WBG Score: 8/10
Player Count: 1-4
You’ll like this if you like: Solo or group puzzle with clever card play.
Published by: Button Shy
Designed by: Dustin Dobson, Jamie Thul
This is a free review copy. See our review policy here.
In our recent review for Rove Jr we promised we would start covering more games from Button Shy. Why? Well, they release them at great speed. Generally, once a month. And they are mostly fantastic! Mysticana is a fascinating game. It has a Foundation deck that comes, as usual, with 18 cards and rules to play the game in one of three ways. We will talk about each below. Then, there are 11 other ways to play, two of which we will also cover. These come via mini six-card expansions that connect with the foundation deck to create new ways to play. It is an intriguing system. But are they any fun? Let's get it to the table and find out.
How To Set Up And Play Mysticana
For the base game, there are three ways to play, let's go through them all one-by-one.
Nine Perils - Solo Game - Base Game
Shuffle the main 18 cards and deal nine face down in a row. Flip the centre card face up and then draw one, two, or three cards into your hand, depending on the difficulty you want. The more cards you have, the easier the game will be. Then place the remaining cards face down into a draw pile.
Now, flip any one of the eight remaining face-down cards so that it is face up, draw one card from the deck, and then play one card (face up) from your hand below any of the nine cards in a row that are currently face up or face down. The idea of the game is that the card you play below will "beat" the card above. Cards beat other cards if they have a higher number. Cards get a plus one boost if they have a higher element. Fire beats Land. Land beats Water. Water beats Fire. Some cards have a diamond icon instead of a number. These cards are called Avatars and simply win or lose based on rank.
If two cards are tied, the way to resolve this is by comparing the two cards two columns to the right. This will also impact the cards directly to the right, regardless of the cards there.
If you win all nine cards and avert the perils, you win the game. If not, shuffle them up and play again!
The Path Ahead - 2-4 Players - Base Game
This is a slightly more advanced version of "Higher or Lower." Shuffle the 18 base cards and place them face down into a deck. Flip the top card face up and place it into a discard pile.
Players will now take turns to guess if the next top card of the deck will beat the top card in the discard pile or not. Cards beat other cards if they are either a higher element or a higher number of the same rank. Remember, element-wise, Fire beats Land. Land beats Water. Water beats Fire. The Avatar (Diamond) cards are all worth one in this version of the game.
When the active player has made their guess, and it really does start that way, just as a guess, they flip the top card over to see if they were right or not. If they were wrong, they must then take either the card from the deck or the discard pile and add it to their hand. If the deck is empty, you must draw from the discard pile when this happens. After taking a card this way, if they then have two cards of the same rank (number) or three cards of the same element, they can reveal these cards and discard them.
When the deck is empty, shuffle the discard pile and form a new draw deck, flipping the top card again into a new discard pile to start the process again. The round ends when any player has three cards at the end of their turn. Every other player has one final turn, then each player adds the ranks (number) of the cards in their hand to the running total. The game ends when any player has scored 20 or more. The player with the lowest score wins the game.
Sorcerers' Showdown - 2 Players - Base Game
Shuffle the base deck and discard two cards face down. Deal the remaining 16 cards out, eight cards each. Players then play a series of rounds where they first set aside two cards to be used for the next round. The first player then plays a card face up from their hand, and the other player must then play a card on top of this, of the same element if they can. The player who played the stronger card wins the clash. A stronger card is determined much the same as in the other variants: either the higher rank (number) of the same element, or a stronger element. Again, Fire beats Land, Land beats Water, and Water beats Fire.
The winning player takes the two cards and places them into a separate face-down pile. If they won using an Avatar (diamond), which counts as ones in this variant, they can also take another clash (previously won set of two cards) from a previous round that they had not won.
When players have emptied their hands, the round ends. If one player won all the clashes that round, they win the game. If not, set up for the next round. Each player takes the two cards they reserved previously, then the other 14 cards are shuffled and four cards are discarded if it is round two, and six in round three; if you get that far. Meaning in round two, you deal five cards each into a hand of seven, and four each into a hand of six in round three. Continue increasing the number of discarded cards by two each round like this until a player wins the game by winning all clashes.
Cave Of Djinns Expansion - Solo Game
This expansion introduces six new Djinn cards. Shuffle them, including the odd flip, as they are double-sided. Then place them down in a triangular formation as shown in the rules. Shuffle the main Mysticana deck and place it face down. Then, play a series of turns where you draw two cards from the deck and place them one at a time above, below, or beside any of the six Djinn cards.
The Djinn all set a unique riddle. A specific arrangement of cards that need to be placed above, below, and beside them. When you have achieved this for one Djinn, you will then gain that Djinn's power. This is either to move one Mysticana card previously placed into a new blank position, reclaim one previously played card and place it into the discard pile, or to switch two previously played Mysticana cards' positions.
Then, you must cover the completed Djinn, either using a neighbouring card, if it is of a higher Element, or from the top card from the deck. This is to show it has been completed.
When you play a card, it will be ideal to suit a neighbouring Djinn's riddle. But it is hard to make it suit both neighbouring Djinns. Most positions are next to two Djinns, and their riddles will not always align. This is why you need to move cards around after you place them, to try and complete one Djinn's riddle, then clear the way to now complete another.
The Djinn's riddle requires certain cards to be placed orthogonally next to them, such as from specific elements (suits), ranks (numbers), or to work together and add up to a specific number.
You will win the game if you complete all the Djinn's riddles. You lose if all cards are played and at least one Djinn's riddle remains unanswered.
You can play a few variants by reducing the required number of completed riddles from six down to either five or four to make it easier, or by removing the top card from the Mysticana deck to make it more difficult. You can also make it a lot harder by filling specific spaces (as shown in the rules) with the top one, two, or three cards from the Mysticana deck, taking away your choice for the first one to three cards.
Arcana Artefacts Expansion - 2-6 Players
This expansion introduces six new Artefact cards. Shuffle these, randomly flipping some as you go, as they are double-sided. Shuffle the 18 base Mysticana cards separately and deal two cards to each player. Take the top Artefact card and read out the modifier shown on it to all players. These change each round and tend to affect a player's total hand based on various criteria.
Each player then has one chance to discard one of their two cards and replace it with a new card. You can decide to keep what you have, or swap one card, and you can only do this once. Based on this, each player then decides if they want to Stay or Resign. Any player who resigns gains one point and is out of the round. If all but one player resigns, the one remaining player receives three points and the round ends.
If at least two players remain, the round continues and the top card of the Mysticana deck is revealed. This card shows the number of points available this round, based on that card's rank (number). It also determines the value of any Avatars in each player's hands. If the point card is an Avatar, then the value of Avatars this round, and the points up for grabs is seven.
All players still in the round then reveal their two cards and work out who gains the bonus from the modifier that round. Each player then totals their points, based on the rank (number) of their two cards played, plus any additional modifier bonus if they have it, and the player with the higher rank wins. Ties are split by the player who won the Modifier card that round, or highest individual card if that doesn't work. The winning player scores the round's points as shown by the card revealed earlier, and a new round begins, flipping a new Artefact.
Play continues like this until one player reaches 30 points, wins the previous round, and has the highest score at the end of that round. You can play a quicker variant by reducing the points target to 20 if you wish.
Is It Fun? Mysticana: A Foundation Deck Card Game Review (Including Expansions)
Nine Perils Card Game Review
People may enjoy this simple card game for its straightforward yet strategic mechanics that blend luck with decision-making. The setup is quick, and choosing how many cards to draw at the start lets players adjust the challenge to suit their preferences, adding a level of personal customisation that appeals to a broad range of skill levels.
The game’s clever system adds to its appeal, with players needing to anticipate the face-down cards and carefully position their cards each round accordingly. Choosing which card to play under each flipped card and taking advantage of elemental strengths (Fire, Land, Water) adds a simple but interesting layer of strategy, keeping each game fresh and dynamic.
The game is incredibly easy to replay, encouraging players to try again if they don’t beat all nine cards on the first go. The fast setup and straightforward rules mean players can quickly dive back in, turning the game into a rewarding puzzle to solve over multiple attempts. This combination of simplicity, strategic depth, and replayability makes it an engaging experience for casual and strategic gamers alike.
The Path Ahead Card Game Review
This advanced version of “Higher or Lower” builds on the classic guessing game by adding layers of strategy and interaction that keep players engaged. The element-based rules—Fire beats Land, Land beats Water, and Water beats Fire—create a more dynamic experience than simple number comparison. Players must weigh each guess carefully, anticipating the next card based on both rank and elemental strengths, what has been seen so far, and what may still be to come. There are only 18 cards remember.
Another fun twist is the penalty and discard mechanic. When players guess wrong, they must add a card to their hand, creating a playful tension as they try to avoid accumulating cards. However, this isn’t purely a disadvantage—if they manage to collect pairs of matching ranks or sets of three elements, they can discard them, adding an element of resource management to each round.
The game’s end condition creates an interesting balance between risk and reward. Players aim for a low score, with rounds continuing until someone reaches 20 points. This unique scoring keeps the stakes high, as players strive to avoid accumulating points and play for the lowest possible score. Altogether, these elements make it a fun, competitive game with both luck and strategy in the mix.
Sorcerers' Showdown Card Game Review
This game is a fast-paced duel of strategy where players aim to win clashes by playing higher-ranked cards or stronger elements (Fire beats Land, Land beats Water, and Water beats Fire). With each round, players must set aside two cards for the next, which adds a fun layer of planning, as they carefully consider how to build their hands and win each clash.
A unique twist is the Avatar cards: when used to win a clash, it lets the player reclaim a previously lost clash from a former round. This power adds strategic depth, making timing of when to play these cards key as players decide when to play each card.
The game continues until one player wins all clashes in a round, claiming overall victory. If not, a new round begins with reshuffled cards and a decreasing deck size, which heightens the tension as each clash becomes increasingly more tight.
Cave Of Djinns Card Game Review
The Djinn expansion offers a strategic puzzle-solving experience, where players arrange Mysticana cards to complete unique Djinn riddles. Each riddle requires careful card placement around the Djinn cards, rewarding players who think ahead and use Djinn powers, like swapping or discarding cards, to resolve tricky patterns. This makes each decision meaningful and dynamic.
With powers to shift the dynamic of the ever changing card layout, players face exciting challenges as they balance riddle-solving with tactical card movement, creating a unique mix of strategy and adaptability. Difficulty options, like adjusting the number of riddles or restricting initial moves, add replayability and make the game engaging for various skill levels.
There is a lot of replayability here, with the double sided cards. And games can be over in a few minutes. Success hinges on strategic card placement and efficient use of powers, making each playthrough engaging as players aim to complete all Djinn riddles before the deck runs out.
Arcana Artefacts Card Game Review
This Artefact expansion is my favourite variant because it feels like more of a game than a puzzle, adding exciting layers of strategy and suspense to each round. The Artefact cards introduce dynamic modifiers that shift each round, impacting everyone’s hand based on unique criteria, which keeps the game fresh and unpredictable. Players then face a quick choice: stick with their two cards or swap one out, adding a fun gamble before anyone reveals their hand. This to me, feels a little like Poker, but in an incredibly simplified form.
The “Stay or Resign” mechanic amps up the tension, as players balance the risk of staying for potential high points or opting out to score modestly. Each round’s scoring card, revealed only after players make their choices, keeps everyone guessing. This scoring unpredictability paired with the Artefact modifiers adds layers of strategy, making each round feel distinct and compelling.
The game’s end-goal flexibility of 20 or 30 points lets players adapt it to their preferred pace, adjusting the score target for a quicker game if desired. Altogether, this expansion stands out for its blend of strategic depth and player-driven risk, offering a variant that remains engaging and ever-changing.
Overall Thoughts
This set of card games is impressively versatile, showing how much variety and depth can be achieved with only 18 base cards and 6 expansion cards. Each variant offers its own flavour, from pure puzzle-solving to strategic decision-making, providing something for different player types. Some versions focus on careful placement and pattern-matching, perfect for puzzle enthusiasts who enjoy figuring out the optimal moves.
The Arcana Artefacts variant stands out because it feels more like a full game than a puzzle. With strategic choices and round-by-round modifiers that affect each player’s hand, this version creates a more competitive and dynamic experience. This variety across all versions and the modular nature of the expansions make it truly impressive how much depth is achieved with so few cards, offering both replayability and adaptability to suit any mood or player preference. The designers of these games really are very clever indeed!
These games prove that good things come in small packages—who knew just 18 cards could deal out so much fun? Each variant brings a new twist to the table, and with the Artefact expansion, there is a genuinely good game here. It’s a deck of cleverness that’s sure to keep you shuffling back for more!
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