Push Card Game: Push it, push it real good — but don’t bust!
This review of Push was featured on Episode 78 of The Five By. Check out the rest of the episode, which also features Ingenious, Deep Space D-6, Vindication and Legendary Encounters: Alien.
At first glance, Push looks like an Uno deck. And for full disclosure, Push was a giveaway at BGG 2018, and I didn’t pick it up because it looked very similar to an Uno deck. At the risk of sounding like a board-game snob here, I’m definitely not playing Uno with you. There are plenty of better card games out there, for even the most inexperienced gamers.
It wasn’t until about 6 months later that someone introduced me to Push, and I enjoyed it so much that I immediately purchased a copy. Push, a short card game published by Ravensburger and designed by Prospero Hall, is a game I often travel with because it’s essentially a thick deck of cards and one 6-sided die.
This 25-minute game works well with a midsize group of 2-6, and I love busting it out with new and older gamers alike. The deck has cards ranging from 1 to 6, in five different colors, as well as Switch cards and Roll cards, which I’ll explain later what they do.
On your turn, you draw one card at a time from the deck until you want to stop or you bust! When you draw a card, you must play them into one of three stacks in the middle of the table. The rules for placement in the stacks is that you cannot have the same number or same color in any of the stacks. If there’s a blue 2 already face-up in the center in one stack, you cannot place a 2 of any other color or another blue card into that same stack. As the active player, it’s up to you how you want to build out those stacks. You can even keep them all in one stack if you follow the rules of placement correctly.
The stacks are important because each card contains victory points based on the number on it. If you decide to stop before busting, you select any one of those stacks in play and sort them into your bench in front of you by color. The next person to your left grabs the second stack if there is one, and so forth.
The Switch cards that are drawn during this player’s turn change the direction of who picks the stacks next. Instead of the stack selection going to the player on your left, it now goes to the player to the right and so forth. Switch cards aren’t placed into stacks either; they’re just shown on the side for reference during that active player’s turn.
Cards on your bench as worth victory points at the end of the game. They are, however, not completely safe from the dreaded Push die. If the active player draws a Roll card, they must place it into one of the stacks that already doesn’t have one in it. Roll cards also follow the placement rules like all the other cards.
When a player grabs a stack with a roll card in it, they must roll the 6-sided die. Each side of the die has exactly one color on it, and then a black square. Whatever side the die lands, the player loses all of those matching colored cards from their bench. It’s quite devastating when you lose a bunch of points this way! If you roll the black die, all your cards are safe — for the time being.
Also, if you keep drawing and flip over a card that you cannot place, you bust. You also roll the die and you don’t get to pick up a stack. Instead, the next person gets first choice.
Lastly, on your turn, you can choose not to draw cards but instead bank one pile of your colored stacks. If you decide to do this, you flip over those cards and then it’s the next person’s turn. All those cards you’ve flipped over will be safe from the dreaded Push die.
Game play continues until you finish the entire deck. Players calculate their VPs based on the cards that are both in their bench and those banked faced down, and the person with the most VPs wins the game.
For non-heavy gamers, I like to play a variant I created for this game. Instead of placing the Roll card into one of the stacks in front of you on your turn, the active player just rolls the die and faces the consequences. That sense of impending doom adds to the experience, as everyone can relate to that Jack in the Box feeling of will this next card wipe out the 12 points of Red cards you have sitting in front of you. Why, yes, it will. It most definitely will. I like to reserve the option of placing the Roll card into a pile for more experienced gamers.
Push is perfect for a chill night with friends, whether you’re gathering around the bar or dining table chatting. It has a very small footprint so it’s easy to transport. It unfortunately isn’t very color blind friendly, as there aren’t any symbols on the cards to differentiate the various colors.
Other than that, it’s a fun game that is easy to jump into and create lots of laughter and merriment when you egg on the active player by saying, no, no, there’s no way you’re going to bust. And then they do!
And that’s Push! This is Meeple Lady for The Five By. You can find me on Facebook, Twitter and Instagram as Meeple Lady, or on my website boardgamemeeplelady.com. Thanks for listening! Bye!
2 Replies to “Push Card Game: Push it, push it real good — but don’t bust!”
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