Issue 84 is out now — five wild-card games rated, one instant classic found

Issue No. 84 · Thursday edition · Brisbane, QLD

Five Wild-Card Games, One Verdict at a Time

Every Thursday our three editors sit down with the week's most interesting joker-driven casual games — card puzzlers, merge boards, runners — and rate what actually deserves your tram ride home. No scores for hype. No coverage you can buy.

A vintage joker playing card leaning against a lamp beside a folded newspaper

In This Week's Issue

Cartoon jester running along an infinity-shaped ribbon track
Endless runner

Jester Loop

9.1 / 10 — Editors' Pick

A runner that loops back on itself: every lap, the track keeps your mistakes as obstacles. The jester's cartwheel dodge is the most satisfying single input we have tested this year, and sessions land neatly under four minutes.

Full review →
Diamond tiles with jester hats and bells merging with a glow
Merge puzzle

Motley Merge

8.4 / 10

Merge bells into caps, caps into full motley. The twist: a wandering joker tile refuses to merge until you trap it in a corner, turning every board into a small herding puzzle. Clever, calm and generous with its hints.

Full review →
A storybook court scene built from playing cards with a bowing jester
Card strategy

Court of Cards

8.8 / 10

Build a royal court one card at a time while the jester reassigns one courtier's role each round. It reads like solitaire, plays like light chess, and looks like a storybook. The 60-level campaign never repeats a gimmick.

Full review →
A jester leaping along a winding path of flying playing cards at sunset
Arcade platformer

Wild Shuffle Run

7.6 / 10

Cards shuffle beneath your feet mid-jump, so the platform you aimed for may be a different suit when you land. Thrilling in short bursts, though the late levels lean harder on reflexes than the charming first hour suggests.

Full review →
Two matching jester cards revealed on a cream board among face-down cards
Memory / family

Punchline Pairs

8.0 / 10

A pairs game where matched jesters tell one half of a joke each — find the punchline pair to hear it land. Genuinely funny writing, and the two-player pass-the-phone mode is the best family filler we have reviewed this winter.

Full review →

From the Editors' Desks

"Jester Loop understands something most runners forget: a wild card should change the rules, not just the scenery."
— Priya N., Reviews Editor
"I have finished Court of Cards twice and I am still finding courtier combinations the tutorial never mentioned."
— Callum R., Deputy Editor
"If a game hides its best ideas behind a timer, it does not make the issue. Simple as that."
— Margot D., Editor-in-Chief

How We Score

Wildcard Weekly rates every game out of ten, and the number is earned the slow way: each title is played by at least two editors for a combined minimum of twelve hours before a word is written. We weight our verdict towards the thing this publication exists for — how much the wild card actually matters.

What we judgeShareThe question we ask
Wild-card design40%Would the game collapse without its joker?
Respect for your time25%Does a session fit between two bus stops?
Craft20%Art, sound and writing that earn their place
Fairness15%Progress comes from play, nothing else
The Wildcard Weekly editorial table in Brisbane with laptops, proofs and a corkboard of playing cards

One issue. Every Thursday.

The full digest in your inbox: five reviews, one editors' argument, zero filler. Unsubscribe whenever you like.

Welcome aboard — Issue 85 will reach you next Thursday morning, Brisbane time.

Reader Questions

Because a good wild card is the hardest mechanic in casual design to get right. A joker that genuinely bends the rules turns a decent puzzle into a memorable one, and a niche publication can cover that depth better than a general outlet skimming everything.

No. We source every game ourselves, we do not run sponsored reviews, and studios see our verdict at the same moment you do — when the issue is published on Thursday.

Please do — reader pitches fill roughly a third of every issue. Use the pitch form and tell us what the wild card does. If it makes the cut, we credit you in print.