Our Verdict
RECOMMENDED
Perfect for trick-taking fans looking for something beyond the traditional. The number and suit combination mechanic is brilliant!
Highlights
- Intelligent innovation in trick-taking
- Constant tension during bidding
- Fast and dynamic gameplay
- Easy to transport and play
Keep in mind
- Requires careful attention to initial rules
- Missing the bid can be frustrating
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About the game
What you do in a play session
Imagine a trick-taking game where you don't just play a single card, but instead build your own combinations. Charms (originally known as Dois) is a fascinating experience from Japan that challenges everything you know about card games. The core innovation is the use of two distinct decks: one for numbers and one for suits. When you are dealt your 13 cards, they are mixed, and the challenge begins immediately: you must have at least 3 cards of each type to start the game. If you don't, it's time for a redeal!
The dynamics are gripping. Before the action kicks off, each player makes a bid, predicting exactly how many tricks they intend to win. It's that tense moment where you analyze your hand and calculate the odds. The first play is unique: you place a pair consisting of one number and one suit card on the table. From then on, things get strategic. In each subsequent round, you don't play two cards, but instead replace only one of them (either the number or the suit), keeping the other previous card on the table. This creates a constant state of adaptation, where you tweak your strength to win or lose the trick according to your initial prediction.
The goal is precision. Correctly predicting the number of tricks won earns you positive points, while overshooting or undershooting can be costly. With 12 tricks per round, hand management is crucial to avoid surprises. To ensure the scoring is balanced and skill outweighs luck, it is recommended to play a sequence of 8 hands. It's an elegant, fast-paced game that brings a breath of fresh air to the trick-taking genre, turning simple cards into a tactical puzzle. If you enjoy card games that require reading the table and a bit of audacity during bidding, Charms is the perfect addition to your collection.
The dynamics are gripping. Before the action kicks off, each player makes a bid, predicting exactly how many tricks they intend to win. It's that tense moment where you analyze your hand and calculate the odds. The first play is unique: you place a pair consisting of one number and one suit card on the table. From then on, things get strategic. In each subsequent round, you don't play two cards, but instead replace only one of them (either the number or the suit), keeping the other previous card on the table. This creates a constant state of adaptation, where you tweak your strength to win or lose the trick according to your initial prediction.
The goal is precision. Correctly predicting the number of tricks won earns you positive points, while overshooting or undershooting can be costly. With 12 tricks per round, hand management is crucial to avoid surprises. To ensure the scoring is balanced and skill outweighs luck, it is recommended to play a sequence of 8 hands. It's an elegant, fast-paced game that brings a breath of fresh air to the trick-taking genre, turning simple cards into a tactical puzzle. If you enjoy card games that require reading the table and a bit of audacity during bidding, Charms is the perfect addition to your collection.
Gallery
Box and component photos
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Rules videos
Learn by watching before you open the box
In English
Best player count
BGG community vote
3
BEST
4
REC
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Publisher
倦怠期 (Kentaiki), New Mill Industries
Designer
新澤 大樹 (Taiki Shinzawa)
Artist
Daniel Newman, 桑江 美沙穂 (Misaho Kuwae)
Community
Data from BoardGameGeek
Frequently Asked Questions
Quick answers before you buy
Is the game complex to learn?
Not really! If you're already familiar with trick-taking games (like Hearts or Bridge), you'll get the hang of it quickly. The only twist is the two-card combination.
How many people can play?
The game is ideal for groups of 3 to 4 players.
How long does a game last?
A single hand is quick, but for a balanced experience, it's recommended to play 8 hands, which takes about 60 minutes or slightly more.
Do I need any prior knowledge?
Knowing the basics of trick-taking helps, but anyone who can count and follow simple rules can play.
Is the game language dependent?
No, there is no language dependency since communication happens through cards and numbers.
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