Posted in Enthusiast Games, Short length, Solo play review

The Isle of Cats — solo play review

Functional “Cat Setup” included.

“Quite simply the new polyomino game standard bearer for the solo player.”

Summary:

The Isle of Cats is an Enthusiast level game of Short length.  The base game is playable by 1 to 4 players.

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

This review focuses on the solo play experience.

The Isle of Cats has a built-in solo mode.

The best bits of this game are:

1. the marriage of simple gameplay rules with complex gameplay decisions

2. the solo game, while maintaining core gameplay elements, pushes beyond the multiplayer game to become the best iteration of The Isle of Cats

The worst bit of The Isle of Cats is the unavoidable problem when the player is subject to the mercy of random draw, particularly regarding rescuable cats.

Review:

Frank West and The Isle of Cats are certainly having their moment. And I can say it’s well-deserved as The Isle of Cats is quite simply the new polyomino game standard bearer for the solo player. It shows the potential of the genre that goes beyond “gateway” tile placement.

At its core, The Isle of Cats is a polyomino tile placement game that utilizes a round-renewing economy and a card draft system. Victory points are primarily based on placement, covering or filling different areas on the player board, as well as fulfilling optional and variable scoring objectives. The rules are straightforward and the individual player boards contain the essential information of round structure and scoring framework.

It is important to not confuse “easy to play” with “easy.” The players’ objective is much more complex than simply covering a boat with cats. There are several decision points including drafting useful cards, deciding whether to pay for them, determining initiative, and pursuing both private and public scoring objectives through tile placement.

Drafted lesson cards in a solo game.

The one minor drawback of the game is that there are times where the player is at the mercy of the dreaded draw. Whether referring to card draw or tile draw, options may be, at times, limited through no fault or choice of the player. Sometimes, the right color cat is just not available. Or the player receives a lesson card that is impossible to fulfill, especially when it comes late in the game.

The game utilizes an AI opponent, “Sister.” Like the game itself, she is elegantly designed to create a formidable foe with minimal rules overhead. She scores points based on types (color) of cats as well as her own solo-specific lessons. The twist? Both conditions are based on the player’s own tile placement.

Sister earns points for each randomly selected color of cat played (5 points for Blue, 4 for Orange, etc. revealed prior to the start of each round) and lesson cards (known from the get-go).

The solo game shines because it adds a layer of complexity that does not exist in the multiplayer game. Where the typical solo player is more likely to play a game missing an element from a multiplayer game (neighbourhood bonus in Clans of Caledonia, e.g.), The Isle of Cats adds a layer of strategy to the multiplayer game and does so in a meaningful way.

Every cat that is placed on the player’s boat simultaneously scores points for the player and the AI opponent. Many times, the placement will work toward (or against) multiple scoring objectives. Imagine: every move is a combination of both working toward one’s own objective while preventing or at least limiting the AI’s progress. I talk to myself a lot playing The Isle of Cats because there is a lot of information to process.

The core of the solo gameplay, however, largely coincides with the multiplayer mechanics. The solo game simulates the card draft, (the player will not see cards return, but she must evaluate the cards that will help best) and provides a means to compete against the AI for initiative as well as selection of cats and treasures. While not a perfect analog to multiplayer play, the limitations presented by AI interference will feel much the same for the player.

The Isle of Cats excels as a gaming puzzle beyond mere “Tetris-ing” pieces together. In its solo game iteration, The Isle of Cats requires constant evaluation of multiple scoring conditions in a satisfying mental exercise.

BoardGameGeek rates this game as 2.31 out of 5 in weight, (at the time of publication of this review), though that rating doesn’t distinguish between solo and multiplayer games and so is not adjusted to reflect the changes involved in solo play.

Availability

The Isle of Cats is available directly from the publisher, The City of Games, for £45. The Kickstarter edition is currently on sale for £65 and includes, among other things, wooden fish pieces, additional lesson card modules, and a variety of additional tiles. I have not seen The Isle of Cats at retail though I would expect one will be able to find it at outlets that carried Mr. West’s The City of Kings.

Cats have it all: admiration, an endless sleep and company only when they want it.

— Rod McKuen

Posted in Family games, Short length, Solo play review

Smiths of Winterforge – solo play review

Forge me up a silk and mithril mace with quartz highlights, will you?

Summary:

Smiths of Winterforge is a Family level game of Short + length.  It is playable by 1 to 6 players.

This review focuses on the solo play experience.

Smiths of Winterforge has a built-in solo mode with a custom deck of solo cards for variety – it is a ‘beat your own score’ mode of play. 

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

The best bits of this game are the use of weird and wonderful materials to craft the desired items.  Fancy some birch and bronze boots?  This is the game for you 😉

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Birch and Bronze boots? Iron Reinforced breastplate with Gold and Silk highlights, held together with twine…?

Also, my version (Collector’s Edition) has some very, very sweet metal coins (call me shallow, if you wish… I will not dispute it.)¹

The worst bit of Winterforge solo is that it loses a bit of the interest and tension.  The materials in the market don’t rotate enough for real interest; there’s not enough conflict / competition and it lacks that compelling feeling which the multiplayer game has.

Review:

Smiths of Winterforge does a good job of delivering the feeling of working away in your dwarven forge.  Each contract blueprint which you take indicates how many of each type of component you need – say, one ‘base’, one ‘binder’ and one ‘decorative’ element.  At times, you’ll get a bonus for a specific component – say, +2 to forge a breastplate with bronze – but nothing forces you to use specific items.  You may think that boots would make sense with horn and hide – but birch and bronze will do the trick!  Now, what can I make with silk, twine and rubies….?

Forging has a planning element and also a luck element – the components contribute dice to a pool, and better (more expensive) components contribute dice with higher values.  If you roll your forging target number (after skill, material, and crew adjustments) then… success!  Quartz decoration will add a d6 towards forging, but (much more expensive) diamond delivers a d12 + d4.  Failure on your first attempt is not unusual – but all is not lost! If you stick to the task, each effort gains +1 by adding ‘work tokens’ until the crafting is done.

Adding the right crew, and getting the cash to fund the components is part of the mix too. Successful crafting will improve your skill  in jewellery, weapons or armour – whatever you successfully forge.  You’ll need this skill because, throughout the game, you’re working towards your royal contract, which will require a decent level of skill, the fanciest of components, and a dash of luck.

Arrr, me crew.

The deck of solo cards simulate events which occur during the limited number of rounds.  They do add variability and replayability to the game, together with the random draw of components and contracts.

Unfortunately, Smiths of Winterforge falls a little flat for me as a solo play experience – the solo cards are (in my opinion) actually better when added to the multiplayer game, to foil or enhance the plans of several competing dwarves at once.

I’m normally open-minded about ‘beat your own score’ solo games – A Feast for Odin and At the Gates of Loyang are two of my favourites, and retain a real challenge as solo games – but this method is not a great success in Smiths – the solo really needs an Automa or alternate solo challenge, in order to be a satisfying solo experience.

BoardGameGeek rates this game as 2.36 out of 5 in weight, (at the time of publication of this review), though that rating doesn’t distinguish between solo and multiplayer games and so is not adjusted to reflect the changes involved in solo play.  I consider this rating slightly overstates the complexity of the game – Smiths is a fairly simple move-and-act, collect-and-apply-resources game.  There is a modest amount of simple engine-building, and a few ways to score points (assuming you include the optional ‘laneways’ expansion which comes in the base box), but I consider it ‘lighter’ than that BGG rating.

Availability

It appears that Smiths of Winterforge has been a bit of a sales disappointment for the publisher, because it’s widely available and cheap at the moment.  It is a crazy low $29 from DungeonCrawl at the moment – it’s a lot of game, for that price.  However, I don’t recommend buying it if you only plan to play it solo – it’s much better with 3 to 5 players².

Footnotes

¹ I doubt you will get these sweet metal coins in the retail version for the current low, low price, so please check to avoid disappointment.

² Technically it plays 6, but with some special rules – I’ve tried that; stick to 5 maximum, in my opinion.

I have never found a companion that was so companionable as solitude. We are for the most part more lonely when we go abroad among men…

Henry David Thoreau

Posted in Family games, Short length, Solo play review

The Godfather: Corleone’s Empire – solo play review

highly competitive worker placement / area control plus car bombs, extortion and general mayhem

Summary:

The Godfather: Corleone’s Empire is a Family¹ + level game of Short + length.  It is playable by 1 to 5 players.

This review focuses on the solo play experience.

The Godfather: Corleone’s Empire has a fan-made solo mode designed by Martin G which is available at BoardGameGeek.  Martin has designed the solo mode with 3 distinct ‘personalities’ of the AI player available – Don Vito, Michael and Sonny and has even gone to the trouble of making printable cards for each.  I’ve played with Vito alone and with Vito and Michael (solo vs. 2 AI players) – this is quite manageable, shows off the different ‘personalities’ of the opponent and is a rewarding solo play experience.

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

The best bits of this game are the quality of the worker placement / area control decisions within the gameplay – this is a quality, thought-filled game.  The excellent miniatures, suitcases for your ill-gotten gains, and board, and the strong theme which carries through all aspects of the game also greatly enhance the play experience.

The worst bit of The Godfather: Corleone’s Empire is hard to identify, actually – this is a solid, under-rated game.  Some people may dislike the theme, but it’s everything you’d expect from the game title and movie folklore.

Review:

This game oozes theme.  The box is slightly menacing.  The miniatures are detailed and look outright dangerous.

img_8899There are two types of workers – family members and thugs, and each has different action spaces.  You’ll get access to extra family members through the four Acts (rounds) of the game, and you may get more quasi-members and quasi-thugs (Allies) through . . . . bribery and corruption, of course!

Placing a worker gets you an immediate benefit, but also factors into area control for the next Act, which might get you extra benefits (depending on what your opponent does in future) – and also factors into end-game area control and scoring.  So, there are short, medium and long-term consequences of each action you take and the game deals with these elegantly.

Another great part of this game is that it’s not enough to earn your ill-gotten gains – you also need to launder the money and tuck it away in your family suitcase.

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Martin’s decision to include three distinct personalities for the AI player adds to the replayability of the solo game. ² The game is already quite diverse because it has 18 Ally cards, and you won’t use more than 6 of them in any solo game (9 if you play against two opponents). A different mix of new businesses each game also adds to replayability.

Every time I have played this game multiplayer, everyone’s had a blast ³ and that fun continues into this solo mode.

BoardGameGeek rates this game as 2.60 out of 5 in weight, (at the time of publication of this review), though that rating doesn’t distinguish between solo and multiplayer games and so is not adjusted to reflect the changes involved in solo play.  I think this reflects the game’s decision complexity well – but, it remains easy to teach and quick to play.

Availability

Used to be fairly easy to find, but a bit scarcer now – try Gamerholic.

Footnotes

¹ it’s a Family ‘level’ game in complexity, because that’s one of our four categories.  You could debate whether a game themed around extortion, illegal goods and the occasional murder or two could ever be considered a ‘family game’…. your family may vary 🙂

² I haven’t tested the “Sonny” AI player.

³ Yes, that’s a car-bomb pun 😉

You do not need to leave your room. Remain sitting at your table and listen. The world will freely offer itself to you to be unmasked, it has no choice, it will roll in ecstasy at your feet. Franz Kafka

Posted in Enthusiast Games, Short length, Solo play review

At the Gates of Loyang – Solo play review

It’s a Rosenberg game, so expect vegetables – and you won’t be disappointed!

Summary:

At the Gates of Loyang is an Enthusiast level board game of Short length, playable by 1 to 4 players.

This review focuses on the solo play experience.

Gates of Loyang has a built-in solo mode, based on a ‘score achievement’ model – but don’t be put off by that if you prefer a different type of solo challenge – Loyang is a genuinely challenging and enjoyable solo experience.  A score of 15 or 16 is effectively a ‘fail’, 17 is a ‘win’ and 18 or 19 is . . . not achievable for me yet.

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

The best bits of this game are the balance between Regular customers (who have to be served almost every round) and Casual customers (who are served once, when you choose to serve them) – this tightrope act is the essential challenge of the game. Regular customers are the backbone of your economic engine, but you can’t win without satisfying some casuals also.

The worst bit of Loyang is that you’re always one or two coins short of what you really want to do on your turn :).

Review:

As with many Rosenberg games, there is a simple and elegant setup for the solo ‘opponent’ and mode – here it is, laid out before play:

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The solo mode Courtyard (4 rows of 3 cards) presents options for you to buy from, transitioning between rounds.  Two Markets, Casual customers and Regular customers at right simulate a human opponent to interact with.

You develop your own farm based on the customers who you plan to serve, and play across 9 rounds.  Your farm develops each round – here is mine, after thefirst round:

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I’ve begun planting with wheat and radish (purchased from the store), made some minor progress on the “Path to Prosperity” (score 2), and have a Market and a Helper for future rounds

Each round will see you striving to advance on the Path to Prosperity – you must advance as you go, or it becomes nigh-impossible in later rounds. ¹ But you’ll need to spend coins on some cards from the courtyard, new types of vegetables (unless you can trade for them in the market; but anything you trade you cannot plant), extra fields if you can get them, and powerful ‘Two-packs’².

Speaking of planting, you must plant new vegetables, preferably of different types to satisfy a variety of customers, but you can only plant certain types in certain fields – and, of course, the most valuable ones go in the smallest fields.  Did I mention that you won’t know exactly when new prime fields will arrive, to be available for planting?

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Late game: biodiversity!

 

Regular customers are demanding and they won’t pay a premium, but they will pay round after round.  As mentioned above, balancing their needs with those of casual customers is the trick – fill the casual orders at the right time, and you could get a sweet bonus.

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Just how will you get that blessed / blasted beetroot when you need it?  Well, I have a spare wheat and few coins – can I buy a pumpkin (4 coins), trade it and the wheat in the market for a beetroot, and then fill a Casual order for 11 coins? Or would it be better to hire the Maid from the bottom row of the courtyard (2 coins), so that I can do a direct wheat-for-beet swap? If this sort of puzzle appeals to you, then you’ll thoroughly enjoy Gates of Loyang, as I do.

A tip: you get a new field every turn.  It’s nearly always a mistake not to plant it . . except when planting it would be the wrong thing to do, because you need those extra coins to hire that crucial helper for next turn’s regular customer demands; and you need to step forwards on the Path this turn . . . I suspect you will have gleaned the joys and tiny horrors of this game, by now!

The variety and interaction of the cards, the varying order in which your fields arrive, and the sheer challenge of getting past 17 or 18 on the Path of Prosperity make this a rewarding solo experience which you’ll want to replay.  Go on, you can knock off another solo game in 45 to 60 minutes now – sleep is for the weak! 😉

You can probably tell that At the Gates of Loyang is one of my favourite solo games.  The ‘solo mode’ is low maintenance and elegant and is not difficult to learn³. It’s also excellent as a multiplayer game, and though complex, it’s fairly easy to teach.  I rate it five beetroot / four broad beans!  I’d love a ‘carrots and kale’ expansion, but it seems unlikely…

BoardGameGeek rates this game as 3.14 out of 5 in weight, (at the time of publication of this review), though that rating doesn’t distinguish between solo and multiplayer games and so is not adjusted to reflect the changes involved in solo play.

Availability

Loyang was published in 2009 and can be tough to get – I picked my copy up secondhand.  Amazon is by far the best price available in Australia – about $75 – and OzGameShop is the only other option at present (about $110).

Footnotes:

¹ The first step forwards each round costs 1 coin, then additional steps cost the value of the space.  So, from 9 to 11 costs 12 coins (1+11) and from 11 to 13 the next turn will cost 14 coins (1 + 13) for 26 coins total across two turns – but if you try to go one step (9 to 10) in a turn, and then from 10 to 13 the next turn, it gets more expensive (1 + 1 + 12 + 13 = 27 coins).  This may seem a small difference, but every coin is crucial in Loyang! 

Achieving three steps in one round is tough.

² Two-packs are so (potentially) powerful that you’re limited to buying them once a round. But the cost might sink you.  Aaaaarrgghh!!

³ … once you get past a clumsy section at page 9 in the rulebook.  Clarification: There is no “Distribution round” in the solo game – the only cards potentially available to you are in the ‘Courtyard’ – you can buy 0, 1 or 2 and that’s it each round.

“I want to be with those who know secret things or else alone.”
― Rainer Maria Rilke

Posted in Enthusiast Games, Full length, Short length

Paladins of the West Kingdom – review

The Paladins look seriously mean, and choosing the right one at the right time is the key to a good game

Summary:

Paladins of the West Kingdom is an Enthusiast level game of Short + or Full – length for 1 to 4 players.

Paladins includes a native solo mode with an AI opponent on a specially printed gameboard – I haven’t tried it yet and it’s not part of this review¹.

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

The best bits of this game are the Paladins, hands down.  It’s a simple idea – you draw 3 of your 12 paladin cards and choose one to be your ‘champion’ for this round.  He will assist you with one type of action (see picture below).

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Each paladin only gets one round (out of seven) to help you, so choose carefully.  But, here’s the neat ‘hand management’ bit which works so well – choose one of the other two to add to the bottom of your draw pile – you won’t see him again (or at least not until much later in the game – and choose one to add to the top, so that he’s available again as one of your options next round.  This simple approach blends variety with planning for future rounds – it’s very neat.  More on the paladin cards, below.

The worst bits of Paladins are:

  1. the rulebook – you have to jump back and forth to find some bits of the info you need, and this created some challenges in my game group;
  2. the player interaction can be punishing: for example, if someone attacks (or converts) an Outsider who you really want before you get a chance, then you can really take a hit – because they’re not replaced until end of round, and the different types of worker meeples have different strengths, so it can be tough to redeploy them effectively.  This is slightly mitigated by the ability to carry up to 3 workers over to the next round.

Review:

You own medieval town is in front of you. You’ve chosen your champion paladin for the current round – he may encourage hunting for provisions, for example –  so you will probably use one or two of those workers to hunt.  Include a green (Scout) worker if you want good results!  If you chose the optimal paladin, then he will also have come with a Scout worker or two, whether or not you could hire one from the Tavern.

Your opponent might have missed out on the Cleric they wanted from the Tavern at the start of the round – perhaps they got stuck with Labourers and Fighters.  Fortunately, any Labourer (or other worker) can conspire to be a Criminal – those purple workers can do it all!  You might even pilfer some coins from the taxman along the way – but you’re under Suspicion now – watch out for the Inquisition, when it arrives!

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Developing my ‘Convert’ option helped sway a whole host of Outsiders to join Team Stephen

This game is about choosing workers and gaining resources to take the actions which suit what you want to do – there are lots of options, and you definitely won’t have time in 7 rounds to do them all.  Do you want a great big wall around your town (for rewards and points)? – then, Fortify.  Keen on being a renowned warrior? – then, Attack the Outsiders (for rewards and perhaps points).  Feeling pious?  Convert the Outsiders, or Commission Monks (for rewards, points or more workers).  Back to those paladin cards we discussed earlier – each one buffs two of your three attributes for the round – so, the attacker makes you better at Attacking and rewards you with extra benefits for doing so.  Paladins of the West Kingdom really feels like you’re developing your town as you ‘engine build’ through your ‘tableau’ of  cards and wooden buildings.

The art by Mihajlo Dimitrievski is bold and cartoonish in the consistent style of Garphill Games’ recent North Sea amd West Kingdom series. The wooden workers and buildings are OK – typical for the series.  There is A LOT of game in this small box.

If you like any of the other recent Garphill Games (which I do), then you’re bound to like this one too – playing it is very satisfying and there are several different strategies available.  Paladins seems very nicely balanced and each game I have played has been close.  The player interaction is limited but it’s there (through competition for initial workers from the Tavern, the central Townsfolk and Outsider cards and the central rewards) and is occasionally punishing.

The paladin cards really help with enjoyment of the game, in my opinion, because they give new players a clue about what they might want to do in any particular round – this makes learning the game less intimidating.  The game moves quickly for us, and 7 rounds feels almost a touch too short to achieve your plans when playing – in my experience this game is a bit quicker to play than the box suggests. Definitely recommended as worth playing!

The variable “Kings Favour” cards encourage you to try different strategies for points.  In my first game I ‘Absolved’ my way to a win and in the second I ‘Converted’ up a big team of Outsider recruits.

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My menacing army of approximately willing converts

I’m convinced that concentrating on Fortifying a massive wall, Commissioning monks or creating Garrisons, or on other strategies, would also be viable.  There is an adequate amount of variability and content in the game to allow for reasonable replayability .

BoardGameGeek rates this game as 3.57 out of 5 in weight, (at the time of publication of this review).  I don’t think it’s quite that heavy but ‘comparisons are odorous‘ by nature.

Availability

Paladins of the West Kingdom is widely available. Best current price I can find is $70 at Amazon US, or from $76 to $85 at a variety of other retailers.

I love the metal coins which are not in the standard retail game but are available here.

These are, of course, our opinions only.

Footnotes:

¹ I definitely enjoy the solo mode in Raiders of the North Sea, another Garphill Games design and expect to enjoy this one too, but it deserves its own review.

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.

Posted in Family games, Short length

Isle of Skye

Last Saturday night saw Isle of Skye hit the table.

For those not yet familiar with this little beauty, the aim of the game is to score points across 5 or 6 rounds by building your Isle, in a way which best follows the scoring goals.  The goals change from game to game – you’re always working on 4 goals, and score them progressively throughout the rounds.

My Isle ended up looking like this: 

This scored me plenty of points for 3 sets of brochs (towers), lighthouses and farms (goal B – 5 points for each set) but I underachieved on the other goals (due to a chronic lack of cows) and came 2nd.

Gameplay

In this game, each player chooses 3 tiles (blind draw) from the bag, then selects 2 to keep.  You must be able to place tiles to keep them.  Water, mountains and pastures must match edges to be placed.  Roads are desirable to match if possible – you usually gain extra income or points if you can manage to connect them.
The tricky part is that each player gets to purchase one other tile per round, from another player.  The selling player sets the price, but ‘protecting’ your most desirable tiles consumes income.  Get the price right, and you’ll keep your tile to add to your Isle.  Get it wrong, and you’ll lose the tile … but be cashed up to buy from someone else (either now, or next round).

This ‘auction’ mechanism means that you’ll end up with 3, 2, or 1 tiles to build onto your Isle each round. Or, if you’re rather unlucky, zero!  That’s not as bad as it may sound though, because if you keep zero tiles, you’re likely to have buckets of cash instead.

Balance

The game is well balanced – we played with 5 players, including 3 new players, and the scores were close – 69 for the winner, 63, 59, 51 and 40 in last place.

Thoughts from the family

Miss 13 approves of this game – the Isle building is a good puzzle, and buying someone else’s favoured tile is even better.

Best thing about this game

It is great fun building your own little Isle of Skye.  The tiles look great – who doesn’t like cartoon highland cows?!  The auction mechanic works well and has a sensible limit because you’re restricted to buying 1 tile.

A huge variety of goals and tiles means that you’ll never build the same Isle twice.

Worst thing about this game

Some of the scoring goals (e.g. 3 points for each set of at least 3 tiles in a vertical column) feel arbitrary.