BraveRats (AKA ‘R’): A four-sided game review

BraveRats boxBraveRats* is another two-player ‘microgame’ from Love Letter designer Seiji Kanai, originally released under the title ‘R’ in 2011 but repackaged and re-themed by Blue Orange in 2014.

Microgames do exactly what they say on the (in this case quite literal) tin – here, for less than £10, you get a short rulebook and 17 cards, making it an incredibly portable little game.

Another common microgame trait is a quick playing time, and BraveRats is no different. Game time is listed as five minutes in the rulebook and that’s pretty accurate, but of course you can simply pick it up and play again – especially as the time to set up the game weighs in at about five seconds.

In terms of theme, well, forget it – this is two nations, each represented by eight cards, going toe-to-toe for the win. Thee is nothing ratty, or indeed bravey, here. But what you do get is a clever little battle of wits which boils down to a fun combination of luck, reading your opponent and weighing up the odds.


BraveRats cardsBraveRats is listed as playing from ages 10 and up, but I expect you could go quite a bit lower – and also teach it to grandma (not that she might be too keen on a game supposedly about battling Scottish Highland rat clans…).

To set up, each player takes their set of eight cards (numbered 0-7) into their hand and, erm, that’s it. Both players choose a card, then flip them face up simultaneously – the highest number wins a point, and the first player to four points wins. Got all that?

While in essence this is ‘rock, paper, scissors’ with bells on, the clever bit comes from the card powers. Each player’s deck has the same eight cards, each of which has its own ability. High cards tend to be about winning through strength, lower ones by cunning – so the Prince (7) and General (6) will beat the Wizard (5) and Ambassador (4) – but the Assassin (3) flips the tables on the General, saying lowest card wins; while the Princess (1) simply beats the Prince – and wins you the game.

Each card played is either left face up or face down on the table – face up for winning cards, to show the progression of your points. Draws are also handled simply – if you draw the same number, or a card power means the round is a tie in another way, these cards are set aside and the winner of the next round will claim an extra point. so in this way, if you draw the first three rounds, it comes down to the first player to win a round wins the game (as they’ll also collect those first three drawn points too).

The four sides

These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: While BraveRats may initially seem superficial, there’s more tactical space here than immediately meets the eye. The real game is in considering what your opponent has left to play and as your choices whither, power plays start to surface. And also, after a round or so, you may see patterns forming in your opponent’s play that you can take advantage of. Of course there’s still a massive amount of luck involved, but don’t think this isn’t a game that can have it’s, “Mwahhaha, you fell into my trap” moments.
  • The thinker: Unfortunately for me, not enough of the game falls between ‘too random’ or ‘too obvious’ to make it a keeper. The game is a very clever construct, or exercise if you will, in game design – and I would hope it will inform more complex and satisfying games in future. Personally I would much rather reach for ‘Romans Go Home’ from Eric Vogel, which adds just enough to this concept (programmed movement and locations to win) to make it sing in the same ‘light filler’ category.
  • The trasher: Love it! BraveRats is a great way to kill a few minutes if you’re waiting on another game to end, or a few late people to show up. Sure, that may be a small window of gaming opportunities to fill – but when you can buy it for just over a fiver and it will slip into any other game box, why not bring it along to games night? While the rat theme is a little odd, they’re Scottish rats – leaving plenty of room to get your best Highlander impression on too – what’s not to like?
  • The dabbler: This is a fun and sometimes tense little game, simple to pick up and teach, and with pretty nice cutesy/comical artwork. It’s also great for travelling, or going on holiday – and can create those funny moments when you play that one card that turns the game on its head. It does what a filler should do, but the limit of two players is restricting and I’d rather have a game that plays to a bigger crowd. Would I play? Sure! Would I rather play Love Letter? Absolutely.

Key observations

BraveRats contentsThe first concern you run up against here is value – which may seem strange for a sub-£10 game. Some see it as a massive bargain, while others see a very thin game you can print on two sheets of A4 paper.

The tin packaging here seems a strange choice. In a way this adds value (you’re getting a tin!), but by the same token when you open it up it just helps highlight that there’s nothing really in it. To make things worse, this is a game many will want to sleeve as the cards get a lot of use – but to sleeve it, you won’t be able to use the nice velvety insert. Personally I’ve dumped that and thrown Love Letter into the tin with it, which works for me.

But BraveRats’ biggest problem is the general consensus that it simply isn’t as good, or as appealing, as Love Letter. While some may call it ‘two-player Love Letter’, Love Letter is still as much fun as this with two players – and can take up to four, making it so much more versatile. For me though, BraveRats works as an enjoyable companion piece to its more illustrious sibling.


BraveRats card setWhile BraveRats will never shine as brightly as ‘that other Seiji Kanai game’ it is still a fine game design accomplishment.

Kanai’s genius is in distilling a game concept down to the barest of bones while retaining the fun element and for me he has succeeded again here.

As with Love Letter, BraveRats’ usefulness as a gateway game also shouldn’t be overlooked. From a royal court to a clan of chirpy rodents, these little card games are a great way of showing non-gamers that it’s not all about forcing yourself to play Uno with the kids, or playing bridge with your grandparents – there are light little games you can enjoy after the olds and the news have gone to bed too.

For me, every household should stretch to a £10 budget to buy a really clever little card game for the shelves – and if that’s what you have, I’d suggest going to get Love Letter. But if you can stretch that budget to £15, grab yourself a clan of BraveRats too.

* I would like to thank Coiledspring Games for providing a copy of the game for review.

Love Letter: A four-sided game review

Love Letter boxLove Letter is a light but clever little card game for two to four players from designer Seiji Kanai.

It costs well under £10 (you can usually find it closer to £5) and while it has an official playing time of 20 minutes, it is played in a series of extremely short rounds (maybe five minutes) – so it can be as long or short as you want it to be (eg, you could play best of three in 15 minutes, or first to 10 for an hour or more).

The game is also incredibly light on components. Essentially all you need to play is the 16-card deck – yup, just 16 cards.

However in the standard edition you’ll also find a rulebook, some player aid cards, wooden cubes (for keeping score) and a nice drawstring bag to put everything in.

Each card represents a character and their position in the princess’ personal hierarchy; from several lowly guards (1) and priests (2) up to the king (6), countess (7) and the princess (8) herself. Your job is to get your love letter to the princess (its current whereabouts is represented by the card you currently have in your hand) to win her favour.

This artwork style is discussed below (in Key observations), but for me the AEG version (pictured) is reasonably well presented without being spectacular. The cards are well laid out and clear, but as this is a game where very few cards get an awful lot of use the card quality isn’t the absolute best. You may want to get some plastic sleeves for them, as you really don’t want to play this game with marked cards.


Love Letter bagIn terms of gameplay, it really couldn’t be simpler. The 16 cards are shuffled, the top card is removed from the round, then each player is dealt one card. On your turn, you draw a card (so you have two in hand) and then play one of them – carrying out the effect text on the card.

If this doesn’t end the round (because there’s only one player left), the next player in clockwise order does the same. If you get through all 16 cards and more than one player has yet to be eliminated, the player with the highest value card left in their hand wins the round.

What makes the game (if you’re a fan) is the interplay between the cards. Some actions are forced, some require a blind luck leap of faith, while others will benefit from a little deductive reasoning. After a few rounds most players are pretty much sure to have cursed their luck as they go out without playing a single card; boasted of their superior reasoning skills; then taken a few blind luck wins for good measure.

There’s really not much to teach and what there is to learn is probably best done at people’s own expense; it’s fun to laugh as someone realises their mistake in a round as they’re not going to make it again (well, until next time). And this really isn’t a game you care about winning – the fun is definitely in the taking part. If anything, that’s what you’ve got to get across when you explain the game.

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: While Love Letter is an achievement in game design minimalism, and can be credited with starting the micro game trend, there’s so little too it… yet despite myself I come back for more. It certainly appeals to my inner child, raises a laugh with the right people and is a great icebreaker. Not everyone will ‘get’ it, but for such a small investment – in time and money – its always worth a shot.
  • The thinker: I can see why the design is admired, but calling this a ‘game’ is quite the stretch – most rounds you can leave your brain at the door. Sometimes this simply leaves me cold and I’d rather sit out and chat, but after a few adult beverages with the right crowd I have been known to play a few rounds with a smile on my face. Is that because of the game or the beer? That would be telling. 
  • The trasher: I was interested in Love Letter when I heard about it, but having played a few rounds – what’s the point? Sure it’s clever, sure it’s brutal, but am I in control? No. Is a win satisfying? No. It’s only saving grace is that with more than two people there can be a bit of ‘bash the leader’ fun, but even that is short lived. This one really isn’t for me.
  • The dabbler: I’m totally up for this, all the time! This is a great game for the family, for parties, the train, Christmas, whatever. It’s short and sweet (if you want it to be) while generating laughter, forehead slapping mistakes, and unbelievably rotten (or fantastic) streaks of fortune. No, I don’t want to play it all evening – but I’m happy to play it every evening on game nights.

Key observations

Love Letter cardsThe big question seems to be, is Love Letter even a game?

Apparently some 44 per cent of the two-card combinations you may end up with have been shown to include very little or no decision making potential at all; so close to half your turns will probably be purely scripted. And the rest, in honesty, are often about guesswork.

But then, is this a problem? With the right crowd (and the game has proven extremely popular) it proves to be a real winner and when it’s only costing you pennies (and there will certainly be a second-hand market) – just how wrong can the decision to buy this go? Yes, it’s a Marmite game – but in a world where the majority of the people seem to love Marmite.

Love Letter Kanai Factory Edition

AEG’s ‘Kanai Factory Edition’ has Love Letter’s original artwork

For those who do like Love Letter, artwork is a big source of debate. The original featured Japanese anime style art, but US publisher AEG decided to put their reprinted version into its ‘Tempest’ universe, which has slightly comic style art and is set in a made up European Renaissance-style city state.

It also made one small rule change, making one card a little more forgiving (not that you couldn’t play with the original rule if you wanted to).

It’s fair to say there was a bit of a negative reaction to this decision from some. Personally I’m fine with the new art, especially because it’s such a light and breezy experience. But to appease the knockers, AEG released a new version of the game in 2013, Love Letter: Kanai Edition, featuring the original artwork and rules (its just a little more expensive). So until that edition goes out of print, it’s a moot point.


Love Letter PrincessI’ve had a lot of fun while playing Love Letter. I rate it an eight and am always happy to have a game. And interestingly while the game is extremely basic, I can’t see myself getting bored if it – purely because of the reactions it brings to the table.

Since its 2012 release this little card game has really captured the Western gaming public’s imagination; a particularly impressive feat when you bear in mind its humble beginnings with an independent Japanese games publisher. It is now ranked in the top 100 games on Board Game Geek, putting it in the top 10 family games (January 2014) – an amazing feat for a light filler card game.

Despite the very real concerns of some, I would unreservedly recommend Love Letter to all but the most serious group of thinky gamers. The price is right, there’s a genuine level of fun here for most people – let alone gamers – and you can pop the pack of cards in the smallest of pockets. But when you lose the first few rounds without even seeing a second card, don’t come crying to me…

NOTE: I usually take (admittedly crappy) photos of my own copy of the game. I picked Love Letter up for just three euros at Essen 2012; cheap because it was just the cards, rules and player aids. For this reason, I used game images from AEG’s official website to better represent what you’ll get in a ‘proper’ retail version.