solo Archives - Unfiltered Gamer https://unfilteredgamer.com Mon, 08 Sep 2025 01:43:27 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.7 Review: Vantage https://unfilteredgamer.com/review-vantage/?utm_source=rss&utm_medium=rss&utm_campaign=review-vantage https://unfilteredgamer.com/review-vantage/#respond Mon, 08 Sep 2025 01:43:27 +0000 https://unfilteredgamer.com/?p=23995 The post Review: Vantage appeared first on Unfiltered Gamer.

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Publisher: Stonemaier Games
Player Count: 1-6 Players
Game Length: 2-3 Hours
Complexity 2.25/5

In this narrative-driven, open-world, exploration game, players must navigate the terrain of a distant planet, choosing their own path, meeting strangers, gathering resources, gaining companions, surviving the elements and exploring the great and the small of these mysterious surrounding.

Vantage isn’t your typical structure-based, strategy game. While there are mechanics and turns, it certainly doesn’t serve up the gameplay as the main course. This is an experience where the story is the game and developing it within the very loose structure is where the appeal will lie.

While some might be quick to write this off as another “Choose Your Own Adventure”, it couldn’t be further from the truth. When it comes to world-building in the board game space, Vantage brings a richness and complexity that is entirely unparalleled. It takes you down the rabbit hole and then lets you choose between 6 additional rabbit holes… and 6 more rabbit holes and 6 more rabbit holes after that until you’re completely emersed and at the mercy of your choices.

It’s part RPG, as you’ll equip your character with items you may not know the use for yet, companions who may only serve your benefit briefly or goals you’re not quite sure how to accomplish. These resources not only benefit you for their face-value, but serve as sources of experience and knowledge to help grow and expand your character to satisfy greater and more risky challenges ahead.

This isn’t a campaign, but a series of 2–3-hour adventures that begin in a unique way and playout differently every time. Strangely, despite all these lauded aspects, I personally haven’t run across a game this divisive to the extreme in a while. So, my hope with this review is to showcase the structure of the game, the experiential mindset and construct some expectations to help you determine if Vantage is for you.

ON YOUR TURN

Players have 3 primary areas to consider: The player board which tracks your 3 attributes (health, time & morale), your card grid which displays your character and carry-a-longs and your location card.

Throughout the game, you’ll travel across multiple location cards. Each card features an intentionally illustrated look at that location and a series of 6 actions available. These actions, while expressed differently depending on the card’s context, are rooted in 6 basic game actions: Movement, Look, Engage, Help, Take or Overpower. Your character starts the game specializing in one of these categories, but you have the power to continue on that trek or mold your character as you see fix. Just because you’re one more likely to Engage doesn’t mean you can’t Overpower (fight, etc.) or Help.

You can only choose one action per card per game placing more emphasis on each choice. This means rejecting 5 options, their benefit and their storylines in exchange for the choice that best suits you in a particular moment in time.

Actions are always successful, but like choices in life, always deliver consequences. Once you choose an action, you’re directed to roll a specific number of challenge dice. These challenge dice reflect the action’s investment and effect it has on you personally. Did it wear on your morale, affect your health or take too much time? These are the survival pillars of the game and ultimately exhausting one ends your adventure.

Fortunately, travel and choices breed resources and experience in the form of cards that strengthen your ability to absorb these challenges over time. Gaining a weapon might allow you to place a die when you choose an Overpower action. Gaining a companion might help absorb specific die rolls when you’re in a certain terrain. In a sense, your player grid is an evolving tableau that can potentially pattern your player to better accomplish certain types of actions. Additionally, some cards can be upgraded to more power advantages.

As you choose these actions, you’ll be prompted with a story blurb describing the outcome of your choice. This wildly varies and I’d hate to ruin any surprises, but the outcome could be as simple as gaining credits, a new resource card, whisking you away to a new location or opening a door to a new challenge.

Vantage is very loosely structured, but each game will give you a mission objective as well as possible Destiny and Epic victory conditions. How and if these conditions can be met will be up to you. Vantage is very clear that success in the game is first and foremost dependent on how you define it.

This is only the tip of the iceberg when it comes to your possible experience. There are so many different things that pop up throughout the game that might serve as a side-mission or viable distraction giving you loads of freedom to see this one through as you see fit.

WHY VANTAGE IS FOR YOU?

Vantage is your scene if you love the idea of an open world with minimal constraints and structure. Are you ok with “wandering” just to get a look at what’s over the horizon? Do you enjoy the idea of not just exploring the landscape, but the items you discover and series of side quests that can be embraced without the promise of a resolution? It’s all in the spirit of discovery.

Again, this is a game where the narrative takes center stage. You’re not quite along for the ride as you have plenty to do and lots of choices to makes, but the story is the game. There isn’t anything guaranteed and the satisfaction of the game comes in the unknown and being able to interact based on past decisions or just on plain impulse. It’s a bit of a survival game, but the tone is hopeful and almost joyful. There’s a brightness (even in the darker recesses of the planet) that feels almost leisurely and stress free.

WHY VANTAGE ISN’T FOR YOU?

It probably goes without saying at this point, but If you’re hoping for a strategy game with tight parameters or standard board game mechanics, you’re probably going to be disappointed. Not to say there isn’t strategy, resource management, set collection, optimizing or calculated choices involved, but they’re baked deep inside the cake and often won’t let you control them like you would in a standard board game.

It’s difficult to optimize Vantage, especially given that you’ll want to make choices that go against the strengths of your character. The narrative can sometimes feel random and disjointed at points and that randomness can frustrate your personal objectives.

The last thing isn’t necessarily a hard no, but one to consider. The fantasy/sci-fi heavy theme could be a deal breaker for some. Are you inclined to read a fantasy/sci-fi novel? Because of the nature of the game, I can see this being a deal breaker for some.

MY PERSONAL TAKE AWAY

I love my structured, rules-y, optimization puzzles and Vantage is about a thousand miles in the other direction… but I went in with and open mind. Stonemaier has a fantastic track record and the boldness toward innovation–if anything–has to be respected.

This is one of the most innovative game experiences I’ve seen in a long time. It’s much more interactive than your typical Choose Your Own Adventure. It harkens back to the classic Sierra PC games where you arrive on the scene and interact, but it does so in a much more sophisticated way. It’s deeper and each play is so unique – but not a typical “shuffle-the-tiles”, “add-in-a-new-module” sort of way. In my mind it’s better defined as board game’s answer to video games such as Grand Theft Auto or Skyrim where it’s vastness takes on it’s own personality and can even feel overwhelming.

I’m reminded of a recent game called Mythwind that plays out like Animal Crossing with no decisive ending. You can literally play forever. Mythwind is a bit more gamified than Vantage, but the spirit of ingenuity and innovation is similar. I’m thankful that games like Vantage and Mythwind are attempting to push the boundaries of this space. They’re creating new ways to approach analog gaming and redefine what they’re potentially capable of.

My personal experience playing Vantage strangely had nothing to do with the system. I think the system is fantastic and immersive. It’s a monumental achievement and real work of art. For me, I wasn’t in love with the theme–it’s as simple as that. For the very same reason I love one movie and hate another or obsess over a book and dislike another. I love similar-themed board games, but again, I typically prefer board games where the mechanics are king and the theme can often hide. This is it’s own animal.

The events were often interesting, but circumstances surrounding those events and the characters just didn’t engage me. I understand this isn’t the type of game you can just reskin. Next, we’re getting Marvel Vantage or Cthulhu Vantage! Vantage is what the designer intended it to be. But for that reason, it’s probably not going to be something I take off the shelf too often. I don’t think the time investment is unreasonable, but the time investment combined with the heavily-narrative-driven theme doesn’t get me too excited.

That being said, the accessibility is crazy in relation to the game size. The ruleset is incredibly simple and you can learn, setup and start playing in a matter of minutes. It seems very family friendly and is super flexible at 1-6 players (though I wouldn’t play more 3 or 4 for time purposes). The biggest precept is that you will need to set aside 2-3 hours to play. But if you love the concept and think this is the type of game you’ll find engaging, that won’t be time wasted. Everyone I played with who loves this game (and there are far more than not) felt the time spent just flew by.

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Review: Whispering Woods https://unfilteredgamer.com/review-whispering-woods/?utm_source=rss&utm_medium=rss&utm_campaign=review-whispering-woods https://unfilteredgamer.com/review-whispering-woods/#respond Sat, 30 Aug 2025 20:56:02 +0000 https://unfilteredgamer.com/?p=23989 The post Review: Whispering Woods appeared first on Unfiltered Gamer.

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Whispering Woods
Publisher: Wonderbow Games
Player Count: 1-4 Players
Game Length: 25-40 Minutes
Complexity 2/5

In this crunchy, abstract, tile-laying game you’ll control the movements of spirit animals across the Whispering Woods in an effort to complete tasks, score points and preserve the forest’s peace and safety.

ON YOUR TURN

At its heart, Whispering Woods is a tile-laying game for players who love heavy planning. As you build your animal paths, you’re always considering the next move, next move after that and quite possibly 3 or 4 moves down the line. It can be very AP-inducing, but the game plays quickly and the payoff is very sweet when all the dominos fall in place.

On the surface, It’s not a complex puzzle. On your turn you draw 2 hex-shaped tiles from a community pool and place them adjacent to other tiles in your forest. Each tile is dual-sided. On one side, you have a color and on the other a pattern. Each player begins with a single animal in their forest and you’ll be tasked with building out patterns for your animal to travel. They can move freely across adjacent tiles as long as they don’t repeat any tiles they’ve already used.

Each pattern is worth a specific number of points equal to the difficulty of completing the pattern. So a 3-tile pattern task, while much easier to accomplish, is worth less than a 4 or 5.

You’ll have the option to choose a side of each tile you select and then place them in the forest. If you choose the pattern side, you bring another of your 4 spirit animals into the forest creating more opportunities to complete patterns in the future.

Once a pattern is complete, you remove that pattern tile for scoring and turn over the final tile of the previous pattern creating a new pattern to fulfill. This is where the game gets a bit more spicy. Players are rewarded for completing multiple patterns on a single turn, so stringing together multiple patterns that cascade together across this bee-hive inspired tile-forest requires a rich layer of planning. Add in multiple spirit animals and big-turns are just a few savvy moves away.

At first, it all seems very chaotic, but the game does a great job clearing showing each tile’s pattern on both sides of the tile. This really gives you an opportunity to look ahead and piece together your forest for maximum output. The game almost immediately slows down allowing you to plan and strategize.

Multi-turn scoring bonuses are limited and when a player completes a specific number of tasks the game ends potentially leaving you with that big turn just out of reach. In a strange way, it’s a bit of a race to the finish line.

ARTWORK & COMPONENTS

Whispering Woods features a very simple and earthy-production. The cardboard tiles are nice and thick and are stored in a giant, green drawstring bag. The wooden animal figures are simple yet well done. There isn’t a ton of artwork in the game, but it’s very ethereal and enchanting. The production as a whole doesn’t feel over-the-top, but very fitting for the style and theme of the game.

SOLO MODE

Whispering Woods features a campaign-style solo mode where you’re tasked with achieving certain animal and scoring goals all within a limited number of turns. I don’t love the solo mode as much as the base game since it doesn’t always reward the big, combo turns. But… It carries the essence of the game quite well and it plays like a breeze. I’ve found myself pulling this out for a late night solo game on many occasions.

PROS & CONS

➕ I’m really enjoying this abstract puzzle and its rich, think-y nature

➕ Despite the potential for AP, the games play very quickly

➕ Whether you’re fulfilling single or multiple patterns tasks… it’s all very satisfying

➕ Easy setup is a big plus for such a quick-playing game

➕ The deeper planning element might be a hurdle for younger players, but the ruleset certainly isn’t. This could be a solid family game for the right group.

 

➖ Like any tile-drafting game, the community pool might not have what you need when you need it. This may mean luck, while limited, could hi-jack your game at an inopportune time.

➖ The theme is very loose and not very engaged

➖ Probably not for players who struggle to plan multiple paths or dislike abstract games in general.

WHY WOULD YOU LIKE THIS GAME?

Players looking for a think-y, abstract game with a low-entry level and big-box style planning are going to be in heaven. Despite the simple ruleset, this is a rich game that requires you to be locked in. Again, while it’s simple enough for younger games, the real satisfaction kicks in when you’re able to see the fruit of your long-term plans.

WHAT IS THE BEST THING ABOUT THIS GAME?

Being able to plan and fulfill tasks feels big time. It’s a thrill when you are finally able to knock out that 2 or 3 pattern combo on a single turn.

FINAL THOUGHTS

Whispering Woods hits my wheelhouse on a number of levels. I really enjoy think-y pattern games and the planning and payoff are hugely satisfying. The gameplay and setup all come together quickly making this an attractive candidate for repeat plays.

Players that generally struggle with long-term planning or abstract games didn’t love it as much. I also got feedback that criticized the luck-factor. Yes, the game does have some luck, but you’re always pulling from a pool of 6 tiles and the pursuit or availability of some colors added to the game’s fun. Yes, you won’t always be able to complete every task and the tile you need may not be available. If that bothers you, this might not be your game.

I mentioned above that I don’t love the solo mode, but I keep playing it. I think this is a testament to my enjoyment of the game. Even when I don’t have the player count for a full game, I’m still happy to play the solo game for most of the same reasons I enjoy the general experience.

I really enjoy the brain exercise and the process in this one. It packs a punch without a ton of overhead. I can break it out and have a game going in a couple minutes. When I’m done (likely in 20-40 minutes) I feel like I played something that challenged me, provided some nice choices, led to some serious satisfaction and didn’t overstay its welcome. I feel this is a rare space in board gaming. Again, something that younger gamers can easily grasp and enjoy, but serious games can truly mine the depths of this one for all it’s worth. If you enjoy abstract/pattern games, but seek a richer planning experience, give Whispering Woods a look.

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Review: After Us https://unfilteredgamer.com/review-after-us/?utm_source=rss&utm_medium=rss&utm_campaign=review-after-us https://unfilteredgamer.com/review-after-us/#respond Sat, 24 Aug 2024 20:25:10 +0000 https://unfilteredgamer.com/?p=23874 The post Review: After Us appeared first on Unfiltered Gamer.

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Publisher: Pandasaurus Games
Player Count: 1-5 Players
Game Length: 45 Minutes
Complexity 2/5

In this homage to the Planet-of-the-Apes, you are the leader of a future-set society of evolving apes seeking to learn the newfound technology from a long-lost human civilization. Manage your tribe of apes to grow your united knowledge in a race to rise above your competitors.

After Us is a quick-playing, simultaneous-action, deck-builder where you’re gathering resources, drawing more powerful ape cards and waiting for the right moments to cash in and tally your victory points. Make choices to maximize your resource income and set off on your own path to victory.

After Us has the potential to be a huge crowd pleaser with the right audience. It ticks a lot of boxes for me, but it might not be for everyone. I’ll break down the mechanics, describe my own experience and hopefully help you determine if After Us belongs in your game library.

ON YOUR TURN

Like most deck-builders, After Us equips each player with an identical set of 8 cards. Each player simultaneously draws 4 and attempts to line them up side-by-side to form complete boxes thus gaining the resources or executing the actions inside them. Some cards already feature completed boxes, but you’re typically going to have to connect boxes by aligning cards together. You’re not going to be able to connect them all, so evaluating your needs will help direct your path.

Each card has 3 rows and each one typically provides specific benefits and you’ll have to excuse these from left to right, top to bottom. The top produces resources, the second allows you to exchange resources for points and the 3rd provides a variety of things such as allowing you to cull cards. This isn’t always the case, but it gives you an idea what kind of decisions you might have to make since the choices you make in 1 row could have direct implications on another action.

From there, players reveal 1 of 4 medallions providing that player a benefit and allowing them to upgrade their deck with more powerful apes.

Each new ape “suit” gives you more powerful box actions. With 2 levels for each ape type, you can go big or you can go even bigger.

There are opportunities to cash in energy resources for bonuses that change each game or cull cards using your rage points to drop weak cards and gain additional points.

It is a race to the finish and you’ll have to decide when to stop building and when to start grabbing as many points as possible. It isn’t a true, definitive moment since you’ll always be building your deck and you’re always scraping for points, but there will come a point when you feel the shift and you need to go all in for the goal.

SOLO MODE

Solo mode has you competing against the King of Apes as he continually gains resources and builds up his deck. Minor victories are won by drawing your resources from HIS stash, but he primarily serves as a pacer to gauge your proficiency. It’s not too complicated to set up and manage – which is a huge plus. I can tell you solo mode is tough and it’ll definitely give you a challenge.

ARTWORK & COMPONENTS

Artwork from Vincent Dutrait, one of the best in the business, shines here with a semi-cyberpunk spin on his traditional, realistic style. The graphic design is ultra-vibrant and does a fantastic job placing you in this post-apocalyptic world. As typically the case with big-game publisher, Panadasaurus, the components are quality… the value is definitely there.

PROS & CONS

➕ Fast, simultaneous play makes the game zoom

➕ he resource exchange machine is in full swing loading you up with gobs of tokens and providing amply opportunity to frequently use them

➕ Powerful ape card upgrades make your deck feel strong

➕ Easy ruleset makes this quick to teach and fairly simple to play

➕ Quick game time flies by with almost no downtime

➕ Satisfying actions give you the feeling of accomplishment

➕ Great artwork and production add plenty of value to your experience

 

➖ Multiplayer solitaire isn’t going to be for everyone

➖ While there are multiple paths to victory, they’re not as distinguished as some would like

➖ Replay ability may feel a bit monotonous over time

WHY WOULD YOU LIKE THIS GAME?

Players looking for a good gateway game that’s fast paced with very little downtown will find a lot to like here. It is incredibly easy to set up and jump into and will likely see more table time because of it. Great or groups where limited player interaction isn’t an issue.

 

BEST THING ABOUT THIS GAME?

The best thing about the game is the card mechanics. Connecting the boxes on the cards has been done, but it seems much more accessible here. While the number of choices may be a bit of a mirage, the excitement you get from connecting the boxes and making actions happen isn’t. The simultaneous play and race atmosphere of the game only adds to the thrill of this wild resource exchange.

FINAL THOUGHTS

After Us has been a real sensation with my gaming group. Everything from the production to actions and game-length has been a huge hit with us. We’re coming off of a 5-game stretch where we’ve played it everyday and I don’t feel any fatigue. This is a gateway game full of energy and life that’s exciting and best of all… it’s fun.

The box-matching mechanic feels right. While it could have been AP-inducing, it never feels overwhelming and never slows down the game. I guess a cynic could ask if that means the choices aren’t that deep, but After Us isn’t a heavy game and it’s never intended to challenge you in that way. There is a puzzle here and it will require some application to maximize your actions, but it’s doing so in a way that is accessible to gateway gamers. For fans of the game Hadrian’s Wall from Garphill Games, the resource system here gives off a similar, yet restrained vibe.

Another major point to address is the multiplayer-solitaire angle. Interaction in this game is really limited to shouting out “I just scored 8 points” or ‘I’m trading this energy to exchange these cards”. You can snag your opponent medallion bonus by paying resources, but it’s mainly a put-your-head-down-and-play-your-game sorta experience. We embrace multiplayer solitaire games, so this was never an issue for us. You’ll have to decide if that’s a deal breaker for you.

After Us offers a fast-paced encounter that more resembles a ride than a board game experience. The choices are fast and you feel the rush of the race. The card actions are satisfying and building up your deck feels empowering. It’s not the deepest experience and I can’t guarantee it has extensively long lasting legs, but it’s a solid gateway game that we’ve fully embraced. After Us is a lot of fun and I highly recommend it for the right crowd.

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Review: Bark Avenue https://unfilteredgamer.com/review-bark-avenue/?utm_source=rss&utm_medium=rss&utm_campaign=review-bark-avenue https://unfilteredgamer.com/review-bark-avenue/#respond Sat, 24 Aug 2024 19:18:00 +0000 https://unfilteredgamer.com/?p=23856 The post Review: Bark Avenue appeared first on Unfiltered Gamer.

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Publisher: Good Games Publishing
Player Count: 1-5 Players
Game Length: 60 Minutes
Complexity 2/5

As a competitive New York City dog walker, building an efficient business is the key to success. But when your business involves unpredictable 4-legged canines—each with their own unique preferences and personalities—you’ll often have to juggle the needs of the pets while still trying to stay on schedule in this thematically bright and family friendly board game. 

In Bark Avenue, you’ll be walking a variety of real-life dog breeds around the blocks of New York City, picking them up, giving them plenty of exercise and fun before dropping them back home. You’ll need to keep plenty of dog treats on hand and maybe a coffee or 2 to keep up with these energized pooches. Do a good job and you’ll receive great reviews as you watch your business grow and seek to become the most prestigious dog walker in NYC.

ON YOUR TURN

Bark Avenue is really about the dogs. There are 81 unique and beautifully illustrated dog breed cards in the game. While I don’t want to downplay the strategy, the real joy of the game will come from your appreciation of the dogs and their unique traits.

On your turn, you’ll be picking up dogs across the city. Each available dog has a home address where you’ll meet it. Once a dog is in your care, you’ll move across a map of New York City that’s based on real world locations.

Each dog has its own “speed” or movement available per turn as well as the length (or number of turns) it will need to be walked. Certain dogs will only get along with specific sized dogs and some dogs will want to just walk alone. There are ways to mitigate these challenges, but you’ll typically need to incorporate careful planning to ensure any dogs walked together will play nice.

While each dog will earn you a specific amount of money, garnering tips can certainly help out your cause. Owners love it when you take photos of the dogs, cater directly to the dogs needs (be it playing ball, visiting fire hydrants or splashing in water). This is also the only game I’ve ever played that rewards you for your dog taking a poop.

You’ll need to plan each dog’s journey so you’ll be able to drop it off at the right time. Miss your return appointment and you forgo tips and positive reviews.

The game plays over 17 turns, each turn introducing an event, change in the rules or modifying the available dogs. As your business rating increases, you’ll have access to bonuses such as extra dog treats or the ability to walk more dogs at once. In the end, the player with the most money is the winner.

ARTWORK & COMPONENTS

As I mentioned previously, the dog artwork is bright and cheery. The game’s 81 unique dogs are all based on real-life foster dogs across the United States. The dog illustrations are fun and really well done and will definitely appeal to dog fanatics. Additionally, the game board showcasing a stylizing layout of New York City helps further immerse you in the theme.

The game delivers what you’d expect from a high quality production. The rulebook does a fantastic job explaining the game and referencing the game’s more detailed aspects.

PROS & CONS

➕ Vibrant, high quality artwork

➕ Fun, friendly theme

➕ Despite a bit of a learning curve with the iconography and some of the game’s cards, I was pleased with how easy the game was to learn.

➕ Easy to teach

➕ Theme matched well with the turn actions

 

➖ Turns sometimes felt overly simple and little ho-hum

➖ Efficiency puzzle where choices never felt too challenging leaving me a bit underwhelmed by the overall mechanics

WHY WOULD YOU LIKE THIS GAME?

There is no mystery here, this is a game for dog lovers. I’ve got a number of dog lovers in my family and we’ve played every dog game you can get your hands on. Taking everything into consideration, this is one of the best dog-themed implementations I’ve played. The developers certainly knew where they were going and did a great job catering to a pet-friendly audience.

WHAT IS THE BEST THING ABOUT THIS GAME?

I sound like a broken record, but the variety of dogs in the game is truly the best part. They’re all so bright, friendly and charming, it completely transcends the entire experience.

FINAL THOUGHTS

Bark Avenue is a rare game where the charm coming from the theme saves what could have been a somewhat lackluster experience. The actual actions of moving around the board and grabbing bonuses often felt like I was repeatedly moving in a circle. But that’s really the life of a dog walker and finding a puddle for Nova, my Teacup Pomeranian, to splash in or walking through the park to play frisbee with Nico, a Bernice Mountain Dog, brought the game to life. The colors and the dogs and location provides a really friendly and fun thematic experience even if you’re not met with the most thoughtful or engaging decisions.

That being said, I think Bark Avenue does a nice job bringing a slightly more challenging experience to a genre of board games that are typically very light and simple. To be truly effective in the game, you really need to engage the planning and it will sometimes require a little thought to make sure you’re running your dog business smoothly. It’s certainly not overly complicated for anyone over age 10, but it will require strategy. In the end, I think many are going to find a sweet spot in the game’s overall experience.

I was pleasantly surprised by Bark Avenue and the wonderful theme really won me over. It seems to be flying under the radar a bit and that may be due to so many similar themed games hitting the market, but Bark Avenue definitely has a lot of quality, standout points. This may be the best dog-themed game I’ve played.

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Review: Egyptian Enigma https://unfilteredgamer.com/review-egyptian-enigma/?utm_source=rss&utm_medium=rss&utm_campaign=review-egyptian-enigma https://unfilteredgamer.com/review-egyptian-enigma/#respond Thu, 18 Jul 2024 03:53:56 +0000 https://unfilteredgamer.com/?p=23846 The post Review: Egyptian Enigma appeared first on Unfiltered Gamer.

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Publisher: Mini Mysteries
Player Count: 1-4 Players (my recommendation)
Game Length: 60 Minutes
Complexity 1.5/5

A mysterious package has arrived at your door and as unbelievable as it may seem, this parcel is a plea for help from a time traveling agent from the future! Should you accept the mission? Before you know it you’re listening to a correspondence from a woman named Cleo who is trapped in Egypt in 1922. Now you must solve a series of puzzles before time runs out or Cleo will be trapped in the past forever.

Escape from Ancient Egypt

Egyptian Enigma is a lighter, friendlier escape room targeting families with kids. Players will be tasked with solving a series of puzzles centered around the Egyptian gods. The adventure is supplemented with a website link that provides a timer for the game as well as a story that intercuts in between solving your objectives. All the characters are voiced by real audio actors and the story is whimsical and humorous keeping the entire experience light and fun.

I’m going to do my best to avoid spoilers, but the entire presentation is really well done. All the material is delivered in a series of envelopes. Everything feels very authentic with a variety of pieces and paper-types. The graphic design has a neat throwback-vibe that really places you right in the middle of this mystery.

As I mentioned, this is more of a family-friendly escape room meant for younger adventures. The puzzles are just challenging enough to keep kids engaged without getting them frustrated. It’s really ideal for a child’s parent to help guide them through, but hang back and let them solve the puzzles. There was only 1 puzzle that didn’t quite feel up to the quality of the others, but that may just be due to my personal thought process. Throughout the game, you’ll be faced with a series of puzzles that also have a level of educational and instructional material. As the game progresses you might need to lean on past puzzles as the entire story comes together.

I’m not a super-sleuth when it comes to escape room games. I’m actually notorious for spending hours on a puzzle that the average person might solve in a matter of minutes. Thankfully, Egyptian Enigma is a legitimate, under-and-hour scenario. In fact, the game comes with a timer you can cast on your iPad or television that increases the tension. Once completed, you’ll be able to compare your success against other players from all over.

PROS & CONS

➕ Fun story full of humor and solid vocal performances

➕ Great production with authentic looking pieces

➕ Quick, light puzzles to keep kids and families engaged and moving forward

➕ The entire game plays in under an hour – which feels just about right

➕ Fun overall experience

 

➖ I struggled with 1 puzzle that I didn’t feel quite reached the level of the others

➖ The audio drama did contain some brief, mild language. So that’s something to consider in regards to your audience.

 

Neutral – Puzzles may be too simple for older kids. I’d put this in the 8-13 year old range.

WHY WOULD YOU LIKE THIS GAME?

If you’re looking for a quick, tight, escape room that’s got a fun presentation, humorous story and works well for younger adventures, you should definitely check out Egyptian Enigma.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about Egyptian Enigma is the overall presentation of the material. While the puzzles may be lighter, the production doesn’t flinch. Each puzzle is unique and has its own look. It is all very historic and authentic and makes for an engaging experience.

FINAL THOUGHTS

Egyptian Enigma is a fun escape room experience you can easily complete in one evening. The puzzles are on the lighter side so this is best for families with kiddos. While you may have a good time, it’s certainly not intended for more seasoned escape artists. I thought the puzzles were consistent and interesting. I really appreciated that they weren’t too challenging. We had played a more demanding escape room game the night before and while it claimed to be for kids, the difficulty level ultimately led to my kids losing interest. I love seeing my kids work to solve puzzles and the excitement stirred when finding the answers. One day they’ll be ready for escape room primetime, but until then, this hit the right level of difficulty. Along with the solid production and theatrics, Egyptian Enigma brings a lot of value. Overall we really enjoyed the experience.

Check out this and other mysteries at minimysteries.club.

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Review: Faraway https://unfilteredgamer.com/review-faraway/?utm_source=rss&utm_medium=rss&utm_campaign=review-faraway https://unfilteredgamer.com/review-faraway/#respond Thu, 18 Jul 2024 03:46:45 +0000 https://unfilteredgamer.com/?p=23843 The post Review: Faraway appeared first on Unfiltered Gamer.

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Publisher: Pandasaurus Games
Player Count: 2-6 Players
Game Length: 25 Minutes
Complexity 2.25/5

In 2002, rapper Missy Elliott dropped a line that strangely describes Faraway when she spouted “Put your thing down, flip it and reverse it.” In Faraway, you’re going to be putting your thing down… then you’ll flip and reverse it. It’s really quite that simple.

Far from the modern music scene, players will be adventuring to a mysterious land full of strange characters, wonders and secrets… gaining fame as you seek balance in an ever shifting landscape.

In reality, you’re building a tableau of drafted tiles earning points through a variety of different combinations. The twist is after 8 tiles, you’ll reverse the entire order of tiles forcing you to score in reverse. It’s quite a trip for us linear thinking folks.

ON YOUR TURN

It’s the scoring twist that really helps Faraway standout. The game’s actions alone are fairly rudimentary: One any turn, players will simultaneously choose a tile from their hand and play it sequentially in a line in front of them. Players then draw new tiles from a community pot based on the lowest number tile played. If players played a tile larger than their previous tile, they gain a bonus card. Rinse and repeat.

I realize this is all very ambiguous, so let me briefly dive into the tiles that make the game run. Each tile in the game is unique, featuring a number, color, cool illustration and a combination of icons, scoring functions and scoring requirements. For example, a card may give you 2 points for every rock played, but you need 3 plant icons to trigger the action. On top of that, the card may have its own rock icon earning you an immediate 2 points if you’re able to meet the prerequisites. Bonus cards offer additional icons and scoring conditions to supplement your pursuits.

Enter the TWIST! 

A game consists of playing 8 tiles. Once the final tile is played, players will flip over all their tiles and reveal them one at a time in reverse order. Each tile will be scored based on what’s visible. So when you hit that tile giving you 2 points for each rock, you’ll need to have 3 plants visible as well as any rocks you hope to score. What this ultimately means is that you’ll have to rely on some pretty serious planning and a bit of luck to lock up your big time scoring ambitions.

We love to process things in linear fashion, so when a game like Faraway challenges the status quo, it can be a little jarring. Despite my best teaching efforts, Faraway is a game you have to play once to truly grasp. The idea of planning for the future so you can activate actions in reverse order will force you to look at Faraway in a different way.

ARTWORK & COMPONENTS

Each tile in Faraway is uniquely illustrated in a very stylized and vibrant look full of personality and flavor. The artwork does a nice job defining the game’s vibe. Whether the art is “your” style or not, it certainly helps Faraway stand out visually.

As far as components are concerned, you’re getting a stack of 68 tile/cards and 45 bonus cards. It’s a small box that doesn’t have a large footprint.

PROS & CONS

➕ Unique scoring twist gives Faraway a fresh spin

➕ Simple decisions feel weighty and challenging in the moment

➕ Simultaneous play and simple turns make this a quick play

➕ Card variety will force you to think on your toes and take unique paths each game

➕ Game plays great at all player counts

 

➖ Luck factor will occasional lead to a dud of a game

➖ I often get stuck with cards that “lead nowhere”

WHY WOULD YOU LIKE THIS GAME?

This is a game for players in the market for a think-y, quick playing card game that feels fresh and different. It’s easy to teach, but the learning curve adds to the game’s mystique. Once the game’s “ah-ha’ moment hits, you’ll be singing the praises of Faraway.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing the game has to offer is its spin on scoring. It’s a very simple twist, but I love how it forces you to plan and think differently. I imagine there’s a deeper metaphor about looking at life from a different angle, but for now, I’m just going to enjoy turning my cards around and scoring in reverse.

FINAL THOUGHTS

Faraway has been a huge delight and another solid, quick-playing, family-friendly game from the fine folks at Pandasaurs Games.

The game plays at a rapid pace, but the choices and turns feel deep and important. Each game, the lay of the cards will introduce some wrinkles on your standard strategy keeping you on your toes and keeping the game fresh. Every once and awhile you’ll get a dud. The tiles won’t fall just right and your luck may fail you. The upside is each game is over before you know it and you’re ready to go again.

It’s always refreshing to discover a new twist on board gaming and Faraway provided that for me. Unique in its ability to appeal to gateway gamers and more seasoned players, Faraway provides some serious mass appeal and fun. I highly recommend Faraway to any and everyone interested in board/card games.

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Review: Fliptown https://unfilteredgamer.com/review-fliptown/?utm_source=rss&utm_medium=rss&utm_campaign=review-fliptown https://unfilteredgamer.com/review-fliptown/#respond Thu, 18 Jul 2024 03:38:39 +0000 https://unfilteredgamer.com/?p=23837 The post Review: Fliptown appeared first on Unfiltered Gamer.

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Publisher: Write Stuff Games
Player Count: 1-4 Players
Game Length: 30-40 Minutes
Complexity 2.25/5

Saddle up your band of ruffians and explore the Wild West in one of my favorite flip and write games ever!

In Fliptown, players resolve their problems (and life choices) with a simple deck of cards. It’s the value and suit of the card drawn that’s going to open a gateway into a sandbox-style world where you’ll choose to seek your fortune mining gold, rustling up trouble in the badlands, seeking adventure on the trail or exploring all that the frontier towns have to offer. The sheriff’s hot on your trail, so be quick to earn your fortune while avoiding the law.

Breathing new life into the flip and write genre, Fliptown pushes boundaries with interesting turns and rich rewards. Designer, Steven Aramini had previously found success with micro games such as Sprawlopolis and Circle the Wagons – games full of tough choices and tight turns. It’s exciting to see him branch out with a Fliptown, a grand celebration of the art and spirit of Western America… all tied beautifully together in a box that will fit on any size shelf.

ON YOUR TURN

Everything Fliptown has to offer literally stems from a simple deck of cards (albeit, a thematic and beautifully illustrated one). On your turn, you’ll draw 3 cards, using the results to make your choices. The suit will determine the area of your player board you tackle while the numerical value determines the strength or area you pursue. The third card is placed toward your ongoing poker hand that resolves after a single round of 5 turns.

Each player has a reusable dry erase board presenting all the actions you have available. At first glance, it can be a bit overwhelming since it appears there is a lot going on. But I promise you, it all comes together logically and quickly without hardly any struggle.

Representing each of the 4 card suits, players can visit 1 of 4 areas per turn. Each of these areas are thematically highlighted by different mini-games to conquer. The value of the 2nd card chosen will determine what you can accomplish in the area. For example, mining gold presents a tech-tree puzzle where you’ll use your card value to mine further down earning bonuses along the way.

Yes, Fliptown is all about the combos and bonuses along the way. There are definitely ways to extend your turn, and give you that big gun feeling while earning you additional actions and resources.

One of the highlights of Fliptown is in its ability to tell a story throughout the game without diving into an unnecessary narrative. Seeking to rob a stagecoach in the badlands can lead to big rewards or huge legal trouble with the law. The actions come to life, and while the decision is resolved in a matter of moments, your choices begin to shape your adventure in unique and exciting ways.

Traveling to the town provides the opportunity to invest in a ridiculous number of Wild West activities. Visit the undertaker, the church, saloon, general store, land office, gunsmith, bail bonds and plenty more. Each sub location provides fun ways to modify your abilities, benefits and pursuits.

In the end, the player with the most points (or Wild West fame) is the winner. You can play it safe, seeking to avoid the law and go on your merry way… or you can push your luck with hopes of greater victory. Higher reward always comes with a cost and in Fliptown, it’s the sheriff you’ll want to avoid. Each round, players face increasing heat from the law. As you take actions, you’ll accumulate wanted icons that put you in conflict with the local sheriff. Of course there are ways to mitigate these dangers and in the Wild West, even sherifs aren’t above a bribe or two.

Players choose 1 of the game’s 14 personas giving you unique, asymmetrical actions to help you along your trail. Community goals give players additional pursuits to garner game changing points.

Riding Solo

Fliptown also features a simple yet engaging solo mode that creates new challenges as you face off against 4 different bots. Fliptown is a bit of a multi-player solitaire experience, so it isn’t much of a reach to transition to a solo game. I’d even recommend Fliptown just for the solo gamer.

ARTWORK & COMPONENTS

Fliptown is beautifully illustrated with decorative, turn-of-the-century stylings, a rusty, orange hue and mesas adorned with cactus set amongst endless vistas. I love the vibe of the artwork and it immediately draws me in each time I pull this one off the shelf.

This is a big game in a small box with somewhat minimal components. The deck of cards, goals, player personas and dry erase markers round out the package.

If I’m going to be critical, the type on the player board can be a challenge. The design team did a great job working within the boundaries of the board size and box, but it would have been nicer if some of the type wasn’t so small. It obviously hasn’t ruined my enjoyment of the game, but it is worth noting.

The rulebook does an amazing job navigating you comfortably through the game’s actions, areas and rule variants.

PROS & CONS

➕ Exciting choices

➕ Simple, yet deep actions

➕ Activate areas full of personality

➕ Beautifully thematic production

➕ Easy setup and teardown

➕ Tons of replay ability

➕ Great solo and multiplayer

➕ Quick play time

 

➖ Some of the text is challenging to read on the boards

➖ That’s really it – this is one of my favorites of the year!

WHY WOULD YOU LIKE THIS GAME?

Fans of games like Hadrian’s Wall and Fleet: The Dice Game are going to find the most to enjoy here. This is a think-y, sandbox-style flip and write that rewards players looking to venture down multiple paths. While it certainly isn’t heavy, it will take a moment to familiarize yourself with the game’s choices, icons and functions. That’s all a necessary and worthwhile pursuit to grant passage into the richness, depth and enjoyment the game offers.

WHAT IS THE BEST THING ABOUT THIS GAME?

I’ve talked about the execution of the theme, the cool turn choices and the ingenious use of a playing deck… so I’ll give props to the combos. So many games fail to provide the right amount of combos. Too many and the game feels cheap… too few and there isn’t enough excitement. Fliptown brings a great level of bonus actions where you feel satisfied, but not overwhelmed. There’s really a nice balance to it.

FINAL THOUGHTS

Are you looking for a meaty, flip and write style game? Check out Fliptown. Maybe you’re looking for an engaging western-themed game? Fliptown works for that. Or perhaps you’re looking for a fun experience with satisfying choices? Yep… Fliptown.

Despite the complex player interface, this is a highly accessible game that’s quick to learn, easy to set up, plays smooth and fast and works for any of the 1-4 player counts.

The beautiful production immediately draws you in and from there it’s guns blazing. I love the huge variety of choices that provide a near infinite number of paths to pursue. Turns feel powerful without cheapening the game and Fliptown gives you the sensation of accomplishment despite the player’s skill level (or lack of).

Of course your enjoyment of the theme can certainly affect your overall experience. I love the romanticized vision we have of a nearly civilized western society coming to terms with an untamed world around them. Fliptown does a fine job of embracing this vision, but being “in to” western themed games isn’t necessary to enjoy this one.

Fliptown doesn’t quite dethrone Hadrian’s Wall as the flip and write boss for me, but it’s in the neighborhood. ‘X’ and write games have always leaned on the lighter side and quality, heavier games in this space are few and far between. Fans of games like Hadrian’s Wall are going to want to get in on this.

After nearly a dozen plays, Flip is easily on the shortlist for game of the year (2024) for me. After wading through dozens of lackluster games, it’s experiences like Fliptown that remind me why I love board games. I can’t recommend this one highly enough.

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Review: Walking in Burano: Roll & Write https://unfilteredgamer.com/review-walking-in-burano-roll-write/?utm_source=rss&utm_medium=rss&utm_campaign=review-walking-in-burano-roll-write https://unfilteredgamer.com/review-walking-in-burano-roll-write/#respond Thu, 18 Jul 2024 03:19:33 +0000 https://unfilteredgamer.com/?p=23834 The post Review: Walking in Burano: Roll & Write appeared first on Unfiltered Gamer.

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Walking in Burano: Roll & Write
Publisher: EmperorS4
Player Count: 1-4 Players
Game Length: 30 Minutes
Complexity 2/5

Set on the island of Burano in Venice, players will work to decorate their home with plants, curtains, chimneys as well as the ever-present house cat in an effort to appeal to the frequent tourists and local inhabitants. Meet their high demands and earn their adoration in this dice drafting roll and write game. 

ON YOUR TURN

Walking in Burano: Roll & Write is a new version of the original board game, Walking in Burano from the same designer. I haven’t had the opportunity to play the original so there obviously won’t be any direct comparisons.

In this version, players will serve as decorators taking turns drafting dice and adorning the local homes with flair and enhancements to appeal to the local community. Burano is a vibrant tourist destination and visitors will often stop to admire the brightly colored real estate.

On your turn, you’ll place one of your boats on the canal next to one of the 6 available dice. Each round, the 6 uniquely colored dice are rolled and placed in their respective spots. Each dice reflects a specific home on your player sheet and the value determines how you can interact with that home if that dice is chosen.

There are 5 different ways to interact with each home. While each home is unique in its decorating opportunities, you can generally address any of these areas as long as you meet that decoration’s “mini-game” requirement. Planting flowers requires you to label the plant with a die value equal to or lower than any previously planted plant in that home. Cats can be added as long as the die value equals the floor the cat is on. Red or blue curtains can be added depending on the die being odd or even. Each streetlight has a specific number. Finally, chimney’s across the street will need their own unique number.

Each player will receive 2 die actions per round. There isn’t a ton of interaction aside from the general race to the finish and choosing a die previously chosen by an opponent. The penalty is a coin to the original resident of that dice space.

After all players have chosen their dice, they have the option to invite a guest. There are 10 unique guests all looking for a unique pattern present in all the houses. For example: inviting the photographer scores points for all the cats in a single house. The tailor is looking for a pair of red and blue curtains throughout the entire block. Santa Clause (yes, Santa Clause) scores points based on the total value of all the chimneys at the time he’s invited. You’ll score points in a variety of ways with some based on an individual house, while others would score an entire floor.

The game ends when a player has invited their 5th guest, so the push and pull of the game is in the balance between maximizing your scoring goals and actually activating those goals. When you invite a guest you score that goal immediately, often forcing you to leave points on the shelf in your pursuit of 5 goals before your opponent. Ultimately, the player with the most points wins the game… and that may not be the player who finished all 5 invites first.

ARTWORK & COMPONENTS

While the artwork is colorful and fun, this is a pretty basic production. The publisher’s creatively tied in the canal/dice holders to fit nicely in the box and still provide some dimension to the play area. Unfortunately, like the majority of the game, the paper quality isn’t the best and everything feels kinda cheap. I’d like to think the components don’t  diminish the game experience, but it was definitely something I noticed with each play.

The rulebook is simple and clear. The different requirements are easy to find making it easy to jump right in on your first play.

PROS & CONS

➕ This is a quick and simple game that works for a broad audience

➕ The rulebook is clean and clear making it easy to learn and teach

➕ The theme is enticing on its own. While it doesn’t shine through intensely, there are going to be those who appreciate the personality and setting.

 

➖ While production quality will likely keep the cost down, it is a bit of a disappointing production.

➖ Turn choices ultimately aren’t that interesting. While you’re at the mercy of the dice, pursuing certain objects may or may not pan out. I wasn’t that excited or distraught no matter the outcome.

➖ This is going to sound funny given that this is a game of luck, but everything felt a little deterministic. While some are going to win out and often win big, I’m just hoping I choose the right objectives to pursue. It may work out… it may not, but there didn’t seem to be a lot I could do about it once I was committed to a strategy. You can mitigate the dice by spending coins, but that’s even limited.

WHY WOULD YOU LIKE THIS GAME?

Walking in Burano comes across as a less refined version of Welcome To, but there are still some interesting choices and personality in the box for serious fans of roll and writes. The complexity level is just there enough to create an interesting experience for someone new to gaming or roll and writes in general.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about the game is the tourist personalities. They are each searching for something different and willing to score in their own way. This does add some diversity and replayability.

FINAL THOUGHTS

If you’ve made it to this point in the review, it’s pretty clear that I’m not jumping up and down for Walking in Burano: Roll & Write. It’s not that it’s a bad game, but rather a bland game. The turn choices aren’t that exciting and it all feels so random. The game’s production doesn’t do itself any favors either.

I mentioned briefly that this feels like a watered down version of the game Welcome To. It’s not nearly as refined and clever and the choices just don’t get me excited. There just isn’t a whole lot here that’s memorable.

The solo mode may be the way to play this. It’s super easy to implement and you can play at your own pace. In fact, the game as a whole is really easy to get into. It does play quickly, giving it some virtue under the right circumstances.

As a fan of roll and writes, I’m willing to give these types of games a little extra grace, but this isn’t one I’ll likely revisit. Perhaps if you’re a fan of the original game this might be something to check out out of curiosity.

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Review: Ezra and Nehemiah https://unfilteredgamer.com/review-ezra-and-nehemia/?utm_source=rss&utm_medium=rss&utm_campaign=review-ezra-and-nehemia https://unfilteredgamer.com/review-ezra-and-nehemia/#respond Wed, 29 May 2024 22:30:47 +0000 https://unfilteredgamer.com/?p=23798 The post Review: Ezra and Nehemiah appeared first on Unfiltered Gamer.

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Publisher: Garphill Games Games
Player Count: 1-4  Players
Game Length: 90-120 Minutes
Complexity 3.75/5

After decades in captivity to the Persian empire, King Cyrus in 539 B.C., moved by God, issued a decree to allow the Israelite exiles to return to Jerusalem to rebuild their city and re-establish the temple and sacrificial offerings.

In the game, Ezra and Nehemiah, you’ll follow 3 unique leaders, each tasked for a different purpose. Zerubbabel first returned to Jerusalem to rebuild the temple where God’s presence previously dwelled. Soon after, Ezra and Nehemiah return to re-institute the religious rules of the Torah and rebuild the outer city walls respectively. Players will compete to progress each of these areas, scoring points and earning bonuses along the way.

If you’re familiar with previous Garphill Games such as the West Kingdom series or more recently, the South Tigris games, you’ll definitely see some familiar mechanics. A culmination of a variety of actions, Ezra and Nehemiah is a fairly challenging euro-style game where meticulous planning is rewarded. It employs a hodgepodge of mechanics such as card management, set collection, worker placement, tech tree building and chaining. It has a fairly steep learning curve and clearly appeals to more seasoned gamers. So, the question remains: Are you up to the task of rebuilding Jerusalem or is it best to leave the heavy lifting to someone else?

ON YOUR TURN

You might recognize the game’s card system from one of Garphill’s biggest crowd pleasers: Paladins of the West Kingdom. Each player begins the game with an identical set of 10 cards. These cards are the core of E&N. They serve as the jumping off point for your primary actions, auxiliary actions and potential end of round bonuses. Each card features a set of 3 banners, The color of the banner determines the action and their number determines the strength of that action. On your turn, you’ll choose a single card to place on your player board/tableau. Then choosing one of the card’s color banners, you execute that action. Each player board features 3 available card spots and visible banners of the same color can be combined from all 3 spaces. This is a really cool concept that builds on the Paladins model creating a situation where deeper planning can lead to more powerful opportunities.

The game consists of 3 weeks and each week gives you 6 turns. Each turn allows you to play a single card (from a hand of 4), but each of the card locations can only hold 2 cards. When one is covered, that card’s banners are covered and unavailable further complicating the planning process.

The card banners are red, blue and gray and they correlate directly to each of the game’s 3 areas of play.

Red banners allow you to corporately build the temple as well as make sacrifices. Of course sacrifices need Levitical priests – so doing a red action will allow you to commit one of your workers to the priesthood for the rest of the game. The temple is an area of big points and benefits where players will strategically race to claim spots.

Blue banners give you access to the scriptures and tent camping. The scriptures play out like a tech tree where you gain access to additional tiles as players build beneath. These tiles provide exclusive player action bonuses across the board and can be a good source of direction in the game. The tent area serves as a rondel giving you bonuses as you move around the circle.

Finally gray banners allow you to clean up rubble and rebuild the broken walls of Jerusalem. The rubble consists of multiple types of rock-like resources that can be recycled for use in the temple or turned around to rebuild the wall. Another great source of end game points, rebuilding wall segments offers minor bonuses and benefits in relation to the city’s gates.

Additionally, you have access to auxiliary actions that allow you to upgrade your player board and make trades (available on the most recent card played) that are critical to planning and efficiently aligning your resources for future turns.

After 6 turns, players prepare for the Sabbath. During the Sabbath, players will feed their workers, evaluate your success offering sacrifices and earn any end-of-round scoring benefits. Players will “tuck” a card giving them that end-of-round scoring for the rest of the game, but subsequently lose that card from their rotating hand.

After 18 turns, the game ends and the player with the most points gets a high five from everyone else (because we’re really working together to return this city to its former glory, right? … right.)

ARTWORK & COMPONENTS

The artwork is provided by long-time Garphill Games collaborator Sam Phillips. His work on games like Hadrian’s Wall and Raiders of Scythia have earned him a healthy following. The art is solid and the game’s graphic design doesn’t disappoint. It will take you a minute to get up to date on the iconography since it’s not always 100% intuitive, but it’s well done and does the job soundly once you’ve acclimated yourself.

The components are what you’ve come to expect from Garphill. Quality cardboard, wooden tokens and recessed player boards all fitting snugly in a smaller-than-normal box. Playing the game as often as I did gave me plenty of practice packing away all the pieces into a box that is just slightly too small (but acceptable) for the components.

Finally, the rulebook does a fair job of communicating the information. While everything is there and available… my brain is hard on rulebooks – often struggling to process all the information clearly. As is the norm, I had to revisit the rulebook multiple times. While everything isn’t exactly where I’d like it to be, it does it’s job and will get you the answers to the questions you’re eventually going to be looking for.

PROS & CONS

➕ Beautiful production

➕ Ambitious theme

➕ Great card system that will likely be stolen by other publishers

➕ Think-y choices cater to players who enjoy deep and meticulous planning

➕ Fair amount of replay ability

 

➖ Serious onboarding time – this is a chore not to just teach, but to get a full grasp of all the game has to offer

➖ Turns have the tendency to bog down the game with overall analysis

➖ This leads to heavy, slow pace that drags down the game

➖ Disconnect between the game’s 3 main sections lost some of the overall synergy

➖ Excitement level for the game never got too high

WHY WOULD YOU LIKE THIS GAME?

I think people are going to be drawn to Ezra & Nehemiah for 2 reasons: They are likely huge fans of Garphill Games track record of snappy, think-y and satisfying mid-weigh euros or they’re drawn in by the unique, Biblical theme. It may be 1 or the other or a combination of the 2. Ultimately, I think players who enjoy dry, think-y euros are going to find the most value. The game’s combos work hard to provide added spice, but this is a game about perseverance, planning and calculating. It definitely sits on the heavy end of the Garphill library and the theme integration, while pretty well done, will only take you so far.

WHAT’S THE BEST THING ABOUT THIS GAME?

The best thing about the game is the individual player cards/decks. The process of cycling through 3 cards to trigger your best possible actions takes so much into consideration. While obviously pairing together the most same-colored banners gives you the strongest actions, the auxiliary trade actions on each card can be just as valuable to your success. I loved this in Paladins of the West Kingdom and it’s taken to the next level here.

FINAL THOUGHTS

Ezra & Nehemiah was one of my most anticipated games of 2024. I’m a huge fanboy of all things Garphill and this looked like a winner right from the get go. The unique theme only elevated things as I’m also a sucker for Biblical history. The game’s designers, Shem Phillips & S. J. MacDonald are 2 of the best in this niche and great designers deserve an honest review. I think it was the combination of my monumental expectations and a few misfires from the game that ultimately led to E&N falling a little flat for me.

First, the positives: This is a solid production. It looks amazing and there is a ton of value for the price point. It’s a bit of a smaller box which pleases my gaming shelf, but there is nothing small about what the game delivers.

The designers did a solid job with the theme. Installing a historical and Biblical theme is a challenging proposition and I think they did it justice. By nature, the Bible doesn’t offer much wiggle room for competitive board gaming. Creating circumstances where God’s will might fail in a game doesn’t sit well with its more devout audience. The deterministic and unchanging nature of God forces designers to be incredibly creative with their choices. I’ve had knowledgeable friends nit-pick a number of things, but I think the general idea of the time and events shines through in a healthy way. Now, that theme only carries the game for so long until you revert to moving cubes and playing cards, but that’s pretty typical with any euro game.

The card system is solid. I touched briefly on that above and look forward to future games using this cool “banner” system.

The challenges of the game hit me right from the beginning. Onboarding was a serious chore. Learning the game and teaching the game are serious hurdles. It wasn’t until I had read the rulebook 3 times and played 3 full games that I started to grasp concepts and strategies. I may be a little slow sometimes, but this really got me. Additionally, a 4-player game early on with my gaming group almost led to a riot. Players rose up in frustration as they struggled to grasp a viable strategy. At this point Ezra and Nehemiah was going to have to dig its way out of this hole.

As I continued to understand the game, the actions became less abstract and I started to realize what the game expected of me. Where I had previously railed against the idea of trading away my hard earned resources, I began to embrace the need to exchange resources for future plans. I also dove head first into the Torah actions that give you on-going benefits, which provided direction and advantages.

None of these revelations could help the game’s pacing. It often bogged down to a slow drip – especially in the 4-player game. There is so much to consider on your turn that even the least AP prone players stumbled in my experience. A lot of this was due to the extensive implications of each card, but it also didn’t help that there seems to be a disconnect between the game’s 3 main areas.

Typically, in a Garphil/Combo-driven game, you can decipher how to best chain your actions and get the most from your turns. The water was a little muddy here. I would often evaluate 2 different options based on my available cards and realize there was no distinctive difference or benefit between the 2 actions. I was going to earn the exact same points and see the same resource result either way. Perhaps that the game was too balanced or maybe it was me failing to play far enough ahead. This all resulted in some very uneventful, unexceptional turns that never let the game rise above a low roar.

Ezra & Nehemiah is a fine game. It’s a solid euro for think-y individuals who like quality productions and exotic themes tied to their games. But, be it expectations, mechanics or indescribable, inaudible subtle waves of dissatisfaction, Ezra & Nehemiah just didn’t get there for me. I’m fully aware that there is an audience out there who will likely love this and cherish it for years to come. I certainly wouldn’t dissuade anyone from trying it outside of this report. I still love Graphill Games, these designers and this artist. I’m still just as excited for their upcoming games as I ever was. But when it comes to Ezra & Nehemiah… I think I’d more likely recommend one of their many contemporary classics.

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Review: Lacuna https://unfilteredgamer.com/review-lacuna/?utm_source=rss&utm_medium=rss&utm_campaign=review-lacuna https://unfilteredgamer.com/review-lacuna/#respond Wed, 13 Mar 2024 22:27:01 +0000 https://unfilteredgamer.com/?p=23770 The post Review: Lacuna appeared first on Unfiltered Gamer.

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Publisher: CMYK Games
Player Count: 2  Players
Game Length: 15 Minutes
Complexity 1.5/5

The definition of Lacuna means a gap between two things and is from the latin lacus, meaning “lake or “pool.” That cleverly defines this quirky, abstract game that likely doesn’t play like any game in your collection. In this gentle, 2-player game, players are collecting different colored flowers resting on a pond. It’s a spatial puzzle where you’re measuring between objects to collect while simultaneously planning for the future. It takes just a few minutes to explain, can be grasped by kids of all ages yet still has the potential to stir your strategic hankerings. Let’s briefly dive into the tranquil pond of Lacuna and see if this strange game is right for your home.

ON YOUR TURN

Packed in a cylinder shaped container, you can tell from the start this is going to be a bit of a different gaming experience. The game itself takes place on a square piece of fabric representing a night pond. Using the container as a pitcher, you pour out the 49 colored flower tokens randomly across the space and you’re ready to play.

The game takes place over 2 distinct phases followed by scoring. It’s a quick game, but the nature of it will allow you to analyze and process the board to your heart’s content.

During the first phase, players will take turns placing their own player pawns onto the pond between two unobstructed flower tokens of the same color. These pawns can be placed anywhere between the two tokens (which is critical to the next phase), but there cannot be any additional tokens or player pawns between the two.

Once players have placed their 6 pawns, play moves to the second phase. During this phase, each remaining token will be evaluated and given to the player with the closest player pawn. The game comes with a ruler to ensure no funny business. Players divide their tokens into sets based on the 7 different token types and point is awarded to the player with the most of each type. The player with the most points at the end wins.

ARTWORK & COMPONENTS

The art direction does a nice job of complimenting the game experience. Simplified, colorful flowers dance across the packaging highlighted with gold flecks of foil spot colors embracing the abstract nature of the game, but this is a game primarily driven by the components. The wooden flower tokens and metal player pawns contrast each other and are distinct on the fabric pond player board without feeling disconnected.

Everything in the game fits in this unique cylinder container. This may excite you or it may not. I personally love the choice, but I can see it causing some trouble for certain gaming shelves. All-in-all, Lacuna looks as different as it plays and will definitely be an eye catcher at your next game night.

PROS & CONS

➕ Gameplay will challenge players with a unique spatial puzzle not common in standard strategic, modern games

➕ Simple ruleset can be taught in a matter of minutes and setup and clean up are a breeze

➕ This is truly a game for all ages. Anyone can play and players can bring their own level of engagement

➕ The game’s quick play time will have you playing multiple games at each sitting

➕ Fun components create a unique, tactile experience

➕ Portable container great for travel

➕ Highly replay ability

 

➖ The game plays at a slower pace. I attribute that to the game’s old school approach

➖ The container may not fit conveniently on all gamer’s shelves

➖ Because it’s a spatial game where you’re measuring, it can possibly be a challenge to truly measure between objects.

WHY WOULD YOU LIKE THIS GAME?

I really want to define this more clearly, but Lacuna is a game when you’re in the mood for “something different.” It’s a bit of a conundrum since it’s a family game that only plays with 2 players. It’s light hearted and simple. It knows who it is and doesn’t try to be anything more. The choices are satisfying, challenging and relaxing all at the same time. It plays quickly and is a breeze to set up, making it a perfect filler or weekday evening right before bed.

WHAT’S THE BEST THING ABOUT THIS GAME?

The best thing about this game is how easy it is to get into. While most games can take a couple plays to feel comfortable, Lacuna takes a couple turns. The entire experience is simple, clean and satisfying.

FINAL THOUGHTS

Lacuna is the type of game that can win over the harshest cynic. It’s straightforward and accessible, while still being engaging and a little mysterious. It sits in that sweet spot offering simple mechanics and decently challenging choices, but it does it in a completely refreshing way.

Its abstract nature isn’t going to sit well with everyone, but it tends to cross boundaries with a satisfying level of strategy that naturally adjusts to the player’s skill level. The spatial element is a nice change of pace for someone like me who typically plays more linear, traditional board games.

Replay ability is another major positive here. The quick setup and tear down make it a breeze to get to the table or layout on the floor and the short playtime guarantees it doesn’t have to wear out its welcome. Additionally, it wasn’t rare to play 2, 3 or 4 games in a row. My kids enjoyed this just as much as my (hardcore) gaming group proving it’s perfect for any sort of family.

Lacuna is a bit more “mass-market, retail game” than hobby game, but its quirkiness will still have you talking about it and bringing it regularly to game nights, road trips and parties.

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