These reviews were left by users who have played the game. If you'd like to leave a review, you can start by going to the game page.

Rating Summary (30 Total)


Inevitable to be compared to Tichu. Missing the card passing mechanic, and bombs are seen much more frequently. Worth owning and playing as a climbing game that works well with 2 and 3 players. Lacking the stress of not wanting to let down your partner that Tichu offers. Other than that, it works very well as an alternative when 4 players aren't available. On the plus side, it plays quicker and doesn't overstay its welcome.


Unique (for me) card game, but I suck at it. Fun to play if I'm up against players of equal experience, but it's a beat-down to play veteran opponents.


I think I like climbing games more in theory than in practice. This struck me as a little too repetitive, a little too incremental, and as a result a little boring. [EDIT] Ugh, I can't for the life of me grok this game. I take it as my fault rather than the game's, but a rating is what it is.


TRADED AWAY Not as engaging as I had hoped. Too difficult to teach new people when there are so many better games to play. At least it's portable.


Nice trick-taking game. I like it better with 2.


From Ashley's first book. Not a bad game, but she didn't enjoy it.


Growing up playing Gin, Hearts, and Euchre, I'm glad to have discovered the family of climbing games, even if I am very late to the party. A 2p game will be easier to spread, and there is hope that Tichu may be in my future because of Haggis.


Similar to Tichu, but for two players. More tactical than Tichu; we have a lot of experience with that game and can plan most of what we will do with during a hand just by looking at the cards. Haggis calls for more adaptability during play. More strategic than Tichu; only two players, so play is more predictable, and both players have three powerful wild cards available, but their existence and usage is open information, resulting in a chess-like feel.


In most ladder climbing games, it makes strategical sense to play weak cards early and 'climb' from there, but in Haggis, players are confined to one exact set-type each round, which I find very restrictive and dull. Instead of climbing, it feels as though players descend the ladder, which leaves the game feeling flat rather than having an escalating sense of tension.