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Self-published Gubs exceeds expectations

Within this reviewer's experience, the observation that a game is self-published can sometimes be a bit of an omen.  If established publishers weren't interested in a game, one cannot help but wonder if it's worth playing.  In some cases, publishers are hands-down correct in their decisions (watch out for The Spoils of Civilization, suffered through at the 2009 Mensa MindGames event, for instance).  But sometimes, a pretty decent game can shine through the darkness of a market that presents tough odds for inventors to try to beat.  Cole Medeiros has created one such victor, a card game "of wit and luck," called Gubs.

Like their (phonetically reversed) namesakes, Gubs are small creatures attracted to various kinds of lures, but that need protection via larger things, such as velvet moths, toad-riders (Gub knights of sorts), and mushrooms.  In Gubs, players try to control these little guys, and the person with the most Gub cards out that are either free or protected, but not trapped in any way, at the end of the game wins.  The Gubs deck possesses an admirable variety of card types and is well-balanced: for most game effects (such as the Sud Spout trap), there is at least one card that provides a counter-effect (e.g. Spears, which pierce the Suds). 

The "wit" part of the game's tagline comes into play both in terms of deciding when to play Gubs in front of you and which effect to use from cards that offer multiple possibilities.  This fun strategy element is nicely counterbalanced by random Event cards, which can have unexpected and disastrous effects.  It would be nice to have just one or two more options for preventing or protecting oneself from, say, losing one's entire hand to the Gargok Plague, but ultimately, the Events serve to balance the game even further. 

Also particularly appreciated is the game's unpredictable timeline.  The letters "G," "U," and "B" must be drawn in order for the game to end, so there can be a ton of cards left in the draw pile at the end of the game, or not many at all.  As these three cards come into the center gradually, players must adjust their strategies, being kept on their toes to varying degrees, depending on how close to the end they are.  Most card games' endings are rather cut-and-dried, but this one is refreshing.

Gubs doesn't take much effort or time to learn, and the instructions, save a hackneyed opening shuffle, are generally well-written and quite comprehensible.  The art on the cards is cute and nicely detailed, and makes for enjoyably interactive play.  A slight gripe is the small font selected for the cards' "flavor" text; some players may have a hard time reading it.  If a manufacturer picks up this game for wider distribution, however, as it very much deserves, this problem can be easily remedied.

The minor flaws of Gubs mentioned here don't take a thing away from its strategic strength and considerable charm.  I recommend it as a quick family game, as it is appropriate for most kids as well as adults.  Don't let its self-published status or the fact that you might not have heard of Gubs detract, because it has great potential to sell.  Be sure to check out Gubs' website for more information.  Anyone care to hop on the next toad and play?

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Des Moines Gaming Industry Examiner

Daniel Heck is a 2004 graduate of Iowa State University with a B.S. in Technical Communications, from Des Moines, Iowa. He hosts a monthly game...

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