The Basics: Bad Beets, designed by Magic: The Gathering champion Justin Gary and adorably illustrated by Liz Nugent, was published by Stone Blade Entertainment in 2015. The game is described by the publisher as, “the fast-paced bluffing game that’s good for you!” Players are given a number of beet tokens at the beginning of the game that they are trying to rid themselves of because the players are…well…crappy little kids who don’t like eating beets.
To accomplish this goal they take turns during which they can feed beets to the dog, share them with a friend, or even eat one their beets if things get desperate. Each action (except for honestly and resignedly eating a beet) has a card associated with it. If you don’t have the card for the action you want to take, you can still take the action, but an opponent may call a player’s bluff. If they call and the player taking the action has the associated card, the calling opponent is penalized, the acting player is bluffing and doesn’t have the card in their possession, then the bluffing player is penalized instead.
On one level, this game owes a debt to Rikki Tahta, because at first blush this game plays an awful lot like a weird, inverted version of Coup. Players lie, set traps, call bluffs, wage economic warfare, the whole deal. The game uses a device, however, that sets it apart. Players pass a card around the table as the begin their turn which they may freely exchange with the card they hold in their hand. Depending on the cards and the players, this device usually has the effect of avoiding moribund game state such as may be found in some games of Coup.
What we did wrong: Early on when a player successfully tattled on another, the player being tattled got their beets from the supply, not the tattling player. This lead to beet counts that were amusingly high and practically impossible to dispose of. On further review of the rulebook, clearly the beets are supposed to go from the tattler to the tattled (nobody likes a tattletale, but they seem to do quite well).
Conclusion: This game is all right. While it probably won’t have the same impact that Coup has had, it’s fun. The best games of Bad Beets happen when the players really throw themselves into the game and start acting like little kids themselves. It seems relatively easy to have unfair games of Bad Beets through the caprices of the deck—high volatility and low card counts go hand in hand—but what was it that your parents used to say when you were a kid? Life’s not fair?