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What is a trick-taking game? A game in which everyone plays rounds hoping to have a hand of cards with high numbers to lead you to victory?!
For the longest time, trick-taking games gave me anxiety and frustration. I didn't grow up with the mechanism, so my brain had a hard time wrapping itself around the concept when I was first starting to design. Even now, I hate getting stuck with dumb low numbers, and I hate that designers create a lot of rules to fix the problem of luck dealing you a low-valued hand.
This is where the core idea of Tricky Kids came in. I wanted to make a trick-taking game in which you write in your own numbers so that you have only yourself to blame if the hand isn't great.
Now, as a non-trick-taker, I thought it would be important to have a co-designer who had played a lot of this game genre. I had come up with the idea of a "write your own number" trick-taking game while on vacation in Malaysia, walking around the Penang Botanic Gardens watching the long-tailed macaques that roam freely within the gardens. They're cute monkeys that you shouldn't feed and that will steal your wallet. I had gone to Asia to visit family and to reset myself since my mental health wasn't so great after my first winter alone — but traveling immediately perked me up and began to inspire me.

As I walked around on my own watching the monkeys, the idea for Tricky Kids popped into my head. I texted my co-designer on Caution Signs, Scott Brady, the idea, but he was focused on boop the Halls! at the time, which is fair. I have a tendency to design really fast when I'm excited about an idea, so next I messaged Steven Ungaro, who I knew was familiar with a lot of trick-taking games.

Steven and I quickly realized we clicked as friends, and I knew I enjoyed playtesting his designs. We stayed friends even after I moved to Springfield, Massachusetts from the Chicago area. I've found through co-designing that I tend to like having a more development-leaning brain be my partner, and Steven always had amazing feedback and didn't always tack on an unnecessary mechanism to make something work. He understood my need to streamline and make games accessible, so I started messaging him over Instagram as I was flying home from Asia because free messaging, why not?!

I had only two days in between my trip to Asia and four back-to-back conventions starting with SaltCON — but something about this idea made me want to make a prototype. I quickly created cards that I sleeved so that dry-erase markers would work, then took the spreadsheet suggestions of points Steven had made and turned them into tokens that I printed and used tape on to make them dry-erase, too.
I stayed up later building the prototype than I should have since I had a 6:00 a.m. flight to Salt Lake City the next day...which meant I ended up sleeving the cards on the flight in the morning. I always joke I do some of my best work in the air being trapped on a plane with no internet.

You play three rounds, with seven cards played each round to gain seven point tokens. One player leads the round by playing a card that they wrote on. Going clockwise, all players follow suit if they have it, aiming to have the largest number of that suit to win the trick — and the winning suit determines which point value you circle on the point token claimed. These points range from 0-5, so you can intentionally try to lead people into low points, knowing that you won't win. Other fun twists were added throughout development!

I relayed the success of the design to Steven, and he said he couldn't wait to give it a try next time he got the chance. At GAMA Expo, Unpub, PAX East, and The Gathering, people played the game, and I pitched it to publishers. I had publishers that had never given me the time of day reach out to play the game. It was really cool.
At the third convention of the five, we got our first offer on the game. I was playtesting it at Unpub, and my friend Alex Cutler came by with another player, who turned out to be Nathan McNair, the co-owner of Pandasaurus Games. Nathan enjoyed the game so much that he had Alex extend an offer to us on his behalf.


We created "Tricky Rule" cards for more replayability, as well as Steven's awesome idea that came after signing when I visited him in Chicago: spinning the marker after you'd written your cards to determine who leads the first trick. This removed the possibility of setting up your numbers to try to bully people in the way my boss Rob did in one playtest.

Alex hopped on a call with Steven and me to discuss making better versions of the ones we had started playtesting. These cards came after the original offer, but before we signed the contract, so we wanted to make sure they understood it was the least playtested factor. Part of our agreement to sign the game with them was that the game needed to come out fast, so it could stand out and be unique. Alex came in as the developer and playtested and adapted the list of ideas we built for the Tricky Rules. Those cards and the core game mixed with the updated art made the version people can play today!

I'm really hopeful everyone else sees what was so special about this game when they play it, but the coolest part about this game was that I got to see my friend I've now known for years become a published game designer for the first time! If he didn't have a toolbox of trick-taking knowledge for me to bounce ideas off of, I wouldn't have been able to make that first prototype so quickly. I will be forever grateful for the doors that the Tricky Kids prototype opened for me as a designer. Totally worth the lack of sleep at SaltCON 2024!
- Danielle Reynolds

 
              