such because there simply is no theme justification for what these are) as well as built structures to construct one of these same active cards or one of the available estates. Built cards score you points. And some built cards are prerequisites to others, as well as to those higher scoring estate cards.
There's a puzzle here, and arguably a really good one, but it trips over its own presentation and rules on its way onto your table. Iâve left out a *lot* of specifics of how the game moves; cards have to be in specific places with specific direction throughout just to approach clarity of intent.
 Puzzle-y solo games require the player to have a full grasp on the knot they are trying to untie, but Count of the Nine Estates is problematically counterintuitive and obfuscated in its mechanisms. The cards serving quadruple duty as single use resource, resource generating building, scoring mechanism, and prerequisite for other building is not beyond the scope of a game, just maybe a 18 card microgame where all this must be conveyed through card orientation and position.
This doesnât mean it's impossible to learn though. So, if we get through the tough outer rind that is the rules, is the fruit worth it? Maybe; I hesitate to say âyesâ for one main reason. The game relies heavily on a strong understanding of the deck of building cards (and simultaneously, resource cards) placed before you. Playing well, or potentially at all, means memorizing that deck front to back with a level of specificity that I couldnât muster in my 5 total plays. All this makes it much like an undersized pomegranate: laborious to access with sparse, albeit potent, payoff.
A la Food Cart
On the other side of the over-ambitious mid-weight microgames coin is âA la Food Cartâ, a 2 player worker placement game that seems all but lost to time in the Button Shy family catalogue. With a 6.4 rating on BGG and a criminally low number of actual reviews, this game doesnât even appear on most lists of their games that I have found. Weirdly, though, I actually quite enjoy this design and think it is deserving of far more praise than it has received.
Every round players place workers on a row of 12 recipes and actions, covering any two. Recipes give you ingredients to use in cooking and actions provide you substantial game altering effects. Covering these two spots blocks them for your opponent, as no two workers can ever overlap. Then, once all 4 workers are played (2 each), players use the ingredients they have gathered to move across their scoring grid, covering a new row or column only if they have every ingredient shown.
There's some more sugar on this souffle, mixing and matching the score grids make for unique player profiles, and the powers each player has can drastically change the way you play. Frankly, its two-wide workers are novel enough to justify my attention, and the whole design inspires the same sort of denial-focused drafting youâd expect from something far more involved.
The rub, of course, comes once again with the rules. Though far clearer than Count of the Nine Estates, there is a typo in my editionsâ setup, as well nearly no edge-case or interaction clarifications to be found. The designer is doing their best answering directly in BGG forums, but the responsibility shouldnât fall between them and the community when a professional, established publisher is involved. Despite this lack of clarity, a decently well-read board gamer will have no issue interpreting and house-ruling their way through what is otherwise a delightfully tense design.
Food Chain Island
I am tremendously bad at âFood Chain Islandâ, entirely due to my lack of patience. I failed to realize this until I played by committee with Mika, who, in slowing me down, was able to improve my score on their first game (and then again on their second). But despite being quite incapable of thinking through the consequences of my actions before acting on them, I really enjoy this game.
Here, you lay out a grid of cards numbered 1 to 16, with each being an animal. Animals can move orthogonally to slide on top of other animals 1 to 3 smaller than them, "eating" that animal and activating that predator's ability in the process. The fewer stacks you have at the end, the better.
The effect here is like a spruced up version of a classic Peg Solitaire (like you see at Crackerbarrel). Itâs weirdly replayable and keeps enough puzzle each play to be engaging with about as little friction or overhead as possible. Again Food Chain Island feels right at home with 18 cards. Itâs a tight solo game that delivers more than youâd expect.
Tussie Mussie
A last minute addition to the list, we happened to find ourselves in possession of a copy of the complete Collection this past Thursday. And what a delight it was, not just to find but to play this 1-4 player âI cut, you chooseâ game, packaged as a small box with all content able to be mixed and matched (looking at you Skulls of Sedlec).
And like Skulls of Sedlec, âTussie Mussieâ is also not a revolutionary game. It has one interesting picking mechanic, namely that one player looks at both cards on offer, flips one face up, and the other picks which card each player gets. And you do this 4 times per round, for three rounds. The rest of the game is then designed to give that one mechanic teeth. Almost every additional scoring mechanism on each card and expansion is written with this in mind.
Consequently, a game that should fall flat suddenly has legs, just enough to carry it back to the table again and again. If I were to bicker with this game's design, Iâd say that randomness smashes its one mechanic flat for the offerer occasionally by dealing them a lose-lose hand. But with a round taking at most a few minutes, it's breezy enough to slide you right back into the action whenever this happens to occur. Its soft and subtle, with decent expansions; Iâm already ready to give it another play.
Conclusion
Too many games and a couple of stinkers later, we've reviewed ~5% of button shyâs catalogue. There are a lot of games here, and 1 a month is a breakneck pace. I think the things I learned this week is that rule clarity is just as important as mechanics. If I don't know how to play your game, it doesn't matter how good it is. (Unless you're âCity of the Six Moons, in which case that's the point). Next week we're looking at Symbology and board games with some rules-heavy titles. See y'all then.









