planning Archives - Unfiltered Gamer https://unfilteredgamer.com Sat, 30 Aug 2025 20:56:39 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.7 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: Gartenbau https://unfilteredgamer.com/review-gartenbau/?utm_source=rss&utm_medium=rss&utm_campaign=review-gartenbau https://unfilteredgamer.com/review-gartenbau/#respond Sat, 08 Apr 2023 19:05:39 +0000 https://unfilteredgamer.com/?p=23534 The post Review: Gartenbau appeared first on Unfiltered Gamer.

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Publisher: 25th Century Games
Player Count: 2-4 Players
Game Length: 30-60 Minutes
Complexity 2.25/5

Earn prestige as you seek to become a Master Gardener in Gartenbau, a horticulture journey of garden cultivation, timeless floral beauty and deceptively deep planning.

Gartenbau is made up of a number of mechanics that include a rondel track, tile drafting and placement, tableau building and endgame objectives. Points are king and scoring accumulates from a nifty, 3-tiered tile-laying system where the points increase the higher you stack. While Gartenbau is a more casual gaming experience, there may be more under the surface than a bright bouquet of sunflowers. Check out our review below and see if Gartenbau will satisfy your green thumb.

ON YOUR TURN

The creators behind Gartenbau made an interesting choice when it came to the presentation. All the floral artwork in the game comes directly from vintage seed and flower catalogs of the late 19th century. These lavish illustrations provide a unique look into history, but also set a rich tone for the gameplay.

The goal of Gartenbau is to score the most points and you attempt to achieve that by mastering the horticultural art of flower presentation. As you cultivate your garden, you’ll plant seeds, buy flowers and achieve dynamic, floral groupings.

On your turn, you’re met with 3 choices: Do you visit the seedling market, the plant market or place flower tiles? Your garden will ultimately serve as a tableau for compounding points so it’s necessary to get your engine running right by making good choices early. And there really is an emphasis on making the right decisions and doing so early in the game since careful planning of your garden is critical. To make the process a bit more streamlined, each player chooses a set of flower tiles that present goals that payout in various ways when applied to your garden at later points in the game.

A great way to explain the overall game-flow is to explain the tile-laying/building process. Your garden always starts with seedling tiles. These tiles are drafted when you choose to visit the seedling market. You have the opportunity to select the top tile of that location and place it immediately adjacent to tiles in your garden. These seedling tiles aren’t worth points, but they each feature 2 random flower symbols. These symbols are important since you’ll need to pair 2 specific symbols in order to visit the plant market (which we’ll explain shortly). Optionally, you can choose water and sunlight tokens instead of choosing seedlings. Each location on the board has a different combination of water and sunlight tokens often creating some interesting decisions and nice tension. The value of these tokens come into play as you visit the plant market on later turns.

The game board essentially has 2 rondel tracks. The first moves you around to visit the seedling market, while visiting the plant market moves you briefly off that primary track and away from blocking any opponent’s next move. The plant market allows you to purchase flowers which will then be placed on top of seedling tiles creating a second tile layer in your garden. You gain these tiles by paying a specific number of water and sun tokens and matching adjacent seedling tile symbols already played in your garden. As more plant tiles of each plant type are selected, they increase in value. So waiting to buy a certain plant tile may make sense, you also run the risk of missing out completely. These plant tiles also serve as a countdown to the end of the game and when they’re gone, they’re gone.

The 3rd turn option also coincides with the 3rd layer of your garden. Prior to the start, each player receives a set of flower tiles providing a variety of scoring opportunities. Each of these tiles requires a set of 2 specific flower tiles to activate. Once you’ve achieved a tile goal, you can choose to place it on top of the proper flower tiles. This does provide bigger end game scoring opportunities, but also cancels out the points from any covered up flower tiles. While it’s typically worth it, this can create some interesting choices, especially if you gain the higher value plant tiles closer to the bottom of the stack.

The flower tiles all carry different, creative scoring conditions. Some will give you points for certain exposed plant tiles in your garden, while others might score points for individual “holes” in your garden tile system. Of course some will just give you big chunks of points, but it’s up to you to target your goals early so you gather the right tiles or at least consider your contingencies since the perfect seedling tile isn’t always available when you need it.

There are ways to advance further around the play area or even share a space with an opponent (which normally isn’t allowed), but the heart of the game is drafting and purchasing tiles in a carefully planned, efficient method to net the most points. Once the endgame is triggered, players get an additional turn, scores are added up and the player with the most points earns the title of Master Gardener.

ARTWORK & COMPONENTS

I previously mentioned the vintage artwork used in Gartenbau. It has an eloquent, timeless style that feels just as relevant and attractive today as it did over 100 years ago. The artwork really lays the foundation giving the game a charming presentation overall. The quality of the components are great and there isn’t anything cheap to detract from the experience. The game’s 2 cardboard wheelbarrows aren’t necessary, but who doesn’t want 3-D cardboard wheelbarrows in their game?

The rulebook is really well done and makes an accessible game that much easier to jump into.

PROS & CONS

➕ Beautiful, vintage artwork and fun, quality components provides a great table presence

➕ Simple ruleset makes teaching the game a breeze

➕ Quick playtime in under an hour works great for many families

➕ Satisfying tile system feels good and presents some interesting decisions

➕ Simple rondel board can feel a little limiting, but forces you to work within your choices. There are ways to circumvent the movement rules, but they are limited.

➕ Planning is key. While this is a fairly simple game, success is achieved through intentional pursuits and strategy and intense engagement.

 

➖ It can be frustrating missing out on the seedling tiles necessary for your plans, but this is the game and executing your contingencies can be exciting or a real bummer depending how you feel about it.

➖ The game takes up a fair amount of table space and you have to get creative with how you layout your garden tiles.

➖ Turns are played fairly quick, but the game overall, moves along at a slower, methodical pace. If you have someone who really wants to think through their turn, it can feel a lot longer between turns than it really is.

➖ While there are different goal sets and rule variants to keep things fresh, the replay-ability may lean too heavily on the charming theme and presentation.

WHY WOULD YOU LIKE THIS GAME?

The charming presentation is going to draw you in and even keep you to some extent. Fans of horticulture and vintage art are going to find the appearance of the game equally appealing. This is a game that’s easy to learn, has simple turn mechanics, but also provides a bit of bite. Success depends on your ability to plan and execute within the game’s restraints.

WHAT IS THE BEST THING ABOUT THIS GAME?

The best thing about Gartenbau is the tile-laying system. I really enjoy setting my garden foundation, building it up and then seeing it come to fruition by achieving my flower tile goals. There are also some interesting decisions as you try to pair symbols and maximize points, but in the end it feels very satisfying.

FINAL THOUGHTS

Gartenbau is the type of game where you come for the aesthetics and stay for the substance. The big, bright sunflower at the center of the board serves as a beacon calling out to all who appreciate the vibrancy and energy of nature. It’s when you really dive into the strategy that you uncover a fun, engaging system.

It’s a gateway-style game that’s easy to teach, learn and jump into. The limited rule set is smooth and simple without the wrinkles that over complicate many games. The actions, while straightforward, provide plenty of interesting decisions.

The tile-laying aspect to the game could easily have felt tired, but the planning and strategy force you stay engaged and focused keeping it fresh and interesting. Building up your garden through this multi-tiered tile system looks and functions great. When you’re finally able to lay that flower tile on the 3rd level, there is a real sense of satisfaction. While this seems like the pinnacle of your garden mountain, there were many times placing that final tile, even though available, wasn’t always clear cut. There are a number of different ways to score and it’s not always by racing to build your flower tiles. There are enough variabilities built into the game to keep you on your toes and keep the game from becoming too formulaic.

All that being said, I’m not sure how repayable Gartenbau really is. It does a lot of things other successful games are doing right now… but it does them very well. There are a number of different objective sets to help chart a unique course from the beginning. While these objectives are each unique on the surface, the differences aren’t all-together THAT different. So while I can plan for different approaches and pursue different goals the game does have its limits.

At the end of the day Gartenbau is good fun. It looks great and that adds a lot of value to a game that does some new things, but also a lot of old things really well. I think there is a ton of value here that should appeal to a large cross-section of gamers who like their games lighter with a little bit of bite. The mechanics and choices blend together nicely and if the theme appeals to you, I can’t see anyone being too disappointed they invested in Gartenbau.

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Review: Veiled Fate https://unfilteredgamer.com/review-veiled-fate/?utm_source=rss&utm_medium=rss&utm_campaign=review-veiled-fate https://unfilteredgamer.com/review-veiled-fate/#respond Fri, 17 Jun 2022 03:50:02 +0000 https://unfilteredgamer.com/?p=22923 The post Review: Veiled Fate appeared first on Unfiltered Gamer.

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Published by IV Games
Player Count: 2-8 Players
Game Length: 60-90 Minutes
Complexity 2/5

In Veiled Fate, players take on hidden roles of divine beings seeking to  influence the world of man. Each being has spawned a demigod sent to earth to fulfill quests and secretly gain renowned. The identity of each player is a mystery, but all have the ability to manipulate any  demigod of their choosing. Take part in a unique voting system that encourages you to discover your adversaries secret identity all the while manipulating the outcome to seek your own renown. 

OVERVIEW

In this strategic, social deduction game, players will move demigods of various colors across the board, fulfilling missions and moving trackers corresponding to each demigod around the renown track. Each player corresponds to one of the board’s demigods, but that identity is a  mystery. This allows all players to activate any of the game’s characters across the board to help serve their own personal purpose – whether to support your own mission objectives, move another player’s token backwards or in some cases, both. With every mission participation, players will secretly vote on the outcome for each demigod. Once a mission has been completed, the votes from all participating players will be counted and the demigods will move up or down on the point track based on the outcome. Players will seek to keep their identity a mystery for as long as possible while still positively influencing their demigod.

ON YOUR TURN

Veiled Fate takes place over 3 ages. The game ends at the conclusion of the 3rd age or when a player achieves 12 renown. During your turn, each player has the option to take up to 2 actions or rest.

Actions revolve around moving demigod characters from one of the game’s 7 regions to another or out of the pools or abyss sections. Depending on player count, a specific number of regions will contain quest card. Each quest card requires the participation of a certain number of demigods to activate.

When moving a demigod into one of these quest spaces, that player will secretly vote using fate cards to manipulate the outcome of that quest. Depending on the placement of the demigod on the quest, the voting will determine if the outcome is either positive or negative. Of course the outcome can be swayed if additional players choose to participate in the quest on their own turns.

Certain quest results will send demigods to the abyss… Which is a temporary diversion. The demigods can later be removed from the abyss actually earning the active player additional fate cards.

Advancing into the central region known as the city triggers the city card which varies with each game. A token is moved from place to place on the card potentially earning the active player fate cards or sending the demigod in play to the Abyss. This could be a great strategic opportunity to pick up valuable fate cards and knock a suspected opponent out of commission for a turn.

Fate cards are not only used to sway each quest, but can be saved for future rounds or resolving age cards which take place at the end of each age. Age cards are randomly chosen prior to the game and each have a unique resolve that could be to the benefit or detriment of your demigod. While the rules vary for these cards, typically the first player to rest manages the vote in some regard and a specific number of players are allowed to participate.

Additionally on your turn, players may choose 1 of 5 god powers. These powers will allow them access to special actions such as playing an additional fate card or moving demigods already engaged in a quest which would otherwise be illegal.

Each age ends when all the quests for that age have been resolved or each player has chosen to rest.

COMPONENTS & ARTWORK

IV Games, makers of the semi-cooperative game Moonrakers, has proven once again to be no fluke. The overall production is fantastic irregardless of which retail version you purchase. The game board and cards are all top notch. Your copy may contain beautifully illustrated cardboard standees of each demigod or you might have the upgraded plastic or even metal miniatures. Each miniature is beautifully sculpted and well worth the added cost.

PROS & CONS

+ The balance between a strategy game and social deduction game takes this one to the next level. While the mechanics aren’t super complex, the consequences of your choices not only sways the course of the game, but each is so much fun to make! Each choice  reveals something to your opponents, so seeking to find a balance between deception and positively moving your token forward… all the while attempting to keep your identity a secret is a brilliant juggling act that is so engaging.

+ While this could have been a successful game based on the gameplay alone, the beautiful production really brings everything to life and immerses you in the activity.

+ Each action can be telling so you have to carefully choose your actions. Moving your own demigod too much around the board will reveal your identity to the group while moving it too little could leave you lacking in renown. All this to say—interaction in this game is top notch!

Neutral – The game’s enjoyment really depends on the players at the table. When everyone buys into the search to discover each players secret god identity, the game is a blast. If that isn’t the case… the game could fall a little flat. Know your opponents before getting this one to the table.

NeutralVeiled Fate plays anywhere from 2-8 players. While it plays surprisingly well at 2, it feels a bit more of a tug-of-war than the normal 4-5 player game (which really sings). Playing 6-8 introduces a team play element that gives players a secret partner. There is a fun aspect to this, but I prefer working alone. The 2 and 3 player mode is fine, but you miss out on a lot of the delicious player interaction. I highly recommend this at 4 and 5 players.

WHY WOULD YOU LIKE THIS GAME?

If you’ve been looking for a social deduction game for your game group that institutes a higher level of strategy and a truly satisfying level of interaction… look no further. Veiled Fatedelivers in spades in both of these areas.

BEST THING ABOUT THIS GAME?

While I love working to maximize a turn to it’s fullest benefit, the game’s player interaction is what sets this one apart. It’s a blast attempting to identify each player’s demigod. Each action can be telling and it’s a ton of fun to throw around accusations and attempt to throw your opponents off your trail.

PERSONAL THOUGHTS

Veiled Fate is on my short list for game of the year in 2022. Not only was Veiled Fate a surprise, but it continues to deliver game after game. It’s deceptively easy to introduce to new players with it’s simple rule set and mechanics, but thrills seasoned players with its deep strategy. I love trying to discover the identity of my opponents while equally attempting to throw them off my trail with my own deceptive actions. The gamesmanship leads to fun and interesting decisions on each turn despite the state of the board. Player interaction is a BLAST! Each game is full of hilarious player accusations and over-the-top deception tied up in a social deduction game that’s focused on gamers rather than the casual party crowd. While is plays best in a group of 4-5, Veiled Fate is a bit of a unicorn—one that I keep wanting to get back to the table no matter who’s up for a game.

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Review: Mountains Out Of Molehills https://unfilteredgamer.com/review-mountains-out-of-molehills/?utm_source=rss&utm_medium=rss&utm_campaign=review-mountains-out-of-molehills https://unfilteredgamer.com/review-mountains-out-of-molehills/#respond Mon, 11 Apr 2022 03:40:16 +0000 https://unfilteredgamer.com/?p=22735 The post Review: Mountains Out Of Molehills appeared first on Unfiltered Gamer.

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Published by The Op Games
Designed by Jim DiCamillo & Pat Marino
Art by Elena Munoz
2-4 Players  |  45-60 Minutes

Oh, those silly little moles… who knew they were so competitive? Welcome to the annual Mountain Maker tournament where moles from near and far have gathered to prove their worth. In their pursuit of the coveted ‘top tunneler’ prize, moles will showcase their abilities to pile the tallest dirt hills and control the most mole mountains. 

In Mountains out of Molehills, players will take on the role of one of mole-doms top tunnel competitors. Over 6 rounds, players will program movement across a unique, dual-tiered playing board, avoiding and blocking other moles while attempting to control the created mountains of dirt above.

ON YOUR TURN

Mountains Out Of Molehills has a fairly unique setup. The box serves as the foundation for this two-tiered board with plastic braces tucked in each corner to hold up the upper portion. Each board has a matching grid that corresponds to one another. The lower board represents the underground dirt while the upper board is the land surface. Players will be moving around the lower tier of the board, creating mountains out of stackable blocks in the corresponding grid.

The game takes place over 6 rounds, with 3 phases per round.

The initial phase is the card drafting phase where players take turns drafting cards from a faceup grid they will use to program their movements later in the phase. The cards provide a variety of movements as well as a couple additional abilities such as placing a rock to detour an opponent or toppling an above molehill.

When players have drafted 4 cards, they’ll enter the planning & movement phase where players pre-determine the order in which they’ll play each movement card. Players will take turns playing cards in that order and moving around the board. As players move they create piles of dirt on the board above. Each round has a predetermined height for each mole hill. If the hill exceeds that height, the hill topples over landing on adjacent hills. Apparently, moles are also very polite… so if the opportunity to bump into another mole arrives, they’ll remain in their same spot on the grid.

From there, players score points for the hills they control. To control a hill you must have your color dirt cube at the bottom of the molehill stack.

As the game continues, players follow this turn process, growing their hills and earning points. At the end of the game players add up their total scores and the player with the highest is the winner.

PLAYER COUNT

Mountains Out Of Molehills plays 2-4 players. Each player count plays at a different size grid to maximize interaction and tension. That being said, the game is a lot more fun at 3 & 4 player counts. There’s just more interaction and a lot more thought that goes into the planning stage of the game.

COMPONENTS AND ARTWORK

We’ve got to talk about the 2-tier board. I was pleasantly surprised how sturdy this all was. As the dirt hill blocks stack, it’s essential the game board stays in one place.

The board frame and molehill pieces are solid and the card quality in the game is acceptable. I really like the acrylic mole characters. They’re really solid and they look great. You don’t always get this component quality from a company that focuses on mass market IPs, but The Op really did a nice job here.

Artwork is solid, fun and stylish. It’s colorful and has a nice appeal that really elevates the game’s theme. My compliments to the art direction and everyone involved.

This is a fairly simple game, but the rulebook does an amazing job communicating the rules and making gameplay a breeze. Lots of positives here.

MY THOUGHTS

The Op is known for mass market games like Telestrations and Codenames and IPs involving Harry Potter and Marvel. The Op seems to have a great track record, but mass market games can be tricky. I’m happy to say the balance between strategy and accessibility works really well together here. A lot of work has gone into making this the best product it can be from gameplay to communicating the rules. It’s all very polished.

The production is really fun and unique. I think the 2-tiered board and overall quality are going to appeal to a lot of people. The theme is silly, but not too far out there where it only appeals to kids and not adults.

The programming mechanic is different enough to feel fresh to casual and entry-level gamers, but still provides a nice challenge for anyone. I really enjoyed the gamesmanship that comes with trying to avoid other players on the board—which turned out to be a bigger problem than I first anticipated.

The molehill scoring is a real nice, challenging puzzle. I was pleasantly surprised with how think-y it ended up being. Building hills, controlling hills and toppling hills all in an effort to increase your points is a nice exercise in maximizing each movement to its fullest. And yes, it is think-y, but not overwhelming where a younger player can’t enjoy the game and experience a little success along the way.

FINAL TAKE

At the end of the day, Mountains Out Of Molehills is a fairly simple and straightforward game. It all adds up to a solid family game that works for both kids and adults alike. The puzzle is challenging, but the rules are easy enough to grasp quickly. Setup for the game is quick and playtime can easily hit the 45 minute mark once you get a few plays under your belt. I would highly recommend Mountains Out Of Molehills for those looking for that next fun, decently-challenging experience for your family game night.

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