TOO, FOR, SIX, ATE, WHO DOES WE’Z OBLITERATE!!!
Review for Ogre Cheerleaders
- # Players: 2+
- Best Number of Players: 2
- Ages: 8+
- Publisher: Paw-Warrior Games
- Price Point: $10
Disclaimer: I received a free copy of this game to review.
Ogre Cheerleaders is a set collection game where you are trying to recruit the best cheerleaders from several ogre highschools… Of course, “best” is a relative term here.
What I liked…
- Very tactical
- Fun theme, with appropriate art
- Great Parent-Child game
What I didn’t…
- Not meant for more than two players, though it claims it can support more.
Playing the Game
Players place 4 cards face up on the table, then draw four cards. Each turn a player plays one card from their hand, attempting to create a formation of at least 3 cards from the same school, 3 cards in numerical order i.e. 1 2 3 or 3 2 1, or at least 2 cards with the same rank. They then draw a card to replace the one they just played. The game ends when all the cards have been played or benched. The winner is the talent scout who isn’t bludgeoned into the ground by angry cheerleaders… I mean the player with the most points.
In Ogre Cheerleaders your goal is to collect as many sets as you can. It also wouldn’t hurt to sabotage your rival scout either. After all, yours is the better school. Fortunately, Ogre Cheerleaders has a few ways of doing both.
randomizing the field, playing another card, removing an ogre from the field, and returning an ogre to the field are some of the effects that occur when you play a card. However, knowing when and where to play these cards is key. Each turn you have to play a card, and you have to resolve the effect of that card, or possibly cards, even if it will hurt your position. A prime example of this is the 9 card, which can change the field in potentially disastrous ways. When played, a 9 randomized the whole field, and can put you or your rival in a much better, or much worse, position. The best use I have found for 9’s is attempting to sabotage a rival. It can also be used to try and make the field more favorable to you. However, either use is a two-edged sword, it can cut both ways.
1’s, on the other hand, are very useful, since they let you add a card from your hand anywhere on the field without playing its effect. Useful for making a set, or getting rid of troublesome cards. 3’s are similar, but they allow you to move a card already on the field to a new position.
Ogre Cheerleaders has a nice whimsical feel, and an “absurd” theme, both of which I enjoy. The execution of the design is decent, and honestly, I had fun playing it. But for a game that claims it can support more than 2 players, Ogre Cheerleaders falls flat. Any more than 2 players and the game becomes too watered down. The rules do point this out, but it would have saved some hassle if the publisher had limited it to only two players.
Ogre Cheerleaders is really a game for younger players, 8-14, and would be excellent for some one on one time between a parent and child. It is also a decent game to introduce younger players to gaming, or set collection. However, older players will probably want to look elsewhere.