Blytz
Awards
Rating
-
Artwork
-
Complexity
-
Replayability
-
Player Interaction
-
Component Quality
You Might Like
- Great artwork
- High replayability
- World domination!
- Placing traps
- Portable
Might Not Like
- If you don’t like high interaction or take that it’s not for you
Related Products
Description
Blytz: A thrilling world-domination card game for 2-5 players. Play in under 60 minutes.
In Blytz, your ultimate goal is nothing short of world domination. Will you rise to the challenge? Rally your forces, engage in strategic battles, and claim victory by controlling the nations across the globe. Prepare for an exhilarating journey where cunning tactics and calculated moves reign supreme.
Expand your control across continents by assembling powerful armies consisting of air, sea, and land battalions. But that's not all! Deploy your trusted lieutenants to bolster your troops' strength and assign generals to safeguard your hard-earned territories. To turn the tide in your favour, execute daring special-ops missions that will keep your opponents on their toes.
Unleash the game-changing 'Operation: sneaky-peeky' to uncover the hidden defences of rival players. Rain down a devastating storm of missiles with 'Operation: look-out-below' and weaken enemy forces. With 'Operation: switch-a-roo', you can even snatch another player's general, turning their own strength against them. Take advantage of trap cards to catch other player’s off-guard - commandeer their troops, fortify your positions with artillery defences, or set up deadly minefields to halt their advance!
Strategize, plot, and strike with precision. Launch daring attacks against other players to claim their countries as your own. Once victorious, 'Blytz' through to swiftly seize additional countries following a triumphant battle. As your power grows, aim to 'build an empire' by uniting your controlled countries across an entire continent. Possess all the countries of a continent and see your opposition tremble in fear!
Play the tactician, forge an unstoppable empire, and unleash the full might of Blytz to secure your path to victory. Are you ready to embrace the challenge and conquer the world?
Whilst visiting the Zatu stand at UKGE, I was chatting to one of the crew, “have you checked out Blytz? Its really good!” in short, I hadn’t heard of it, so I pulled up a chair with one of the designers Dom and he ran me through the game. And I’m so glad that I did!
Blytz is a war themed card game, your objective? World domination! The game supports 2-5 players and claiming the spoils of war will take around 60 minutes. The box is slim which is amazing considering the number of cards that you get in the game. But this makes the game highly portable and very letterbox friendly when you get it delivered!
What Are We Fighting For?
In Blytz you have one mission. Collect 3 countries within 3 continents, sound easy? Well, when your being attacked from multiple angles the battle may require a little more planning. But when your objectives are achieved and your opponents have been crushed, you will be able to bask in your glory. The battlefield holds 2 decks of cards, one deck is the countries you can draw on your turn and place into your tableau. All the cards are colour coded into their continents, which, makes it easier to group cards together. Each card will have a list of countries that you can attack, so you can’t just pick and choose who you can attack.
The second deck is where you will build your military might. Troops, lieutenants, and war machines can be placed below your countries face down (you will never know your opponents might). Each card has an attack and defence attributes, aiding you in battle whether you are defending your assets, or charging into battle. If you manage to obtain generals these can be placed above your countries, adding further strength to your regions with a grouping bonus. But as we know, not all is fair in war, the deck has some special cards intertwined within it. If you manage to get some of these, you can certainly turn the tides. My personal favourite was operation switch-a-roo.
On your turn you will be able to take up to 4 actions. You can draw new countries into your empire, place defences into your regions or head off into battle to try and defeat your opponent and claim their land as your own. Once this is done you draw back up to 5 cards and the play moves round. Each action you take could affect the outcome of battle, so there is always plenty to consider so you can maximise your turn.
Ball Room Blytz
I really enjoyed Blytz. I had so much fun trying to strategize and plan my turns, but also keeping an eye on what my opponent was doing and the countries he had. The artwork is great, I love the style in which it is done, and it certainly makes the game more approachable. Card quality is high, a lovely linen finish really makes them feel good to hold. I think the game would really hit the sweet spot with 3-4 players, it offers some great player interaction, inevitable banter, and a good dose of take that. The game will suit all levels of gamer with enough depth to keep the most seasoned gamer engaged. And as previously mentioned the game is so portable, easily fitting into your travel bag. The designers have done a fantastic job on this, and for the price it should be filling many shelves and gracing many tables. With its release scheduled in August I will be looking forward to my copy deploying.
So you’ve discovered the action packed Risk-esque Wargame that is Blytz. Played a few rounds, won a few, lost a few. You get the general idea, but now you want to take your game to a whole new level. Well let’s see how I can help with that, time for some tips and tricks about Blytz…some Blytz Tips you might say…
Blytz Tips
Country cards
There is nothing more annoying than pulling a country card you don’t even vaguely need. It’s not anywhere you think you’re likely to collect. Useless right? Wrong. Countries are both useful for sets and access. It might not be a country you need, but is it connected to one? If so, maybe you can build up your troops and launch an attack on a country you do need. Then keeping hold of the original country can protect you from one avenue of attack, or you can use the Switch-A-Roo card to switch it for another country you need. Well done, you’ve gone from having 0 useful country cards to having 2!
The Australia approach
You know when you play Risk there is always someone who takes Australia and its surrounding territories (despite it giving the smallest bonus) and just builds up an army larger than anyone has ever seen. Well, you can do that in Blytz too. The proverbial Blytz rule means that if you take a country you can continue using the same troops to attack another territory…and another…and another. This means you could theoretically sweep through large swathes of your opponents countries. Beware the Snatch-N-Grab card though, building a large force on one location could be fatal if someone steals it and the force off you. You can hedge your bets by spreading your forces out before rearranging them for an attack, but you’re still going to be open while you wait for your next turn.
Don’t underestimate the little guy
It’s really easy to look at basic Infantry troops with 1 attack and 1 defence and wonder why you’d want to use an action to play them over something stronger. The key, however, isn’t in their strength, it’s in their weakness…and maths! If you have 2 x 4 attack cards on a country, and you attack a country with 5 defence, you will have to discard both cards, losing an extra 3 strength. If however, you have a basic Infantry troop or 2 hanging around, you can pay the exact cost and keep your other units for the wars to come.
Adapt
Don’t be rigid. By all means go for certain sets that seem to be coming your way, but over time it will be obvious what your plan is. People will start to reinforce countries that you need and generally try to sabotage your plans. If that seems to be happening, don’t be afraid to scrap your plans and make a dash for something completely different. They might have left other countries wide open assuming you don’t need them. You might end up in a better situation than when you started.
Empires
Empires are tempting. Very tempting. They are also tricky to attain and keep control of. If, however, you can keep hold of one, you gain a big advantage. You can keep your troops spread out for defence while being able to strike with all their focused might, all but annihilating everything but the most stubborn defences. They also might be used for a well timed Blytz, but be careful, if you drain too many troops from the pool you’ll leave your entire empire open to retaliation.
Traitors!
Generals, as you might expect, are powerful cards. So you might be surprised when I caution using them. Sure they are giving you substantial bonuses, but the Switch-A-Roo card means they can be stolen and there is nothing you can do about it. It’s all well and good you having a general, but what if an opponent ends up with 2 or 3. Then you’re really in trouble. I recommend playing them only when you are either planning an attack, or need some extra defensive power.
Allied Troops clear the way
The Allied Troops card is very useful for defence. You can use opponents cards to defend yourself (better if there are high power visible ones rather than guessing at face down cards). But what’s even better is those cards die before your own. That means, even if you lose the location, you’ve just removed possibly all the defences on a country you can then attack on your next turn. On the flip side, as the attacker, this is why I don’t recommend attacking with your last action, that way you have time to play an extra card or two if need be.
Look-Out-Below
Look, there is a card that lets you drop what I can only assume are titanically sized pianos on enemy troops. Why wouldn’t you do that? Unless someone has built up a large force, it’s unlikely to be more than 10 defences. Just drop the piano and dash in there with some infantry for a cheeky win.
Peace & Love
Peace & Love are powerful tools, so best save them for extreme situations. It might seem like the end of the world losing that one country you were really trying to hold onto, but what about when someone is about to Blytz their way round entire continents with an unstoppable force. Wouldn’t it be useful in that situation to have a card that could stop them in their tracks no matter what? Think about it…
How to solve a problem like Oceania
Oceania, the Australia of Blytz. Yes it’s small and you could fortify it into a significant empire with one less location to worry about. But that only works if you get the cards to begin with. With one less location the Oceania cards are less likely to appear, so be wary of making them one of the sets you are going for. Better to roll with it on this one, if you can get the cards, great, but I wouldn’t chase them.
Some of these might be obvious, some may not. I hope you have found at least some wisdom in my ramblings, and I hope you enjoy many more games of Blytz!
Zatu Score
Rating
- Artwork
- Complexity
- Replayability
- Player Interaction
- Component Quality
You might like
- Great artwork
- High replayability
- World domination!
- Placing traps
- Portable
Might not like
- If you dont like high interaction or take that its not for you