Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Light strategy
More strategic control
How it plays
How does it play?
Draft a fairy-tale hand, contest three-card tricks, then score the characters, artifacts, and creatures whose abilities survived all three chapters of the story.
Core mechanisms
Key systems that shape the decisions players make.
Read the full game description
3 Chapters tells a compact card-game story in exactly the order promised by its title. In chapter one, players draft fairy-tale cards, passing the remaining hand after every choice and assembling a cast with complementary colors, values, and abilities. Chapter two turns those cards into a short trick-taking contest: everyone plays one card, the strongest legal card wins the trick, and many characters trigger effects based on who won, what colors appeared, or which rivals shared the scene. In chapter three, the drafted cards score through sets, symbols, and relationships among familiar heroes, villains, creatures, and magical objects. A card that is weak in a trick may be essential to a scoring combination, while a high card can be valuable even when its printed ability does not fire. The three-stage structure creates meaningful tradeoffs without long rules, scales cleanly from two to six, and gives every drafted hand a beginning, middle, and end.