The Girl and the Robot Review

Note: I was given The Girl and the Robot in exchange for my written review. My opinions and thoughts are my own and are not influenced by any external factors.

Originally released as a video game developed by Flying Carpets Games, The Girl and the Robot took elements from its first production into its new iteration as a stand-alone card game. Taking concepts from Russian Roulette and Card Shedding games, I was sold as I’d partake in occasional gambling when an opportunity to do so presented itself. Including this one so lets get into it!

What’s Included in the Game?

  • The Girl and the Robot Lore Book
  • 2 reversible rule guide cards
  • 4 reversible character cards: Alone, Teams
  • 31 Action Cards
  • 12 Ability Cards
  • 4 Demon Cards
  • 4 Basic, 4 Effect Weapons
  • 1 Turn Order Reminder Card

Setting Up

Players start by selecting a character card from the following: The Evil Queen, The Girl, Shadow Robot, Robot. Players’ choice of role is dependent on the number of participants:

  • 2 player: Girl vs Evil Queen
  • 3 Players: The Girl and the Robot VS Evil Queen
  • 4 Players: The Girl and the Robot VS Evil Queen and Shadow Robot

Each character card is reversible and has different effects. Depending on the amount of players, cards are turned into either Teams when playing with 3-4, otherwise they remain on their Alone side.

Girl and the Robot play next to each other with allies being able to show cards and discuss their following moves. Every player starts with 1 basic sword. Remove any extras from the game.

Prepare each players’ hands by taking out 4 Demon cards from the deck and shuffle it, dealing 5 cards to each player. Place the Demon Cards back into the deck and reshuffle. Place the deck face down at the center of the table creating a Draw Pile.

Girl starts choosing the turn order. In games with more than 2 players, you may place a Turn Order Reminder to help remember who goes next.

Gameplay

Now that we know how its all supposed to be set up, we’re gonna go through how to play. As a player, you can play any number and combination of Action Cards, Ability Points and Weapons during your turn in any order. Any unused ability points are lost at the end of turn.

Once used, these cards go to the Discard Pile right beside the Draw Pile. Once you’ve played your cards, end your turn by drawing one card from the top of the Draw Pile.

IF YOU DRAW A DEMON CARD…

Well. You can use one of your weapons to defeat it by discarding it. However, if you have no weapons on your side when a demon is drawn, you are dead.

Once a Demon is successfully thwarted, place it face up anywhere in the Draw Pile. Note: this includes placing it on the top of the Draw pile!

Players continue playing their turns until one survives. Last one standing wins!

Overall Thoughts

I find for the most part, card games are planned with complex rules to make sure card interactions are balanced. An overload of technical jargon could confuse newer players, resulting in shallow understanding when navigating certain plays, situations and achieving the ideal outcomes developers’ intended.

Cue in The Girl and the Robot!

A modest exaggeration but in this case, the rules are broken down so much making it easy to understand by providing different ways to showcase the same rules:

  • A general overview with cute cartoon visuals
  • Detailed setup examples
  • Two rule cards that can be placed as a reference while playing the game.

I found games rewarding and exciting to figure out how to NOT draw a demon in ways of stacking, playing cards that don’t let you draw at the end of your turn and reshuffling the deck. An example: Manipulate – you look at the top three cards and place them back face down in any order. A strong card to stop your opponent from placing the Demon ready for you to draw it during your end of turn.

Each type of interaction is balanced out such that no one card or strategy is overpowered. As a player, you can have an infinite amount of weapons on your side of the field but they can be taken away by the action card: Weapon Tax. If a player decides to hold weapon cards instead, they can be stolen through cards: Steal or Trade.

I found the character abilities help prolong the game and add a strategic element to it with no limit on Ability use. You can potentially save all your ability points to do a massive momentum swing to inhibit your opponents from defeating a Demon.

Alongside, its intuitive gameplay I really enjoyed the effort developers took into creating their card art and detail in their Lore Book. All the action cards are listed with references to the video game. Its illustrative, fairytale style carries on into the high quality finish on the backs of the cards -resembling an ancient mosaic design inspired by mythology.

I would recommend this game to anyone who enjoys card games, even ones like UNO, as the rules are easy to pick up with one game and makes you think on your feet with managing your cards and planning your actions against your opponent in following turns.

If you’re keen on the game check out Flying Carpets Games Kickstarter for more information! For more table top games content, follow our website. Want more table top game recommendations? Check out my past articles here.

See you all in the next article!

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