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Ruins Game Review

A Brand Name

I’ve always had a soft spot for John D. Clair games. I have fond memories of getting smoked by my father-in-law at Space Base, nights of pirate galavanting in Dead Reckoning, and shouting at my gambling friends in Ready, Set, Bet. When Clair’s name is attached to a game, my interest climbs, and so do my expectations.

Following in Allplay’s “small box, big game” line of aesthetically pleasing (and space‑saving) packages, Ruins immediately stood out to me, and I had high hopes. Add in the fact that it’s a card‑shedding game, and I was basically sprinting to get it to the table. Over the past year, I’ve grown a real affinity for trick‑taking and card‑shedding titles. Some of my favorites include Scout, Tichu, Linko, and Things in Rings.

Put all that together, and I was expecting a home run. But are these ruins worth exploring or better left untouched? Grab your handy‑dandy flashlight, and we’ll find out together!

Discovery Diving

Ruins plays over four rounds or until a player hits the winning score. Everyone is dealt a hand of cards valued one through ten. On your turn, you’ll play either a single card or a set of matching values. Each play must match or exceed…

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