
Designer: Cherilyn Joy Lee Kirkman
Publisher: Dice Hate Me Games
Players: 2-4
Playing Time: 20-40 minutes
 Review by Mark Jackson (5 plays with a review copy provided by the publisher)
 Carnival has hit the table 2 times at my house…
 - one 2 player game with my non-gamer sister
- one 2 player game with my gamer 10 year old son
…and 3 times at my gaming group…
 - two 3 player games
- one 4 player game
…and after much deliberation, I’ve decided that Carnival is a chocolate-covered Peep.
 Yes, yes, I know that some of you live for processed marshmallow  hunks with the consistency & flavor of sugar-coated Styrofoam. I am  not among your number. However, I was intrigued by the culinary  possibilities of taking the highly sugared Peep and dipping it in milk  chocolate – but the reality does not meet my hopes & expectations.  It’s still a Peep.
 Which brings us back to the subject of this review – Carnival. Though dressed up with some interesting ideas & very attractive card art, Carnival is an underdeveloped low-control set-collecting/rummy game.
 The Game
 The play of the game is simple enough – after discarding down to six  cards in hand, players either use a Wild Card to ditch some or all of  their hand in exchange for the same number of cards (this doesn’t happen  very often, as there are only 6 wild cards in an 86 card deck) OR they  roll the 3 dice and choose two of the dice-activated actions to execute.  You can
 - draw from the deck
- draw from the discard pile
- steal a random card from another player
- steal a random card from another player then give them a card of your choice your hand
- take a card from another player’s tableau and then give them a card from your tableau
- take a card from another player’s tableau and then discard a card from your hand
A player then plays down cards into his tableau. You need two cards  to “meld” (all the rummy players in the audience nod knowingly) and once  you have at least one card in a suit (you could lose a card due to  another player’s action), you can add cards to it one by one.
 To end your turn, you draw back up to three cards.
 You are collecting cards in your tableau (called “Midway” in the game  for thematic reasons) in order to make four-card “sets” of each of the  five available rides (suits). When you’ve completed 4 of the possible  five sets, you win.
 Each player is also given 3 tickets, which allow them to do one of three things:
 - add or subtract a pip from one of the dice when choosing your actions
- reroll all three dice
- block another player’s action
Completing a “natural” set does two things: it protects that set from  being messed with and it gives the player a ticket back (if he has less  than three tickets when he completes the natural set).
 The Interesting Ideas
 I see two interesting if under-developed ideas in Carnival:
 - I like the IDEA of using dice to determine your actions – in theory,  it should force players to play in order to be flexible in what they  can do, leaving them with ways to utilize as many possible dice  combinations. In practice, it means that about half of your turns are  simply about drawing new cards… and that effect is exaggerated in the  early turns when players don’t have many cards in their Midway, thus  making 1/3 of the possible die rolls useless to players.
- I have the same kind of mixed feelings about the ticket mechanic…  while it should offer some answers to the problems I have with the  dice-activated actions (by allowing you to change pips or reroll), once  again that didn’t happen in actual play. Players saved their actions to  defend their tableaus & their hands in the late game – where  stopping another player is a doubly good: you not only keep your cards  safe but you also force him to burn up one of his actions in the wasted  attempt.
But interesting ideas do not necessarily lead to a playable game.  (Here I am forced to admit that one of my “guilty pleasure” designers,  Nik Sewell, has this problem as well – calling S.P.I.V.s “playable” is what we English majors charitably call “stretching the truth”.)
 Carnival IS playable – it’s no Sufferin’ Spirits,  to once again take Nik Sewell’s name in vain – but it has some problems  that lead to a game experience that feels scripted, regardless of the  number of players.
 Stick to the Script
 Since you can’t hoard cards (you must discard down to six cards at  the start of your turn) and the only consistent way to get cards is to  play out your hand (in order to draw back to three cards), players tend  to do just that. Once your hand jams up with cards that duplicate ones  you already have in play, the only way to clear them is to use a wild  card – if it hasn’t been stolen from you already. (Players begin the  game with one wild card.)
 
 There’s another incentive to lay down as much as you can – it costs  your opponent more to steal a card from your Midway than it does from  your hand – he will either have to transfer one of his cards into your  Midway or discard a card from his hand, depending on the dice roll. This  acts as a mild deterrent to using those actions, which leads to a  continuing cycling of player hands searching for the right cards.
 As I stated above, tickets tend to be stockpiled for late game use to  slow the leader or protect your lead, depending primarily on how kind  the dice & the cards have been to you. From the mid to late game  (yes, I feel funny using those terms for a game that lasts 20-30  minutes), any other use invites the one-two punch of (a) using a ticket  to get the action you need, followed by (b) a player using their ticket  to cancel the action, thus causing you to lose both a ticket and an  action.
 With those rules in place, it’s simply a race to draw the best cards  while hoping the dice don’t hamstring your efforts to do so… and that  was Carnival with 2, 3 or 4 players.
 The Dark Underbelly
 Thanks to the magic of television, we all know that carnivals have a  dark underbelly of seediness, right? (I offer into evidence HBO’s  CARNIVALE, the fourth season of HEROES, the truncated mess that was THE  CAPE, and that really creepy X-FILES episode with the carny geeks.)  Sadly, Carnival also has some shadowy & questionable dark corners:
 - The rules, while laid out in an attractive fashion, have some gaps  & clarity issues. Questions like “do you shuffle the discard pile if  you run through all the cards?” and “Can you trade identical Midway  cards?” have only been addressed on BGG. (A modest proposal: when your  “Game Notes” – clarifications – run most of the length of your rule  sheet and still miss things, it’s time to think about rewriting the  rules.)
- The most notable rules rewrite (per BGG forums) is for the Hand  Trade action – a player doing this must choose a card to give before  taking a random card, which is the opposite order from the published  rules.
- As written, the rules for managing the discard pile only work if the  players use Wild cards to exchange part or all of their hand. Without  that action, the discard pile can reach a point (most likely in two  player games) where a player can only get one card from the discard pile  – even if he has 2 (or even 3 with triples) discard actions. This means  that dice rolls are even more limiting – and thus will force you to  burn tickets early to gain actions, leaving yourself unprotected as the  end of the game nears.
- While I once again want to praise the lovely art design of the game –  I especially like the art used for the rides and the clear iconography  on the player aid cards & center board – the graphic design has some  problems. The four types of each ride (suit) – Lights, Banners, Seats  & Materials – are only identified by a small banner at the top &  bottom of the card. This information is important for other players to  have and is difficult to see. (In fairness, graphical clarity was a  problem with another amusement park card game that I playtested – Joe  Huber’s Scream Machine. The prototype was actually easier to “read” on the table than the published version.)
Kick(starter) Me!
 Now we reach the part of my review where I try to gently suggest to the publisher of Carnival  (and many other publishers) that the temptations with Kickstarter  projects to “hold back” parts of the game in order to encourage monetary  support may be fiscally wise but game design foolish. While I have not  been able to play with the Wild! Die or The Sideshow  expansions, I’ve done a bit of reading on BGG in order to figure out how  they might change the game – and perhaps deal with some of my issues  with it.
 The Wild! Die is simply a die that replaces one of the  original dice that has a “wild” symbol on one face – meaning you can  choose any action. Frankly, since one of my struggles with Carnival  is the limiting nature of the die rolls, the increased chance of being  able to call your own shots seems like a step in the right direction.
  
The Sideshow  is a set of six replacement Wild cards that can either (a) do the  normal work of a Wild card, or (b) have a special power that can be  activated by discarding them:
 - Man-Eating Chicken: force another player to skip a turn
- Water Lily: draw two cards
- Draco: force another player to discard a Wild card
- Goliath: take one card from another player’s Midway
- Twist Tina: search the discard pile & take a card from it
- Hypno: force a player to discard a Ticket
While the serious gamer side of me rebels against adding more random  elements to a game that is already pretty low control, the tactical  gamer side of me likes the increased opportunities for clever plays and  the thematic gamer side of me likes the introduction of some carnival  elements to a game that – lovely as it is – has a very pasted-on theme.
 But short of marking up my own Wild! cards, I’ll never know – thanks to the Kickstarter model of funding game publishing.
 Note: I have no idea if either of these expansions were part of the  original game – that’s purely speculation on my part. However, both of  them could have a positive effect on game play without adding any real  complication to the game, so it’s a shame that they are not available to  the general public.
 Final Thoughts
 One of the toughest things about writing a critical review in our  not-so-large board game market is the knowledge that the publisher &  designer (in this case, one & the same) seem to be very nice people  and you’ve basically told them their child is ugly and they’re dressing  him funny.
 At the same time, I don’t think Carnival is a fully  finished game as published. There are some good ideas for game mechanics  that needed to be worked over & polished… as well as a full rules  rewrite and some graphic design changes that need to be made. (Credit  Dice Hate Me Games with being aware of the rules problems – they are  promising a new rules set sometime in the next month.)
 There’s nothing wrong with a rummy-style set collection game –  I  just want it run smoothly, not lurch like a carnival ride missing some  key bolts & safety latches.
This review originally appeared on the Opinionated Gamers website... and if you follow the link, you can find more insightful commentary on Carnival from some of the other reviewers.