Pick and Pass > Blind Draft
Posted: 27 July 2026, 17:12
Due to the lack of player interaction, YRO is effectively Candy Land Tier in strategy that makes you feel big brain for connecting the dots. You do need to do some math, so if Candy Land is a 1/5 in strategy, I'd give YRO 2.
"Good job, you put the square peg into the square hole. You're so smart. Too bad your opponents didn't get the right shaped blocks for their holes- they must not be a master strategist like you."
Without the pick and pass variation of play, the only skill this game offers is card counting for probability management (which is slightly better than card counting in Wing Span lul). With the pick and pass variation, you could actually hate/counter draft your opponents. Unfortunately, BGA doesn't have the pick and pass drafting variation available to try out.
Unless my local game store has a demo of this game available for my squad to try out, I might just stick to Fairy Tale for a quick play, engine builder. It's hard to tell at a glance if the pick and pass variation would remedy the Candy Land vibes, as some cards feel like they're "always good" or explosive in the end game. Meanwhile, in Fairy Tale, your big cards always have the opportunity to get disabled. Fairy Tale can get passed up on game night, as it can require too much attention. So a lighter version (that has more substance than Shushi Go) could be appreciated.
Just my thoughts after playing a dozen or so games of YRO here. I just feel a lack of agency aside from the base line "don't be bad at basic math."
"Good job, you put the square peg into the square hole. You're so smart. Too bad your opponents didn't get the right shaped blocks for their holes- they must not be a master strategist like you."
Without the pick and pass variation of play, the only skill this game offers is card counting for probability management (which is slightly better than card counting in Wing Span lul). With the pick and pass variation, you could actually hate/counter draft your opponents. Unfortunately, BGA doesn't have the pick and pass drafting variation available to try out.
Unless my local game store has a demo of this game available for my squad to try out, I might just stick to Fairy Tale for a quick play, engine builder. It's hard to tell at a glance if the pick and pass variation would remedy the Candy Land vibes, as some cards feel like they're "always good" or explosive in the end game. Meanwhile, in Fairy Tale, your big cards always have the opportunity to get disabled. Fairy Tale can get passed up on game night, as it can require too much attention. So a lighter version (that has more substance than Shushi Go) could be appreciated.
Just my thoughts after playing a dozen or so games of YRO here. I just feel a lack of agency aside from the base line "don't be bad at basic math."