3 Chapters Board Game: Complete Review & Strategy Guide
3 Chapters Board Game: Complete Review & Strategy Guide

3 Chapters Board Game: Why This Fairy Tale Card Game Is Worth Your Money

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Check out this 3 chapters board game review if you’re sick of boring trick-taking games that all feel the same. The 3 chapters board game dropped in 2024 from AMIGO Games, and I’m honestly shocked it didn’t get more hype. Designer Joe Hout created something that mashes up card drafting, trick-taking, and set collection without feeling like three different games duct-taped together.

I grabbed the 3 chapters board game on a whim at my local store because the box art caught my eye. Best impulse buy in months. What got me hooked was how every single game plays different based on what you draft. I’ve played this thing probably 40 times now and I’m still finding new combos. If you dig strategic card games, check out our guide to other great card games for families.

What Actually Makes the 3 Chapters Board Game Different

3 chapters board game

Most trick-taking games feel like variations on the same theme with a different coat of paint. The 3 chapters board game breaks that mold by splitting everything into three distinct phases that actually matter.

Here’s the thing that gets interesting: high cards help you win tricks (worth 2 points each), but low cards usually have better scoring abilities. So you’re constantly choosing between winning tricks now versus setting up big combos later. That tension is what makes every turn feel important.

The fairy tale theme isn’t just slapped on either. You’ve got Hansel and Gretel, Little Red Riding Hood, the Big Bad Wolf, Goldilocks—characters everyone knows. Jan Bintakies did the artwork and it hits this sweet spot where it’s charming without being kiddie. My 10-year-old nephew loves it. My competitive game group loves it. That’s rare.

How the 3 Chapters Board Game Actually Works

3 chapters board game

The name isn’t just for show—you literally play through three chapters:

Chapter 1: Drafting Your Fairy Tale Team

You start with 8 cards (7 if you’re playing with 6 people). Pick one card to keep, pass the rest clockwise. Keep going until everyone has 7-8 cards total.

This phase is where the 3 chapters board game gets its hooks in you. You’re not just grabbing the highest numbers. You’re looking for synergies. Hansel and Gretel score bonus points when paired. The Dragon wants you collecting gems. The Wolf rewards specific card combinations in your final spread.

My first few games, I just drafted whatever looked good. Big mistake. Now I go into the draft with a plan—usually focusing on either heart collection, gem collection, or character pairs.

Chapter 2: Playing Tricks (With a Twist)

Standard trick-taking round. Someone leads a card, everyone plays one card going clockwise, highest number wins the trick and gets 2 points.

But here’s where the 3 chapters board game gets weird in a good way: there are no suits. You can literally play any card from your hand on any trick. This opens up way more strategy than typical trick-takers where you’re forced to follow suit.

Plus, tons of cards have special abilities that trigger when played. Some let you grab heart tokens. Others give you gems. These tokens matter because they convert to points in Chapter 3.

After each trick, everyone keeps their played card face-up in front of them. The winner leads the next trick. You play 7 tricks total (8 in a 6-player game).

Chapter 3: Scoring Your Combo

This is where your draft strategy either pays off big or falls flat. You score all the cards sitting in front of you based on their individual conditions.

Some examples:

  • Cards that score points for each heart token you collected
  • Fairy tale pairs (Hansel scores more with Gretel, etc.)
  • The Dragon converts gem tokens to points
  • Some characters score based on having high or low cards in your spread

Also, whoever has the most gems at game end gets 4 bonus gems. Then you add up everything: trick stars, hearts, gems, and all your card combos.

Most points wins the 3 chapters board game.

Strategy That Actually Works

3 chapters board game

I’ve played this game way too much. Here’s what I’ve learned:

Don’t Draft Like an Idiot (Like I Did)

New players see a 9-value card and grab it thinking they’ll crush trick-taking. Nope. Winning tricks is worth 2 points each. The real scoring comes from Chapter 3 combos.

Build a cohesive strategy during the draft. If you take Hansel early, prioritize getting Gretel. If you see the Dragon, grab cards that generate gems. Don’t just chase big numbers.

That said, you need some high cards. Winning 4-5 tricks nets you 8-10 points, which isn’t nothing. I usually aim for 2-3 high cards (7-9 values) mixed with combo pieces.

Watch What’s Getting Passed Around

During the draft, pay attention to what’s disappearing. If someone’s clearly hoarding wolf cards, don’t waste picks trying to get Little Red Riding Hood—they probably snagged her already.

Also, you can see what’s coming to you before you pick. Use that info. If you see three great options coming your way next round, you can afford to take a mediocre card this round.

Don’t Blow Your High Cards Early

In Chapter 2, save your power cards for when they actually matter. Don’t waste your 9 on the first trick unless you have a specific reason.

Some cards score based on losing tricks (yeah, seriously). If you’ve got those, dumping high cards early is dumb.

Tokens Aren’t Universal Currency

Hearts and gems are only valuable if you drafted cards that care about them. If all your cards score from hearts, go hard on collecting hearts during tricks. If you have zero cards that care about gems, ignore gem opportunities entirely.

This is why the draft matters so much in the 3 chapters board game.

The Ghost Deck Thing for 2 Players

Playing with just 2 people? The 3 chapters board game includes a “ghost deck” that acts like a third player. Basically you flip a card from this deck during each trick.

You can’t control the ghost deck, but you can play around it. Sometimes it screws you. Sometimes it helps. That’s card games.

Who Should Actually Buy This Game

Families with older kids: The 3 chapters board game works great if your kids are 10+. The fairy tale theme makes it approachable, and the gameplay has enough depth that adults won’t be bored. For more family options, read our article on best board games for families.

Card game addicts: If you’re into Fantasy Realms, 7 Wonders, or The Crew, grab this immediately. It combines mechanisms you already love in a fresh package.

Trick-taking fans who are burnt out: Even if you’re tired of trick-taking games (and honestly, who isn’t?), this one feels different. No suits, drafting phase, combo scoring—it’s not your grandma’s Hearts.

Casual gamers looking for quick sessions: Games run 30 minutes. Perfect filler before dinner or between heavier games.

Two-player couples: The ghost deck makes 2-player games work surprisingly well. Most trick-takers suck with 2 players. This one doesn’t.

Skip it if: You hate card games, you hate luck, or you need perfect information. The draft means you’re working blind, and sometimes the cards just don’t cooperate.

Components and What You’re Actually Getting

AMIGO Games did a solid job with production. The cards aren’t premium linen-finish but they’re sturdy enough. I’ve played 40+ times without sleeves and they’re holding up fine.

Jan Bintakies’ artwork is legitimately great. Each character is instantly recognizable but has personality. The Wolf looks menacing. Goldilocks looks mischievous. The Dragon is appropriately majestic. The color palette pops without being overwhelming.

In the box:

  • 50 character cards (numbered 1-9)
  • 87 point tokens (hearts, gems, stars)
  • 1 rulebook (actually well-written and clear)

The box is tiny—about standard card game size. I’ve taken the 3 chapters board game to coffee shops, on trips, to friends’ places. Super portable.

Our Top Pick – Get the 3 Chapters Board Game

3 Chapters Board Game – Amazon Exclusive Edition

  • Strategic fairy tale trick-taking card game
  • 2-6 players, ages 10+, 30 minute playtime
  • Combines drafting, trick-taking, and set collection
  • Beautiful fairy tale artwork by Jan Bintakies
  • ⭐⭐⭐⭐⭐ Highly rated by BoardGameGeek community
  • Perfect for family game nights and casual gaming

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This is the version I own. At $20-25, it’s a no-brainer for the amount of gameplay you get. Seriously, I’ve paid more for games I played once and never touched again.

How the 3 Chapters Board Game Stacks Up

vs. Fantasy Realms: Both involve drafting and scoring combos. Fantasy Realms is purely about building the best hand. The 3 chapters board game adds trick-taking, which changes everything.

vs. The Crew: The Crew is cooperative with specific mission objectives. The 3 chapters board game is competitive and focuses on engine-building over mission completion.

vs. Sushi Go: Sushi Go is lighter and faster. The 3 chapters board game has more meat on the bones with the trick-taking layer adding depth. For another great drafting game, see our Azul board game review.

vs. 7 Wonders: Both use card drafting. But 7 Wonders is heavier and longer. The 3 chapters board game condenses similar strategic decisions into 30 minutes.

vs. Traditional trick-takers: Unlike Hearts or Spades, the 3 chapters board game has no suits to follow. This kills the mathematical certainty that comes from tracking suits. Plus the draft means you built your hand strategically instead of dealing with whatever luck gave you.

Mistakes Everyone Makes

Ignoring tokens: New players get tunnel vision on winning tricks and forget about hearts and gems. If you drafted cards that score from tokens, you’re throwing away free points.

Drafting with no plan: Taking the “best available” card every pick without considering synergies leads to a mess of cards that don’t work together.

Wasting high cards: Playing your 9 on trick one when it doesn’t matter is wasteful. Save power cards for when they help you score or block opponents.

Stubborn strategy: Sometimes your initial draft plan doesn’t pan out because the cards you need never show up. Be willing to pivot instead of forcing a strategy that isn’t there.

Forgetting Chapter 3 exists: It’s easy to get caught up in trick-taking and forget that most points come from Chapter 3 scoring. Keep your end-game tableau in mind when deciding which cards to play.

Why This Game Deserves More Love

The 3 chapters board game got buried when it released in 2024. Big Kickstarter campaigns and hyped releases sucked up all the oxygen. This quiet little card game from AMIGO didn’t stand a chance marketing-wise.

But here’s the thing: everyone who actually plays it loves it. It’s becoming a word-of-mouth hit in gaming circles.

What I love is the efficiency. There’s zero fat, zero wasted mechanisms, zero filler. The draft sets your strategy. The trick-taking tests it. The scoring pays it off. Nothing is there just because. And at 30 minutes, it never drags.

The fairy tale theme works better than expected. Initially I thought it was just window dressing. But the character combos make sense thematically. Of course Hansel and Gretel score together. Obviously the Wolf and Red Riding Hood interact. These thematic connections help newer players remember scoring conditions.

I’ve played the 3 chapters board game 40+ times and I’m still finding new strategies. That’s insane longevity for a $20 card game.

Where to Actually Buy It

The 3 chapters board game is available pretty much everywhere:

  • Amazon (US and international)
  • Local game stores
  • Online retailers like Miniature Market, CoolStuffInc, BoardGameBliss

Price usually sits around $20-25. That’s crazy value for what you get. Plus the small box means cheap shipping if you’re ordering online.

For more card games in this price range, check out our board game party guide for recommendations.

My Honest Opinion After 40+ Plays

I play too many card games. The market is drowning in trick-takers that all blur together with minor tweaks and different themes. I went into the 3 chapters board game expecting more of the same.

Joe Hout proved me wrong. Splitting the game into three distinct phases—each with its own decision space—created something that feels fresh while using familiar mechanisms. The phases flow naturally instead of feeling like three mini-games stapled together.

Is the 3 chapters board game perfect? Nope. Sometimes the draft screws you. Occasionally someone assembles a god-hand of combos that’s unbeatable. But games are quick enough that a bad game doesn’t sting. Shuffle up and go again.

If you’re tired of bloated games that eat 2+ hours or you need something that works at 2 players and 6 players equally well, grab the 3 chapters board game. At $20-25, it’s low risk with high reward. This thing has become a regular at my game nights.

The fairy tale theme makes it work for non-gamers. The strategic depth keeps serious players engaged. That combination is rare, and the 3 chapters board game nails it.


Quick Reference:

  • Players: 2-6 (ghost deck for 2-player)
  • Time: 30 minutes
  • Age: 10+
  • Designer: Joe Hout
  • Artist: Jan Bintakies
  • Publisher: AMIGO Games
  • Mechanisms: Drafting, Trick-Taking, Set Collection
  • Price: $20-25
  • Weight: Light-Medium (2/5)

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