Posted in Family games, Short length

Wayfinders – review

Fly your cute seaplane from island to island, and build airstrips in the right places to win!

Summary:

Wayfinders is a Family level game of Short length for 2 to 4 players.

Here’s what we mean when we rate game ‘weight’ or level or game length or player count.

The best bits of this game (other than cute aeroplane models) are:

  1. choosing when to pick up your meeples – this is the most interesting decision which you will make in the game, and leads to solid player interaction; and
  2. the fact that other people can also use your airstrips to help their travel.

The worst bit of Wayfinders is the lack of a score pad or scoring track – this was an oversight (or a poor cost-management decision) – the game loses some theme when you have to score on a piece of A4 stolen from your printer.

Review:

Lay out 24 tiles from 3 categories in a grid around the central ‘home’ island, and reveal the 4 tiles closest to home, for all to see¹. Now is your chance to buzz your seaplane around, exploring tropical, desert, ice, farm and city locations, and establishing up to 10 airstrips to score points. The airstrips will give you resources, extra abilities and end-game points – but, placing them will also make it easier for your opponents to get around and establish their own bases.

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You’ll need Fuel to explore city locations, and spare Propellers to explore the ice.  Visit the hangars with up to 5 of your meeples to gain resources – but when you collect them is important – it’s when you pick up your team that they will take the top resource from each hangar (whether they’re first in the hangar, or not). (Worker placement, with a twist).  Timing this decision is one of Wayfinders’ interesting choices and one which may assist (or possibly enrage) your opponent.

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Fortunately, you can use two of the same resource as a ‘wild’ resource when travelling or when building airstrips, so this reduces the pain of not getting the resources you hoped for (a little).

The resource tokens are plastic, look and feel good, and do the job nicely.  The meeples are also plastic², which feels a bit weird when you’re used to wood, but I understand the choice they made.  The plane models and airstrip hangars are simple but cute, and the colours are ummm, ‘vibrant pastels’.  I liked the colours, but they may not be to everyone’s taste.

Aside: I have several gamer friends who are colour blind. If you can believe the ‘Color Blind Pal’ app, the player colours should be OK to distinguish – see samples from the app:

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The island tiles grant a variety of rewards from placing airstrips – from end game points, to extra instant resources, to permanent advantages (such as free travel through one type of terrain). This ‘route building’ element of the game adds to the appeal.

This is a fun game which includes enough challenge for a short game.  There are enough different scoring strategies available to favour a few different plans to play and win. You need to plan your moves carefully, but be willing to change your plans when other people ruin them (generally without malice).  There are some mild-strength ‘catch-up’ mechanics in the game which might reduce the risk of a runaway winner³. I liked it, and I think my wife and younger daughter will like it (always a big bonus).

I think that Wayfinders will have excellent replayability, due to the modular board.  Only 24 tiles out of 45 are used in any game, and the board layout is randomised, so you’ll definitely die of old age before fully exploring the 2341358678872016236727626235904000000 combinations of those things.

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These tiles are spare – extra variety for future games 🙂

I won’t play it that many times, but will look forward to playing this again!

BoardGameGeek rates this game as 2 out of 5 in weight, (at the time of publication of this review), and I think that’s fair.

Availability

This game is a new release but widely available.  I happened to get mine via Amazon Prime very cheaply (about $44); Amazon prices are highly volatile in my experience, so alternatively, try the always excellent Guf ($56).

These are, of course, our opinions only.

Footnotes:

¹ using the ‘Exploration’ variant, which I think adds quite a lot of fun to the game, though probably at the cost of game balance for some scoring strategies.

² my meeples had weird little lumps from the mold / sprue on the bottom of one foot, which made them stand unevenly – but they came off easily with nail clippers.

³ I query whether the game might benefit from having an extra round after the final round is triggered – I haven’t played it often enough to have a strong opinion about that yet.

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