Combo is the latest game from new publisher Happy Camper, whose first title was Trio, an import from Japan that is one of my favorite games of all time. Combo’s not quite at Trio level, but it is another very easy-to-teach game that revolves around one pseudo-cooperative mechanic that helps it stand out from the sea of small-box games that arrive on my porch.
Combo is really just a deck of cards in six colors (suits … or fruits, which is the theme of the art here), numbered 1 through 12, with point values on the cards in inverse proportion to the face values. Players will play cards from their hands to the table in each round, and once all players have played the required number of cards, all players determine the most valuable set of four or five cards (depending on player count) they can make from everyone’s played cards. The values are just those of poker: a straight flush beats four/five of a kind, which beats a flush, which beats a straight, which beats an X-high set.
You score points in Combo by having your played cards as part of the most valuable set at the end of each round. So if I played an orange 8, and the best set was an orange flush (we are agents of the free) that included my 8, then I’d take that card and place it face-down in my “full value” pile, which means I’ll get the higher point value printed on the card. There are cases where multiple cards could be used to make the most valuable set, and in those cases of true ties, the players who contributed those cards put them in their “half value” pile and get the lower point value, which is, of course, half of the higher one.
The start player changes each round, and you play until everyone has been the start player twice, as there’s definitely an advantage to going last. The number of cards you play varies by player count, as does the size of the set. There’s a two-player rule where each player plays a card, then you draw the top card from the deck as if a third player played it, repeating that whole cycle, and then each player plays once more so you have eight cards on the table. With two or three players, you play three cards each; with more, you’re playing two. With five or six players, you’re making a five-card set rather than a four-card one. That’s about the whole game. Also, the first-player token is a pineapple.
It’s a little unfortunate for Combo that it came out right around the same time as The Gang, which is also poker-themed, and is just a better game – which is not to say Combo’s bad, not at all, but The Gang is great. Combo is fun, and it’s very easy to teach and to play. You can really just play it even if you don’t entirely get the poker-hand scoring; just about anyone can understand the ideas of sets, runs, and flushes, and you just want to put in cards to muscle in on those so you get some points. Higher cards are more likely to be included in the most valuable group of four or five cards at round’s end, but they’re worth fewer points, so there’s some strategy in what you play when; you may want to hold a better card for your last play to make sure it’s going to get scored.
This is a retheme of a Korean game called Surfosaurus Max, which I’ve never seen, but the rules are identical – Boardgamegeek has them listed as one game, which is a little confusing. It’s a good filler game for the family, or to play with relatives who say they like games but maybe don’t really like most games, just the easy ones. And there’s a place for that in just about any collection.