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Designer Diary: Rowdy Partners

6 months ago 47

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by Cardboard Hustle

HOWDY, PARTNERS! WELCOME TO ROWDY PARTNERS!

Darren Reckner and Jason Hager here to chat a bit about our new game, Rowdy Partners, which is being published by Capstone Games and debuting at SPIEL Essen 25.

Together, we've been designing games as Durdle Games for half a decade, and during that time a surprising amount of our game designs started the same way: with a pun and a groan.

Way back in 2022, Jason posted this to our design discord:


Now this comment wasn't lightning-in-the-bottle from the get-go. We quickly amassed an old-west graveyard full of directions that didn't pan out, but the seed was planted for the weird-west, wacky-wrestler, power-smashing, tactical-tag-team trick-taker we came to love — Rowdy Partners.

So lace up your luchador mask and shine your spurs as we share a few of things that we think make Rowdy special.

From the Top (Rope)

Before we get to design anecdotes, here's the bird's-eye view of Rowdy Partners to get everyone on the same page:

Rowdy Partners aims to feel like a beat'em-up video game, like Marvel VS. Capcom, and players have a health bar that persists between rounds just like in a fighting game.
Rowdy is often a 2-vs-2 game, but the 2-vs-1 and 1-vs-1 modes are great.
Rowdy leverages a must-follow-suit trick-taking core to simulate pro-wrestling combat.
• Low card wins...buuuuut that's also how much damage you deal, so an eye-gouge is quicker than a backflip from the top rope, but it doesn't have the same impact.

That's the skinny.


Every Trick Matters

We have a history and love of traditional trick takers, like Hearts, Spades, Euchre, etc., and one thing we noticed is that often tricks played late in a round can feel perfunctory. The table has tracked what's left, then one player grabs the lead and rides it out. The end isn't a surprise. Players throw their cards in the middle, and someone mops up a forgone conclusion.

We saw an opportunity here. A big goal from the start was to make every trick matter whenever possible. We wanted players to be able to make a colossal mistake on the first trick or a huge comeback on the last trick. We then steered our major design decisions in that direction:


Health bars: It's interesting what a health bar and variable damage does to a trick-taking game. Each player has their own health pool that carries over round to round. While the end of round causes a reshuffling of cards, everything else persists, like the turn order, ring position, and any tokens collected. If you aren't careful and let an opponent slip through a big hit, it's going to leave a mark. It may be game defining. As a result, Rowdy has some of the most exciting end-of-round tricks that we've seen in the genre.

A Wild Suit Appears: Sometimes the big swings worked too well, and we needed a pressure-release valve to make suit play less deterministic and to keep players guessing more throughout the round. After all, if you can't play on-suit, you might get hit hard. We looked at a few ways to fuzzy the deterministic quality of suit play, and we ultimately added a wild suit to the mix. It's only four cards in the middle of the value spectrum (3-6), but they come up big in a pinch – often becoming the cards that players try to track.

A Token Effort: Lastly, as another form of fuzzying, Rowdy players earn tokens that let them modify cards' suits, values, and other stuff. Most tokens are public knowledge (except for the "cheats", which are kept secret from your opponent), so a player typically knows when their opponent has flexibility, but not when they will pull the trigger. Whether to use your +1/-1 value-modifying token on your card in the final round is often the most deliciously agonizing decision you'll make in Rowdy Partners.


No Bad Cards

Anyone that plays trick-taking games can relate with being dealt a "bad hand". The traditional design solution for mitigating bad hands is through a metagame, like pre-round bidding. When you bid, your hand is no longer "bad"; it just wins fewer tricks, so you adjust your bid accordingly and carry on.

Rowdy Partners doesn't use bidding. We instead tried to make each card good in a different way. Low cards are good at winning tricks and staying in the lead, while high cards can sometimes deal big damage and always give you "pop".

The Pop Track: In wrestling, "pop" is getting a big reaction from the crowd. Every wrestler loves to make the crowd pop. That pop is represented by tokens earned as players climb up their respective pop track. Play a big number like a 6, then the crowd gets excited and you earn some pop. (You can see the black arrow on the 6 in the example above.) The pop track has tokens on it that you earn as you gain pop. Even though your high cards aren't winning tricks, they are winning over the crowd.

Counters: This happens all the time in wrestling matches: holds are reversed, throws are escaped, chops are interrupted with kicks. In Rowdy Partners, a counter happens anytime two cards of the same value are face-up in the trick. Those cards are flipped face down and ignored.

The lead suit is always the first face-up card of a trick, so countering the card in first position can even change the suit of the trick retroactively. Check out the example below:


Big Things Happen in the Ring

We wanted to lean in hard to the tag-team aspect of the game. Teamwork is already such an integral part of games like Bridge that our tag-team theme felt like a natural match. You have a wrestling partner in the game, and you need to care about them. Enter the Rowdy Ring:

Put a Ring on It: The ring is a multi-use tool as it keeps track of turn order and tells players who is taking damage from the trick. The ring is the focus of attention and gets adjusted after most tricks. Wrestlers in the ring are susceptible to taking damage, while wrestlers out of the ring are safe. Positioning matters in the game, so good players manage their ring position well. When a player wins a trick, they have to enter the ring. A wounded wrestler needs to be careful when they get aggressive since they are vulnerable in the ring.


Dynamic turn order: Remember how cards of equal value can counter, sometimes radically changing things mid-trick? Well, turn order is a big deal in Rowdy Partners.

Turn order doesn't follow the traditional A-B-A-B turn order of a team trick-taker. Gameplay seldom flows clockwise around the table at all. Instead it uses an A-B-B-A structure in which one team will play the first and fourth cards of a trick, and the other team is scrunched in the middle, lamenting their second and third positions. The lead team gets to set the suit AND gets to clean up in the hammer spot (fourth position). That's pretty weird, right? This structure has one very important benefit – being the team in the lead is a pretty big deal.

Rowdy is one of the few team trick-takers in which you can physically sit beside your teammate at the table. Dynamic turn order forces players to care about their teammate's play in a different way depending on their team's ring position. If you can't follow the lead suit, you can still force a counter to put your teammate in the lead for the remainder of that trick — which is great! Until you accidentally stick your teammate into the ring with super low health, and they get suplexed into next week.

Putting the "Partner" in Rowdy Partners

Let's talk a bit about the theme and our love for all things Rowdy.

We love characters! We especially love characters that tell a story. We love good guys and bad guys and the morally gray. We loved the idea of a weird-west town in which, well, essentially every conflict is solved by 'rasslin. We loved smashing together tropes of the wild west, American pro-wrestling, and Lucha Libre into something new and odd. We also really wanted a wrestling donkey.

Early on, our prototypes included lots of art to get into the spirit of the theme. Below you can see the evolution of Lawman from Jason's early prototype sketches to Amelia Sales' wonderfully absurd final rendering.


While the wrestlers in Rowdy Partners are a fun set dressing, that's not all they are. Each wrestler brings something mechanically unique to the ring. Each wrestler has a special ability and a unique half of a Pop Track along the curved edge of their triple-thick player board.

Faces bring in powerful special abilities, Heels get access to the powerful and sneaky, cheat tokens. When the wrestler boards are combined, they fit together physically, creating a unique token-gaining sequence that only that combination of wrestlers will have. It's quite satisfying to mix and match, so while Lawman may play by all of the rules and The Wretch may love to help his team cheat, together they become something new.

We got to dive deep into our weird mash-ups, and credit to Capstone for humoring literally all of our oddball character requests.



Finally, we knew players wouldn't always have four players to throw down with, so we included Headliners and Managers in the box to allow for 2-vs-1 and 1-vs-1 gameplay. Since we are a game-design duo, the two-player version is probably our most played way to Rowdy.

Headliners are big-time wrestlers, they don't have a partner, and they are always in the ring, but they do have a manager that holds half of their cards in a diamond to the side of their board. The face-up exposed cards in the manager diamond is considered an extension of the player's hand, and as players use cards from their diamond, they unlock new cards and their manager's once-per-round special ability. Just be careful as your opponent can use that public information against you.

We also made those mix and match, so you can play with Whistlestop, the larger-than-life mecha-train brawler, managed by Coach — or switch tracks and pair-up with a bolo-tie-wearing jackalope, Jack Dandy.


There are other little gems to explore in the Rowdy Partners box, but that's all the time we have for now. Thanks for taking the time to read about this strange three-year obsession of ours, and thanks again to Capstone Games (with a special shout-out to Christopher High) for making this a reality.

Come and say "hi" to us at PAX Unplugged 2025, where we will be in the Capstone booth demoing the game in Rowdy cosplay.

—Darren & Jason


P.S. You know you believe in a game when the designers take the time to arts-and-crafts a homemade championship belt, then host a tournament to award it to playtesters before the game is even published. Congrats to Zack "The Judge" Lovaas and Mike "The Executioner" Topjian for winning the 2025 Rowdy Partners championship!

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