Designed by Daniel Windfeld Schmidt
# of players 2 – 6
Ages 13 and up
20 to 40 minutes
English First Edition (Taco's copy)
As we have come to expect from reputable publishers, the cards are of very good quality and should last a long time. Three Cheers for Master is primarily a card game so having durable cards is very important. The box holds everything nicely and is very compact. This allows the game to be easily stored and to travel with. The artwork is fun. Clearly, a lot of work went into clever, entertaining characters and complete with cute popular fantasy references. The instruction book is small but dense and, honestly, a little irritating. Its often hard to figure where the answer to your question is. But that probably has more to do with the gameplay, which we will get to later.
Hey look, it's later!
In theory, the gameplay is simple. You draw cards which are either “minion” cards or “action” cards. You use the minion cards to build a tower. You must try to place your minions in such a way as to have your tower not explode in violence. This tends to happen because the minions have troublesome and unique traits that cause them to attack, eat, crush, etc each other.
You play action cards to make minions shift position or attack. Minion cards and action cards can be played on any players tower. So you can use them to bolster your tower or mess up others. As you move through the draw pile, you get nearer to the end of the game. That is when the “Master is Here” card comes up. In the meantime, “Big Hairy Fight” cards come up randomly causing all players minions to attempt to fight. Depending on how you tower is constructed, it could be unaffected, damaged or destroyed. So towers are constantly building up and tumbling down.
You score points at the moment the game ends based on how tall your tower is and how many minions are in it. Pretty simple, right? Well, in the words of one of my test subjects; “This game sure is complicated for how simple its supposed to be.”
This is because there are many additional rules I have not mentioned, yet. The unique minion traits I mentioned earlier add a twist to the game. They also bog it down as you work out who is going to crush who before getting eaten, or whatever. There is also the placement of the “Foreminion”. (Its a little token that you have climb up the tower to give you scoring bonuses.) There are a few other little rules, as well, that are not worth mentioning.
Glancing at Three Cheers for Master, it's fairly clear what is being expected; A fun game for almost everyone that wont take long to play, learn or teach. Three Cheers for Master doesn't quite deliver on that expectation.
Even an experienced gamer will find that they are constantly checking the rule book. A more casual gamer will likely feel lost. In theory, the game is fun because of the unpredictable explosions of violence and mayhem. What you get are rather predictable scuffles that leave you feeling a tad disappointed. The art and pop culture references are enjoyable and enhance what could be a bland looking game.
Games do play out fairly briskly, once you eventually get a handle on the rules. It also starts to get a little fun around that time. But that's kind of the problem. It wasn't hardly any fun before then, and now it is too little, too late.
+ Art and pop culture references
- Rules are confusing at times
- Always having to reference the rule book
- Difficult for new players