Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Pair numberless fantasy-class cards with rolled polyhedral dice to chase quests and bend every trick’s winning condition.
Core mechanisms
Key systems that shape the decisions players make.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Trick-taking
Play one card each and award the trick according to suit and rank rules.
Contracts
Complete specific requirements to earn rewards, income, or victory points.
Closed Drafting
Choose from hidden cards or items before passing or revealing the remainder.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Predictive Bid
Bid on how well you expect to perform, then try to meet that prediction.
Read the full game description
Crits & Tricks turns a fantasy tavern into a tactical trick-taking contest. Each player rolls a private set of RPG dice, then pairs those fixed values with numberless Mercenary cards as tricks are played. The class that leads a trick determines how it is won, while each class also carries a CRIT ability capable of rerolls, reversals, or timely interference. Drafted Quests reward specific patterns, the Barkeep’s Challenge pays players who take the right number of tricks, and accumulated loot—not simple trick count—decides the winner after three rounds.