I typically use this space to discuss the game’s theme or story. I should try to explain what a Klink is and maybe how game mechanics loosely relate to this onomatopoeia-inspired title. The truth is, Klink has about as much theme as Uno (which is to say, none). A quick glance at the minimalist design and components might even draw comparisons between the two, which would be a shame because this game is much more than just another Uno clone.
Game at a Glance
- Rebel Studio
- 3-5 Players
- Ages 7+
- 20 minutes
- A review copy of this game was provided by the publisher; however, my opinions are my own

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Overview
Klink is a fast-paced competitive card game with some bluffing, luck-pushing, and take-that. It comes with 63 numbered cards (values range from -5 to 20), 12 special ability cards, a rulebook, and a scorepad. A game of Klink lasts several rounds in which players draw two numbered cards from the deck and examine one. From that partial information, the player must decide to keep both cards or pass them to another player who gets to make the same decision based on whichever card they peek at. This continues until a player has collected 10 or more cards, which ends the round. The game ends when a player reaches or exceeds 77 points (or another agreed-upon value). The winner is the player with the lowest score.
There are a few twists to this simple game structure. First, whenever two cards with the same numbers are in a person’s collection, they must flip the cards face down giving them a value of zero. Also, if any of the kept cards contribute to a run of three consecutive values, that player immediately gets to use a special ability effect. Finally, whoever ends the round with the most cards (including face-down cards) will get to subtract 10 points from their score while the person who has the fewest must add 10.
Review
Klink is full of decisions that must be made with incomplete data. Off the bat, players only get 50% information about the cards they choose to pass or keep. You might sneak a peek at a tempting -5-point card, only to get stuck with the 20-point card too, putting you in a 15-point deficit. Information is revealed in subtle ways as cards are passed. Who is passing the cards, who they choose to pass to, commentary, and facial expressions might reveal hints about what was seen. There is a lot of fun bluffing and mind-game potential here for players into that sort of thing.
There is an element of “take that” built in. Players often try to manipulate bad cards into specific players’ hands. The cruelty is less subtle with the special ability cards. Nearly all of them have the potential to cause at least one player to suffer and can cause point swings within the rounds. Fortunately, games tend to last several rounds (I would say ours are averaging 3-4) so there’s room to make up for a bad one.
As powerful as the special ability cards are, a few are situational. In one of my games, the active player could not use any of the three revealed special abilities (they depended on other players having collected cards and nobody had). This seems like a design oversight, but this edge case can be overcome with a house rule (such as the ability to draw a card from the deck rather than choosing a revealed card).
In a game where points are not wanted, the obvious strategy would be to pass cards no matter what – pretty boring. Fortunately, there’s more to consider. Taking the fewest cards in a round results in a 10-point penalty. It’s better to seek a few pairs and to keep a few low-valued cards to ensure you are not taking the penalty. The player who takes the most will get a 10-point deduction. It’s a risky strategy but can pay off nicely when executed (akin to “shooting the moon” in Hearts). There’s a balance to the risk of taking on cards versus taking too few. To win, players need to take chances on a few hands and try to work with what they have. It’s a clever design where players are encouraged to push their luck.
This is a light card game. The rules are straightforward with a few simple procedural checks. If anybody struggles to understand, the handy flowchart in the rulebook demystifies the process. The game is not complex, but depth arises through player interaction. Although success in Klink relies on a heavy dose of luck, there is still decision space surrounding your card array, pushing your luck, and even trying to manipulate your opponents with subtle bluffing. The strategy is light, but for the right audience, it is perfect for a quick filler or a fun night of family gaming.




Final Thoughts
With very few components, a clean yet stylish graphic design, a short rulebook, simple rules, and a punchy name, Klink embraces minimalism. Heck, even the end-game goal is to score the fewest points. This little game is reminiscent of the quick and simple games that can be pulled from a standard 52-card deck.
The game may be lightweight and simple, but there’s enough meaningful player interaction to ensure it’s not boring. Players are always making decisions with partial information but can attempt to fill the gaps by deciphering the actions of their competitors. Playing mind games to throw your opponents off and manipulate them can be a lot of fun and with the right group, this is a very enjoyable little game.
Klink strikes a nice balance as a family game or quick filler – it’s fast-paced, easy to teach, heavy on player interaction, and fun. It’s not flashy, and at first glance, the lack of theme and abstract nature might not be appealing. But those who give it a chance might find it more engaging than initially expected – I know I did.




