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Trailer Park Gods
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Store:  Strategy Games

Trailer Park Gods

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Play Time Players
20-30 minutes 3-6

Manufacturer(s): Placebo Press

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Product Description

Oh how the mighty have fallen....

Once you were a god, but now you barely rate Court Captain. The trailer parks are a cruel place to spend eternity, but if you can gather enough followers, raise your social standing and beat down all who stand in your way, then maybe, just maybe, you can be a god again.

Hurl Earthquakes and Tornadoes to hinder your foes, or dazzle them with your High-Falootin' "Movie of the Week" or "Televangelist Ministry"!

Product Information

  • Manufacturer(s): Placebo Press

  • Year: 1998

  • Players: 3 - 6

  • Time: 20 - 30 minutes

  • Weight: 105 grams

  • In order to play Trailer Park Gods, you will have to provide 50 cents in assorted change per player.

Product Reviews


Average Rating: 3 in 1 review

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Trailer Park Gods
November 15, 1999

Played Trailer Park Gods this weekend, from Placebo games. It's played with a pack of cards, you each have a hand - play a card, resolve it's effects then draw a card before play passes round.

You're gods trying for the position of trailer park god, you start with 50 life (followers) and have to get sort of victory points, or wipe out the opposition.

Verdict: VERY badly printed playing cards - basically bad photocopies badly done, and badly designed to the extent that as a 'designer-type-person' I reckon they probably spent about five minutes designing the whole look of the game. (I was quite disappointed with the bits) Game play - actually by the second game I was quite interested in it. It's a card game that involves two tactics, and the game play swings between these.

There's direct attack cards - play a card, hurt an opponent with the draw back being that you've used your go to do it. There's also a build points tactic, you save for sets of cards in front of you, but until you get a complete set you lose life corresponding to how many cards you have layed down. Thus you can put 'unwanted' cards infront of your opponent to cause life loss for them. Once you have a set you can hold more cards you get life etc. and get a highfaloocinacity point (Victory point).

It was quite good the way play swung between people building for sets and stealing cards from opponents then occasionally resorting to just attacking each other, causing bouts of take this, take that, fettle this y' swine! One particular game ended with who caused the biggest storm on each other's trailer parks. (My tsunami did quite well!)


  1. Production/bits: 18% (the cards worked but so would bits of paper - no excuse)
  2. Value for money: 50% (ok rules - bad production even for the money)
  3. Rules: 72% (almost quite original - nice interplay between the two tactics, but limited)
  4. Fun: 75% (good for role players who can cause storms on each other with real venom. Generally a laugh)
  5. Durability: 68% (two games was enough, it filled 90 minutes including rules reading. Would probably play again)
  6. Overall: 66% (including scoring flange factor)

Settlers would score about 92%.

The Safari Jack Cheapass game I'd give about 48%.

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