Coyote

Reviewer Reviewed On Publisher Designer Published In Rating
December 12, 2003 Kidultgame Spartaco Albertarelli 2003 7
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Coyote (Kidult Games, 2003 – Sparteco Albertarelli) is the first Kidult game without the word “dice” in the title, or with dice in the game. I had heard mixed reports about this game from Essen 2003, and was extremely eager to try it out. As soon as I read the rules, I was reminded much of Liar’s Dice, and thought that the game would make an excellent party game.

And it certainly did – becoming one of my favorite light games I have played in a long time. Comparisons to Liar’s Dice will certainly abound, but Coyote is unique in and of itself, and while light and slightly chaotic, is so enjoyable as to be a game I expect to play quite a few more times this year. It was quick, it was easy to learn, and it was a real “hoot” to play.

Game play was remarkably simple. Each player takes a different colored headband, and puts it on their head, making sure a Velcro strip attached to the headband faces forward. A deck of cards is shuffled and placed in the middle of the table. The deck is composed of different valued cards: three “0” cards; four each of “1”, “2”, “3”, “4”, and “5”; three “10’s”s; two “15’s”; one “20”, two “-5’s”, one “-10”, and four special cards. Each player draws one card from the pile without looking at it and places it between their forehead and the band. Everyone can therefore see everyone else’s card, but not their own. One player (the rules say the person who best mimics a laughing coyote) goes first, with each person following clockwise.

On a turn, a person declares how many Indians are hiding on all the cards (the value of the card shows how many Indians are hiding on that card.) Play proceeds to the next player who must either “raise the bid” by saying a higher value, or “call” the previous person by saying “Coyote”. Once someone calls a bid, the round ends, and all cards are revealed by placing them face up on the table. The value of the cards is added up, and if the player who made the last bid is correct (there are equal or more Indians than the number they said), then the challenging person must stick a little coyote token onto the Velcro strip on their forehead. If the person is wrong, however, and the value is less than the number of Indians, then they must stick a token on their heads. All cards are discarded, and everyone draws a new card, starting a new round.

Four cards cause special effects:
- The “teepee” card is worth nothing of itself. Rather, when the total is calculated, the player with the teepee draws the top card from the deck and uses it.
- The “squaw” card (being the fox that she is) cancels the value of the highest card in play.
- The “chief Indian” card doubles the value of all cards.
- The “dusk” card is worth zero points, and when the round is over, all discarded cards are reshuffled into the deck.
Whenever a player gets three tokens, they are eliminated from the game, with play continuing. The last player in the game is the winner!

Some comments on the game:

1.) Components: The headbands are nice, and are all of different colors (although, when you think of it, it really isn’t necessary – they could have all been the same color and the game play wouldn’t have been affected at all. But at least we can have our standard argument now on who plays what color.) The velcro strips are nice, but didn’t stick to the headbands too well – I’m going to either glue mine on or sew them on. The cards have funny cartoonish art on them, and are very bright and clear – easy to read off of other people’s foreheads. The tokens are little, round cardboard counters with velcro on the back, but they stick well to the headbands, and are easy to see. Six other counters are provided with the game, to use with the optional rules. All this fits in a small square box (you have to roll up the headbands neatly, or they won’t fit in) that looks pretty good on the shelf.

2.) Rules: The rules are only three pages long (and the actual rules part is only one page) and are translated in five languages. As usual with Kidult Games, some translation humor occurs, but nothing serious. The game is really easy to teach and learn, but I found that it takes a couple rounds for casual gamers (one’s who haven’t played Liar’s Dice or other such games) to get into it. (Although poker players will feel right at home.)

3.) Optional rules: Each player can be given a special token, which they can play once per round, allowing them to use one of the optional rules. These rules allow you to reverse order, force someone to say a different number, etc. I didn’t really think these added much to the game, other than make people think about strange rules – and for a light game like this, they didn’t seem necessary.

4.) Players and Time: From two (never!) to six (yes!) players can play this game, but it certainly runs better with more. The game can be pulled out, set up, and run in less than twenty minutes, and everyone has a great time! A short game that keeps everyone’s interest is always a plus in my book, and this one fits well in my filler category, especially when there are six people playing.

5.) Liar’s Dice: As I stated before, there are obvious comparisons between this game and Bluff! (Perudo, etc.) by Richard Borg. And yes, there are similarities, but the games have different feels to them. Just recently, I played both of them, one right after the other, and it was interesting to compare the two. My wife emphatically like Coyote better (and so did everyone else at the table). I however, think that I like them equally, just in different ways. If I’m with a group of people who love card games, then Coyote is the certain choice – as you can count the cards in the deck, and some people live for that sort of thing. Also, people who like to be silly (headbands do look kind of ridiculous) would also like the game. But people who like to roll dice, or those who are heavier into bluffing would probably like Liar’s Dice more. Me? – I’ll take both of them, thank you, and pull either one out any time.

6.) Theme and Fun Factor: The theme is there (barely), although I’m not sure how politically correct is – or really care for that matter! But the Fun Factor is huge. I can see this game being pulled out many, many times – because everyone who plays it has a great time. It’s easy, fun, and simple, and sometimes it’s just the thing you need after playing a heavy strategy game.

So, I recommend Coyote very, very highly. It’s my favorite Kidult game to date (although not really comparable to the other three), and it’s a great filler – one that almost everyone will enjoy. It certainly will never be the centerpiece for a night of gaming, but it’s a game that people are willing to play again, and again, and again – and how can I argue with that? Especially when it’s one that I’ll eagerly pull out and play. My main criteria for a game is that it be fun – and this one fits the bill! (or forehead). It’s inexpensive, easy to transport, and most folk will love it.

Tom Vasel