Image taken from https://boardgamegeek.com/image/8733032/noble-escape
Designer: Zach Sullivan
Publisher: Grazing Bear Games
Artist: Diego Sanchez
Noble Escape is the third in the trilogy of print and play roll and write games released by Grazing Bear Games in a Kickstarter a few months ago. Over the course of thirteen quick rounds, players use cards drawn from a standard deck to help members of their 1789 French aristocratic household flee an angry revolutionary mob. With four cards drawn each round and four carts to fill, players decide which card value to place in each cart.
The foundation of strategy here is based on weight. Each number card has a weight based on its value, and then jacks, queens, and kings, are 12, 15, and 18, respectively, meaning they are the heaviest (all their jewelry and riches weigh them down). The goal of the game is to help the nobles escape by ensuring they’re all in the three lightest carts, as the heaviest will be the slowest and will therefore be caught by the rebels. Thankfully, two special card abilities that are determined at the start of each game can be used to alter numbers.
My description of the gameplay isn’t great (sorry), but I have to say, this game is super fun! It’s quick yet challenging, very portable and doesn’t take up much space, unique, silly, and clever. It’s easy to start and stop as needed because as you fill in the carts, you’ll know exactly where you are in the game and what round you are on. The special abilities for the card numbers are also very creative and add some interesting strategy and nice variability.
I also greatly appreciate the inclusion of the solo challenges and two different solo modes. The challenges are related to card ability pairings, so each game plays differently which aids in the replayability value. It’s been enjoyable to play through all the challenges (there are easy, medium, and hard pairing options), and it has been an exciting way to experiment with all the card abilities. Beside the standard mode, there’s a real time solo variant that just seems terrifying to me, so I have yet to play it, but I’m sure it’s wild!
Even with the solo pairing challenges, the game did get a little repetitive after 10-15 plays, but I also played them in a relatively short period of time (2 ish weeks maybe?). That said, I’m nearly positive I’ll whip this game out at some point and work through them again; it’s a very fun puzzle.
In relation to the other two games, Château Gardens is still my favorite, but this one is definitely second. It’s easy to play solo and it kept me engaged and wanting to come back repeatedly.
Speaking from experience, it’s easy and lovely to play this game outside too! I have my player sheet laminated, so I played quite a few games outdoors in the spring warmth and sunshine. Be careful, though; I played on a windy day with a deck of Spongebob cards and almost lost a jack Squidward. So, if I can offer any advice: play this game because it’s a blast, but don’t lose your Squidwards!

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