The Smartly Themed Boardgame Grifters Isn’t Random Enough

Grifters designer Jacob Tlapek describes the game as “a deckbuilder without a deck,” which is somewhat accurate but probably sells the game’s mechanics a little bit short. Grifters gives you more control over the flow of cards from your hand to the table and back, reducing the randomness of the deck shuffle and the uncertainty of when a key card or two might come back around. However, that loss of randomness gives the game a rote feeling where the optimal move is obvious and it’s easy to predict what other players are going to do.
Grifters is set in the same dystopian universe as Coup and The Resistance, with players here running crime syndicates of various operatives in the form of cards. Those cards can be used to gather money or more cards or can be used to complete “jobs” available to all players with the right combination of cards in hand. Each player begins the game with six cards: three base cards called “ringleaders” and three random cards from the deck. There are three colors of cards, red, green, and blue, with some thematic differences, but the color matters primarily for job completion, as you must be able to play three to six cards in the right set of colors to complete a job and claim its reward.
On a turn, a player can choose to play a single card to his/her “hideout” (tableau) and use the text on the card, or play a team of cards to match the colors on a job and claim it. A hideout has three spaces for different nights, and a refresh area to the side; at the start of a turn, the player advances all cards by one night, with any cards on night three moving to the refresh area to be restored to his/her hand after the turn. That leaves night one empty for whatever card or cards are played in this turn. This means that you always know where your cards are, and can see how long until you get something back—or can reclaim them with certain cards that allow you to reclaim a card sooner or to play it a second time directly from your hideout.