The Terrifying Girl Disorder is a game by Kuro, published by Japanime Games. It is for 3-4 players. In this game, players take on the role of a young school girl that has gained some amazing powers, only to have their memories wiped due to one of their own’s power. Suffering with amnesia, the players must try to remember who they are and what their objective is. In the end, each player’s true identity will be determined. The player that can claim the most victory points at this time, will be declared the winner.
To begin, each player is given a Shard card, making note of which color they have. They will also receive the corresponding reference sheet in their player color. If playing with only 3 players, a number of Memory cards are removed from the deck as noted in the rulebook. When playing with 4 players, all the cards are used. The Memory cards are shuffled together to create a draw deck. Each player is now dealt 4 cards if playing with 4 and 5 cards if playing with 3. The first player is chosen and is given the Direction token. Play now begins.
The game is played over 5 rounds. Each round is made up of 3 steps; Circle Setup, Counseling and Regaining Memories. The first step is the Circle Setup step. In this step, 3 cards are drawn from the draw deck for each player. The cards are laid face up in a circle in the middle of the play area, as shown in the rulebook.
The second step is the Counseling step. In this step, each player will take a turn beginning with the first player and continuing in turn order. Each player’s turn consists of two actions; Shard Placement and Recollection. The first action is Shard Placement. For this action, the player will place their Shard card on one of the cards in the Circle that doesn’t have another player’s Shard on it. They’re also not allowed to place it adjacent to another player’s Shard. The player will then switch the location of 2 cards in the Circle that don’t have a Shard on them. The next action is Recollection. For this action, the player will take any number of cards from their hand, as long as they are the same rank, and place them face up in front of themself. The player will then perform the special power of that particular card rank, as noted on the card itself. It should be noted that the player is not allowed to play a rank of card that is already face up in their play area, however they must still play a card from their hand. If they don’t have any legal cards to play, the player simply shows their hand to their opponents and then chooses one card to play like normal, using it’s special power. Once the player finishes both steps, play moves to the next player in turn order. This continues until every player has taken their turn.
The final step is the Regaining Memories step. In this step, the first player will choose a direction, either clockwise or counterclockwise. They will use the direction token to show the direction that they choose. Players will then gain the card that they put their Shard on, along with all the cards in the indicated direction between their Shard and another player’s Shard. These cards are then added to the player’s hand. If their hand goes over 8 cards, they must discard anything extra.
At this point, the round ends. Players check their play areas and see who played the most cards during the Counseling step. That player is the first player for the next round and is given the Direction token. One thing should be noted, only cards that were played from a player’s hand will count towards them having played the most. For this reason, cards that are added due to a special power should be turned sideways when placed in the player’s play area. Once the first player is chosen for the new round, a new round begins.
The game continues until the end of the fifth round. When this happens, the game ends and final scoring begins. Before scoring, a player’s True Identity must be confirmed. At this time, any face down cards are turned over and all the cards in a player’s play area are sorted, placing all cards of the same rank together. The player with the most cards of that specific rank is that particular character. That’s their True Identity. If there is a tie, the player with the most cards of that rank in their hand wins the tie. If a player is several characters, the character that that player has the most cards of in their play area is their True Identity. If a player has no identity, that player is Higan. More than one player can be Higan. Once each player’s True Identity is discovered, they will calculate Victory Points. Victory Points are determined from the number of cards in their play area of their True Identity, as explained on the reference sheet. They also gain an additional point for each card in their hand of the same rank, as well as gaining points for the character’s VP Bonus, also listed on the reference sheet. Higan players gain 3 VP for each card in their hand that is not another player’s True Identity. Players add up their points and the one with the most Victory Points is the winner.
Inside the small box that contains this game, you’ll find a stack of cards, some reference sheets and a direction token. The cards are quite nice. In the main deck there are 7 different girl cards or ranks. Each one has a distinct look, number and power. Each card of the same rank is identical. This is pretty much what you’ll be dealing with the whole game. The artwork on each card has an anime/manga style feel to it. Each girl looks like something you’d find in one of those movies or comics. I like the look of these, although I would have like a little bit of change. I get that you may want all the same ranked cards to have the same image for ease of playing the game, but looking at the same pictures all the time gets old quickly. The shard cards are a picture of a shard on a colored background with a bit of text surrounding it. Each of these is a different color so that players can easily determine which card is theirs. The same colors are present on the 4 reference sheets. This helps the players remember their color. It also has some scoring information for each rank’s cards. This helps you figure out which card(s) you might want to try and collect. The final piece is the double sided direction token. This is a simple thick cardboard piece with a circular arrow going in alternate directions on either side. This is a great reminder for which way to pick up cards during the Regaining Memories step. Overall I like the look of the cards, but I feel like something’s missing. I’m not really sure what that might be though, as everything works well together. In any event, I think if you like this style of art, you’ll probably like the look of this game too.
8 out of 10
The rulebook for this game is really quick and simple to read through. There are plenty of pictures and examples throughout the book. Each component is described in great detail and each step of gameplay is explained quite well. There are several pages at the end of the book that describes each of the girls, their ranks and their powers. It also includes a detailed scoring chart that shows how each girl’s cards will score. I think the book is well written and easy to follow along with. I like how it looks and find the character references very helpful for scoring. Overall the book does a great job explaining everything and making it easy to get right into playing.
8 out of 10
This is one of the most unusual card games that I’ve ever played. It’s fast and easy to learn. The only hard part about the game is figuring out the scoring part. It’s a little bit wonky. Basically the game is just placing your shard, picking up cards and then placing a card or a set of cards in front of you in an attempt to get the majority in the right set of cards so that you can earn the most points at the end of the game. There’s not much mor to it that that. Of course the more cards that you’re able to pick up, the more chances are that you’ll get enough of the right cards to be able to play in front of yourself. Then there are the card abilities, these can make it where you have no cards in front of you. That may look bad at first but if the other players are focusing on just a couple of girl’s cards and you stock your hand with a bunch of the others, you can rack up a ton of points from being Higan. There is some strategy to this one, although I found more often than not, the game could end up very random. The cards you planned out and worked to place end up not scoring as many points for you as that player that I just mentioned, the Higan player. It’s for this reason that I wasn’t as thrilled with it as I thought I’d be. That’s not to say that the game is bad. As a filler card game, this is quite fun and unlike any other card game. It’s just a little more random and sometimes luck based. I did find it fun to be that guy that ends up having everything taken from them and then pulling off a victory anyway. This is a game that I feel fans of filler card games or that are looking for something a little out of the norm, may enjoy. Overall I liked it, I just don’t know how often it’ll make it’s way to the table. This is one that I’d recommend giving a try. It might be just what the doctor ordered.
8 out of 10
The Terrifying Girl Disorder is a light weight filler style card game about collecting memories to find your true identity. This one doesn’t take very long. Most game sessions last around 30 minutes or so. The cards are rather nice but feel a bit too similar. I’d have liked a few more images to break up the monotony. The rulebook is well written and is a great reference for the game. The game itself is a little unusual, especially in the scoring aspect. It has some strategy to it, but that can be negated through some luck based elements. This is one that is fun to play but feels a bit too random. Fans of filler card games or those looking for something a little bit different than normal may find a lot of enjoyment from this one. This is one that I’d recommend trying. Now, if it would just help me remember where I put my keys.
8 out of 10
For more information about this and other great games, please check out Japanime Games at their site.