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- Wingspan European Expansion Board Game Review
Buy Here - Wingspan European Expansion WBG Score: 8.5 Player Count:1-6 You’ll like this if you like: Everdell , Lost Ruins of Arnak , Furnace . Published by: Stonemaier Games Designed by: Elizabeth Hargrave This is a free review copy. See our review policy here . I have reviewed the full game of Wingspan here . There are also a number of other Wingspan expansions and variant reviews that you can check out here . But this is the first expansion that came out for this hugely popular game, and set the tone for the rest. It introduced end of round bonus alongside 81 new Bird cards, five new bonus cards, five new goal tiles, a new tray to hold all these new cards! And 15 new purple eggs! Sold yet? If not, read on! How to ad the Wingspan European Expansion to the base game Simply take the cards out and shuffle the bird cards into your main bird deck from the base game, and do the same with the bonus cards and goal tiles. Then simply mix in all the other extra tokens into the base game components. You can now set up as usual. If you end up using the new end-of-round goal tiles, the rules suggest you use the green side of the goal mat, as they work better with that side. How to play the Wingspan European Expansion when added to the base game The game plays as usual. The only change is that you now have an extra step after the end of each round, as indicated by the new reference tile, which reminds you to check any bird cards that you may have played that have end-of-round bonus powers. Check any cards with the new green Round End power, and execute each one in turn. The rest of the game plays as usual, but of course, you now have a lot of new bird cards and, as such, bird powers to aim for. Is It Fun? Wingspan European Expansion Board Game Review This is a must-have expansion if you enjoy the original base game. It will not make anyone who does not enjoy the base game feel differently about the experience, but it does make the original a little more interesting and a slightly better experience. And I really like the base game as it was. The new cards are a welcome addition. Who would not want more of these gorgeous, interesting cards? The more, the merrier. But the new end-of-round powers are a fascinating mix into the game. They make things more interesting, add a new element to the game, and increase the strategy and focus for every card selection you make. There are some really interesting powers that this introduces, such as this Common Starling, that lets you exchange food tokens for card tucking powers, which, when combined with other such card tucking goals and end-of-round scoring, can be very beneficial! The new end of round is a nice addition too. It makes each game feel a little different, and having new variations of this only adds to the game's replayability. These goals work very well with these new cards as well, and develop new ways to play the game. I love the Bird cards that let you place cards sideways. They allow you to grow your Bird cards into the final columns quicker, and if you are taking a strategic route that will most probably not allow you to fill up your board, this is a good way to still achieve that and gain the final column bonuses. Picture below shows two of these cards, the Long tailed Tit is vertical for illustrative purposes only. But it would of course be played sideways in the game as shown with this European Roller. The introduction of other powers on the bird cards, such as these new When Played powers for the Eurasian Hobby and the Eurasian Sparrowhawk, allows you to choose how you feed them when they are played. As you can see from the asterisk next to their food icons, you can either play the shown food tokens or place the card over the top of another bird card already in your play area in the case of the Hobby. For the Sparrowhawk, you can play extra cards tucked behind this card for each rat token you play. This is a great thematic and strategic introduction to the game, and again works well with the multiple ways it seems this expansion plays with the tucked bird scoring options. This is a fantastic expansion, and one that I will use 100% of the time I play the base game moving forward. I would highly recommend this to anyone who enjoys Wingspan, and I would also suggest it is the first expansion you get for this game. It was the first out for a reason!
- Hitster Summer Party Game Review
Hitster Summer Party WBG Score: 7.5/10 Player Count: 2-10 You’ll like this if you like: Pop song trivia! Published by: Jumbo Designed by: Marcus Carleson This is a free review copy. See our review policy here . I have reviewed the main game, Hitster, you can check that out here . This is the Summer Party edition. The same game, but all new songs, and all focused our Summer hits through the ages. Ranging from the 1929 hit from José Fernández, Guarjira Guantanamera (which you will know!) to 2024 bangers such as Sabrina Carpenters' Espresso. How To Set Up Hitster Summer Party Remove the cards from the deck and shuffle them. Distribute one card to each player. Players should place this card face up in front of them to establish their starting year. Any card will suffice for this purpose. Players do not need to recognise the song on the card; they just need a year to begin with. Next, provide each player with two Hitster tokens, and open (or download for free) the Hitster app, syncing it to your Spotify account if you have one. If you don't, downloading Spotify is not necessary, but it is preferable to do so and log into an account. However, it will still function without an account by connecting automatically to the free version. You are now ready to play. How To Play Hitster Begin by deciding whether to play individually or in teams. Each participant or team receives one music card, as described above. Now, designate one player as the DJ. This person is responsible for scanning the QR codes on the music cards and playing the corresponding songs using the Hitster app. For the best experience, it's recommended to use Spotify Premium, though the game is also compatible with Spotify Free. Players take turns in a clockwise direction. On your turn, draw the top card from the deck without flipping it over. Scan the QR code on the back using the Hitster app; the song will begin to play. Based on when you believe the song was released, place the card face down on your timeline. If you think it's older than your existing cards, place it to the left. If you believe it's newer, place it to the right. If you think it fits somewhere in the middle, place it accordingly. After placing the card, flip it to reveal its release year. If correctly placed, it stays on your timeline. If misplaced, discard it, unless another player tries to claim it with a Hitster token. Before a player reveals their card, if you suspect it's incorrectly placed, you can challenge by calling out "Hitster!" and placing one of your tokens on the spot where you believe the card should go. If you are right, you keep the card. Before revealing the card, if you can correctly name both the song title and the artist, you will earn an extra Hitster token, even if you misplace the card on your timeline. Play then proceeds to the next player. The game continues with players taking turns, placing cards, and trying to build a correct musical timeline. The first person to get ten cards correctly placed wins the game. If you'd rather play as a group, you can play in larger teams. In this version, each team starts with five Hitster tokens. You can also change the difficulty level. For a more challenging experience, players must name the song title and artist correctly on their turn to keep the card. For an even trickier version, they must also guess the exact year the song was released. To play Hitster, you’ll need someone with the Hitster app installed and a Spotify account. While it works with Spotify Free, Spotify Premium offers a smoother experience. So, grab your phones, scan those songs, and test your music knowledge. Is It Fun? Hitster Summer Party Game Review I loved the original version of this game, and this one is just as good. The summer vibes work perfectly for this time of year, and I have yet to get this out with any group and not have a wonderful time! I am not sure you needed more cards from the base game, as I have played it so much! And I am not bored of those cards yet; they are all great songs. Also, I don't know them all yet; you cannot possibly know them all. Although, I suppose there are a few I recognize quicker now. But, saying that, having the choice of the base game and now this summer one is a choice I relish! It's nice to have more cards; it's nice to have them themed this way. And now, unreservedly, I demand more! Looking into it, there are a few other version of this game. A Guilty Pleasures version, A Rock one, A Bingo edition, and a few more too! If you like the idea of testing your music trivia in a fun, light, and group friendly way, well, there is certainly a version of this for you out there. Just like the base game, the variety in this edition is wonderful. Despite all being "Summer" themed, which essentially just means fun, light songs, there are all sorts of genres, artists, and eras covered. There will be something for everyone. And even if you are not the biggest music aficionado, you will be able to contribute in this game somehow. As such, I find this is best played in a group. It's fun to bring different ages together in a game of Hitster, to span the decades, and bring groups together through a mutual love of music and party games! What could be better?
- Coder.IO Board Game Preview
This is a preview copy sent to us for our early opinions. No money exchanged hands. Some art, rules or components may change in the final game. You can follow the Kickstarter campaign here . Imagine this: You're an advanced robot, suddenly transported from your digital realm to the unfamiliar terrains of Earth. As you acclimate to this new environment, a group of robot beeples catches your eye, racing towards a mysterious portal. Yes, that's right! I said beeples. Great name huh! Well, they look even better, check them out. But what is your destination? Unknown. But one thing is clear, you must follow. To do so, you'll need to craft your most efficient code yet. Your Mission in Coder.IO is to compete against fellow players to accumulate the highest points. You do this by reaching each levels goal first to collect the limited and coveted diamond tokens, and by acquiring new code cards to enhance your capabilities and score more points. The first thing you need to do is select from four uniquely designed robot avatars, each with its own backstory, but seemingly not power, which seems odd. Pick from Bit-Bit, Hexa, Byte, or Glitch. Now, prepare to code, race, and uncover the secrets that await beyond the portal. Your adventure begins now! Well, once you have set up a five-by-five grid with the level one tiles, that is. Now your adventure can start. But, of course, you need to deal out the starting cards to each player first as well. Each player has the same starting hand of different cards that let you program your robot to do one of many different actions. But once you have done that, now you can start! For reals this time. On the starting tiles, there will be some that show a signpost. On these, place an extra code card. Now, players will all program their moves simultaneously, looking to pick up new program cards and reach the portal first. The portal and starting position are random each time and could be anywhere. However, you cannot ever place them next to each other. There are a few small rules about the setup like this, but mostly it is completely random and different each time. The card you have allows you to move forward, turn your robot 90 or 180 degrees. You can duck under mountains, jump over bushes, pick cards up, or even save your position. However, you can only use your save card once. Saving allows you to stay where you finish if you don't make it to the portal. Otherwise, you have to start at the beginning each time. Although you may not have extra cards to help you along the way. After each turn, you will gain all your cards used back into your hand. Apart from the Save card, if you used it. Each round has four turns. In that, each player can run their program, using as few or as many cards as they like for four turns. It may end earlier than that if all players make the exit. But you can run up to four if need be. The first person to the portal will gain a bonus point, worth one point in rounds one and two, two points in rounds three and four, and three points in the final two rounds. Only the first there will gain this. So don't dawdle! But also, you don't want to rush too much, as you will need to get more cards along the way to gain the extra points they give, as well as the extra powers they will allow you. Each round, when either all players have made it to the portal or failed after four tries, you will add more tiles and components in. In total, you will do this over six different levels, each with its own unique setup and added rules. Impassable trees will be added. A flag that you must pick up will come into the game, and even new cards that allow you to use your code cards more than once in the same sequence in new and clever ways. Each turn, players will be noodling out the best pathway for their robot and trying to create more and more complex pathways and manoeuvres to allow them to gain more cards and reach the portals first. But you will never know what other players may be planning, as even though all players plan their turn simultaneously, turns happen in order. So the thing you moved all that way to go and pick up may not be there by the time you get to it! The coding is a huge part of this game. And if you enjoy that part of gaming, like in Tiny Epic Mechs, then you will love this game, as they execute the coding in a much more interesting and engaging way than I have seen in a family-weight game like this before. There are interesting and clever things you can do. As I plan my moves, I get genuinely excited and nervous about executing them. Excited, as I am hopeful for a cool move that gains multiple new cards or gets me to the portal in the quickest and most ingenious way! Nervous, as if I am not first, everything may go wrong! If this sounds like fun to you, then check out the Kickstarter page now. You can find the link to that here .
- Ascendia - Seasons of Thargos - The Boardgame Preview
This is a preview copy sent to us for our early opinions. No money exchanged hands. Some art, rules or components will change in the final game. You can follow the crowdfunding page here. Coming from first time designer, Philipp Kehl , but backed by the experienced design team at SBG Editions , Ascendia - Seasons of Thargos is a gateway style family weight game that incorporates some great dice-chucking, engine-building, free-form game where players fight bad guys, forage for resources, craft powerful items, befriend powerful beasts, and ultimately battle for the throne of Ascendia. Each round begins with a Snowfall card being revealed. This will flip one of the hexes, removing any remaining tokens and revealing its frozen side. If all the hexes are frozen, the game is over, and all players lose. But I doubt that will happen much! Then, all players take turns carrying out two actions each. The ultimate goal is to attain enough Renown points to apply for the lordship of Ascendia and win the game. Players can do this as soon as they have one Renown point, but they will be looking for more to give themselves a proper chance. But how do you get those points? Well, the three "F's," of course: fighting, foraging, and... finding all the other ways to get points, of course. There are a few. It feels deliciously 'sandboxy' in this way. But back to what you can do on your turn. Across the land of Ascendia and the19 hexes, each player will have a miniature to move around and explore. For this prototype, I am using standees. Each time you move, you will reveal the top encounter card. This can have various effects, from bringing an adversary to the fight, a potential companion to your side, or many other potential events. On each hex, during setup, you will place two tokens. Underneath each will be all sorts of prizes, foes, and upgrade opportunities for your character. On your turn, for an action, you can flip one over and gain the benefit, or deal with the now suddenly appeared adversary. When on many spaces in this land, there are opportunities to forage. You will throw dice and gain one item as shown on the hex to which you are currently present, for each die roll above the shown minimum goal. The dice are quite interesting. They run one to five, but the five has a special bonus that lets you roll another die for every five rolled. The final face is a critical fail. You start the game with re-roll tokens, which you can use at any pint. And these can be refreshed in the frozen lands if you mediate for an action. When you come across foes, you will need to vanquish them to keep the lands of Ascendia safe, and renown points flowing your way. Simply roll the dice according to your current fighting level, then have another player roll a red die for the enemy. Some enemies get a plus one or two or even more to their rolls. Some get a minus one. It is all clearly shown on the card. Draws are no good, but a victory will gain you more renown points and potentially some hide, a very valuable resource in this land. Each player has their own player board where they can store their items, weapons, armor, clothing, all their renown and re-roll tokens, as well as a place for any companions they befriend, and a current tally of their fighting, charm, and forage levels. Everyone starts at the base level, but as you acquire items, you will quickly rise in these stats, meaning you can add dice or numbers to every roll. In the advanced game, you will block off the final column, but when you reach it, you will gain two additional renown points. You can see that each character has its own special ability too. In the advanced game, you can vary these up or even add more if you wish. There are also personal goals in the advanced mode which are another way to gain renown points. When you head into the village, which is in the center of the hexes, or anywhere in the advanced game, you can now buy and sell your items, craft new items, upgrade existing items, buy renown points, or attempt to end the game by meeting the game's required level to become the new Lord of Ascendia. In the base game, they recommend this is a ten-point goal. You can increase this in advanced mode. There are four different modes in this prototype copy. When you want to go for the win, simply place as many renown as you want from your pool, most probably all of them, and then roll one white dice. If this was roll, when added to your renown equals or exceeds the required goal, then you have won the game. If you miss, you can re-roll the dice for two re-roll tokens, and if you still fail or cannot do that, you lose all renown used, and the game continues. A disaster if this ever happens! Everything in the game is very clear. The icons all make perfect sense, and most of the game, after one quick read of the rules, will become intuitive. There may be one or two symbols on the explore tokens that you need to look at, but after a game or two, it will all become clear. The games flow incredibly quickly too. Flip a Snowfall card. Each player takes two actions, repeat. Continue for 15-20 turns and the game will tend to end. If you run out of Snowfall, all players lose. So the game does have a timer, and this would be after 26 turns or so, (I think) so it will never outstay its welcome. In the game, you will be focusing on two main things: What path to victory do you want to try and take? And how well are your opponents currently doing? Along the way, you will encounter all sorts of monsters, events, enemies, potential companions (although you can always slay them for valuable hide), and many other adventures. You can focus on foraging and selling the items you gain, or become a strong warrior and take out all the enemies of the land. It will all get you points and you need to decide which way works best for your character and chosen strategy. But watch out, if another player races ahead and rushes to town, the game could end in the roll of a die! You need to be on high alert at all times, and try to keep pace or stay ahead if possible of the other players' gains. This seems like the perfect game to introduce new players to modern board games. It teaches you multiple disciplines of the modern board game industry in a very simple, accessible, and enjoyable way. I would think I could teach this to a complete novice in around ten minutes. And a first game for two players would take around 45 minutes. I have been getting through two-player games in around 20 minutes on the base version, and 25 minutes in the advanced mode. That is delightful to me! The game is on Gamefound now, and well worth a look if you are looking for a new family-weight game, with the option to modify the setup and difficulty. It offers some interesting characters, options, and varied gameplay. And it looks pretty cool set up on the table. People will be intrigued by the look and design, and find the freedom and exploration highly entertaining.
- Tokaido Board Game Review
Tokaido WBG Score: 7.5 Player Count: 1-5 You’ll like this if you like: Simple games, that play quickly, but offer a nice choice Published by: Stonemaier Games Designed by: Antoine Bauza This is a free review copy. See our review policy here . Tokaido was first published in 2012. It was a bit of a cult classic. Beautifully produced. Simple but gorgeous art. And a clean and wonderfully flowing gameplay experience. Recently, Stonemaier, the publisher behind games such as Scythe, Wingspan, and Tapestry, has acquired the rights to the game and produced their own version. There are a few minor rule tidy-ups and component enhancements. But the main change is the addition of a solo player mode. If you own the base game, you can buy just the solo-mode rules and components required for this, along with the new Panorama cards, which have been printed on a better card stock; and as such, included in the solo mode. So, that anyone who wants just these added to their base game can acquire them cheaply. But is this game any good? Does it stand up to 13 years of change in the board game industry? Let's get it to the table and find out. How to Set Up Tokaido To set up the game, which is a breeze, begin by placing the game board on a flat surface. Next, lay out the Achievement cards face up beside the board. Shuffle each deck of cards separately: the Souvenir cards (with a black back), the Hot Spring cards (light blue back), the Encounter cards (purple back), and the Meal cards (red back). Place each shuffled deck face down near the board. Next, organise the Panorama cards by type; Sea, Mountain, and Paddy, and arrange them in ascending order by value, placing the '1' card on top, followed by '2', then '3', and so on. Position these resulting piles on their designated spots on the board. Then place the coins next to the board to serve as the bank. Now, each player selects a Traveller piece along with the corresponding coloured marker and colour token. Place the marker on square zero of the Journey point track. This now runs around all four corners of the board, rather than just the top. Then, each player draws two Traveler tiles at random, chooses one, and places it face up in front of them. For first-time players, there's an option to simplify the game by starting with 7 coins instead of selecting a Traveler tile. Note, each card grants you a specific unique power. Next, place your colour token into the hole of your chosen Traveler tile to mark your colour. Return all unselected Traveler tiles to the box, as they won't be used in the game. Each player then receives coins equal to the number indicated in the upper right corner of their chosen Traveler tile. Finally, randomly place all Traveler pieces in a line at the leftmost inn (Kyoto). Alternatively, players may choose to start at the rightmost inn (Edo) and move from right to left throughout the game. Crazy huh! For two-player games, introduce a third, neutral Traveler to the starting inn. This neutral Traveler is controlled by the player whose Traveler is ahead on the road and follows specific movement rules we will cover later. You are now ready to play. How to Play Tokaido In Tokaido, the player whose Traveler is furthest behind on the road takes the next turn. If multiple players share the same space, the one closest to the edge of the board goes next. On your turn, you move your Traveler forward toward Edo, (if you are going that way!) choosing any unoccupied space up to the next inn. You can skip over spaces if you wish, but you cannot move beyond the next inn. Once you land on a space, you immediately gain its benefit, such as collecting a card or earning coins. More on that soon. After your move, the player now furthest behind takes the next turn. If you remain the furthest back after your move, you get another turn immediately. This turn order system encourages strategic planning: moving further ahead might secure a desired spot but could allow other players multiple turns before your next move. Balancing the timing and distance of your moves is key to maximizing your journey's rewards. But there is only one spot available at each destination. Although, in Tokaido, some board locations have double spaces, which are used in the four or five-player games. The first traveler to arrive occupies the space on the road; the next traveler uses the adjacent space, considered slightly further along the journey. This is not available in a two or three player game though. So, what can you do along the way, and how do you score points. Let's look at them all one-by-one. The Shop : When you stop here, you will draw the top three Souvenir cards and place them face up. You can choose to buy one or more of these cards by paying their listed prices, which range from one to three coins. Any cards you don't purchase are placed face down at the bottom of the deck. Souvenirs come in four types: small objects, clothing, art, and food & drinks. Collecting different types in a set earns you increasing points: One point for the first unique type, three for the second, five for the third, and seven for the fourth, totalling up to 16 points for a complete set. You can start new sets at any time, and there's no requirement to complete a set before beginning another. Note that you must have at least one coin to stop at a Village, but you're not obligated to buy anything. Hot Spring : Landing on a Hot Spring space allows you to draw one Hot Spring card and add it to your collection, scoring two or three points immediately. Temple : When you stop at a Temple space, you must donate between one and three coins to the temple, placing them in the area corresponding to your colour on the top left of the board. For each coin donated, you immediately score one point. This donation contributes to your total at the end of the game, where the most generous donor receives 10 points, the second seven points, and the third four points. All other donors receive two points each. If multiple players tie for a rank, they each receive the points for that rank. Encounters : In Tokaido , when you land on an Encounter space, you draw one Encounter card and apply its effect. Afterward, place the card face-up in your collection. These effects vary and include: Shokunin (Artisan): Draw a Souvenir card and add it to your collection, scoring points immediately. Annaibito (Guide): If you haven't started the depicted panorama, gain a value 1 card of the appropriate type. If you've started it, gain the next number in ascending order. If completed, start or add to a different panorama of your choice, scoring points as usual. Samurai: Immediately score 3 points. Kuge (Noble): Gain 3 coins immediately. Miko (Shinto Priest): The player immediately gains one coin and places it as an offering in the Temple on the area corresponding to their colour. They score one point for this donation. Inn : Inns are mandatory stops where players can purchase Meal cards. Each Meal card costs one, two, or three coins and provides six victory points upon acquisition. The first player to arrive at an Inn draws a number of Meal cards equal to the number of players plus one, selects one to purchase, and places the remaining cards face down for other players to choose from. Subsequent players may purchase one of the remaining Meal cards, provided they can afford it. A player cannot purchase more than one Meal card per Inn and is not obligated to buy one. Additionally, a player cannot choose the same culinary specialty more than once during their journey. If you cannot afford to eat, or cannot by a new unique meal, you miss out! There is a benefit to getting to the Inn early, but do not rush there, you will miss out on important stops along the way. Getting this balance right is key. Players will leave the inn in reverse order to which they arrived and continue their journey. When you reach the final inn, the game continues for other players and ends when all players have reached the final inn and chosen their final meal. Players then add points for four awards. The Collector : Awarded to the player with the most Souvenir cards. The Gourmet : Given to the player who has the highest total coin value on their Meal cards. The Chatterbox : Granted to the player who has collected the most Encounter cards. And finally, the Bather : Bestowed upon the player with the most Hot Spring cards. finally, Travelers earn extra points based on their donor ranking to the Temple. The most points wins! The two-player game uses a dummy third player. This is controlled by the player in the position closest to the start of their journey. When the neutral traveler lands on a Temple space, the player who moved them must donate one coin from the bank to the Temple, placing it on the space corresponding to the neutral traveler's colour. This action impacts the final Temple donation scoring, as all coins donated to the Temple are considered during the end-game calculation of additional points for Temple offerings. At Inns, the first player to arrive draws four Meal cards. When the neutral traveler stops at an Inn, the player who moved them takes the Meal cards and discards one at random, placing it face down at the bottom of the pile without revealing it. Otherwise, the game plays as usual. This simply adds some extra tension, as more spaces will be blocked to you along the way. The solo game works using new Automa cards. Set up as usual, but then set up two separate Automa players. Do this by selecting a colour and placing the corresponding Traveler piece and colored marker for each one. Then, set aside space for coins and cards next to each Automa. Then, place the Automa's colour token and one coin into their play area, immediately scoring one point for the coin. Note that the Automa does not receive a Traveler tile. I won't go into full detail here how this plays out, but you then play as normal, drawing a card for each of the Automa's turns, telling you where to place it. They will score points based on the amount of each thing they get, card or coin. The type of card they get isn't the point. It is the type. So they are encouraged to visit the same thing as often as they can, mirroring the way human players prioritize a few things in the game, as you cannot go for all areas of scoring in this game. It is a very clever, simple, intuitive and enjoyable system. Is it Fun? Tokaido Board Game Review Playing Tokaido is delightful. The decisions are straightforward yet rich with strategic depth. The game presents a constant dilemma: Should I advance quickly to secure a specific space, or take my time to explore more options, potentially missing that one crucial chance? This balance between speed and thoroughness adds a layer of excitement and replayability, as each choice feels significant and impactful. Tokaido offers a delightful blend of simplicity and strategic depth, making it an engaging experience for players of all levels. The game's mechanics are straightforward, allowing for quick learning and smooth gameplay. A two-player game can be completed in about 20 minutes, while a three-player game typically wraps up in under 30 minutes. This efficiency makes it an excellent choice for short gaming sessions or as a warm-up to more complex games. But you will still feel like you have played a game after this. One of the game's core decisions revolves around choosing between advancing quickly to secure a desired spot or taking a more leisurely pace to gather additional experiences along the way. This decision-making process is simple yet impactful, providing a satisfying sense of agency without overwhelming complexity. Especially when players are chasing different goals. But the game truly shines when players pursue similar objectives, leading to increased interaction and strategic competition. In these moments, paying close attention to opponents' moves becomes crucial, adding a layer of depth and excitement to the journey. This dynamic encourages players to adapt their strategies and enhances the overall enjoyment of the game. Tokaido is a beautifully crafted game that combines ease of play with meaningful choices, offering a serene yet engaging experience that comes alive through player interaction and thoughtful decision-making. It stands up still after all these years, and this new production is wonderful. If you don't have the game yet, I would heartily encourage you to check it out if you enjoy set-collection games. If you won it and fancy the solo mode, give that a go. It's a very simple game. Maybe too simple for some. But I enjoy the different ways to play and score. I do favour the Panorama cards, simply because they look so nice when complete. I get a real sense of satisfaction simply by gaining all cards in each one so I can see the complete panorama before me. Tokaido really is just that type of game. Stonemaier has done a wonderful job with this new edition. The game keeps the core mechanics, tidies up the rule book a little, adds the solo mode, and brings in other simple changes, such as detailing the powers of each of the Traveler cards so you don't need to refer to the rule book. The front of the cards is the same with the same icons, but on the back you now have the detail. This simple change summarises the craft and class this reprint has seen. Everything has been done with the game's original core beauty in mind, simply refining a few edges. Well done to all.
- In The Blink of a Dragon's Eye Preview
This is a preview copy sent to us for our early opinions. No money exchanged hands. Some art, rules or components may change in the final game. You can follow the crowdfunding page here . This is a bit different for us here at WBG, as we haven’t reviewed a book before. But this one is something quite special. At the end of each of the book’s five chapters, you play a mini game linked to what you’ve just read. It’s an intriguing blend of traditional reading and print-and-play mini games, which fits beautifully within the theme the writer has created. The experience unfolds by reading each of the five short chapters; each taking roughly 5–10 minutes depending on your reading speed. After finishing a chapter, you move on to its corresponding print-out and play two mini games. The first game in each of the first three chapters is a simple dice-rolling game, where over five turns you try to cover as much land as possible to collect items. These items will be used in the second part of the mini game, where you face a challenge based on the chapter you just read. No spoilers here, but be prepared for a few fights! These are also resolved through dice rolls, but with added depth: you’ll have options, powers, and the items you collected earlier, all of which come into play. It all links together beautifully, works seamlessly, and creates a unique and rewarding experience. I thoroughly enjoyed my time with this book. Initially, I read each chapter and played the accompanying mini-games on my own. After the first two chapters, my son showed interest, so I re-read those chapters with him and replayed the games. Revisiting the early parts of the book helped reinforce my understanding and didn't feel like a chore, rather, it was a delightful experience to revisit these pages and cement my understanding of the early chapters The world crafted within this book is rich and full of wonder. The writing style is soothing and immersive, making it a relaxing read. The seamless integration of storytelling and interactive gameplay creates a unique and rewarding experience that I highly recommend. And the great news for you, is that this book is currently fully funded, and on Kickstarter right now. So, if you want to get your own copy, you absolutely can! Just head here . The full production comes with a fully printed hard cover book as you see here, with laminated print outs for the mini games. There are beautiful dice and a simple dry erase pen too. There is also a digital version for your own print-and-play fun. Or a full all-in with some beautiful art prints. Whatever you taste of budget, you can find something to suit. But is this for you? I very much enjoyed it and can see myself backing future books. I would like to see what the author does with the idea and potentially even, this world. All I know, is I love this idea, I want to support this sort of innovation in the game world, and I think this particular book/game hybrid is wonderful.
- Mythwind: Friends & Family Expansion Board Game Review
Mythwind: Friends & Family WBG Score: 7.5 Player Count: 1-5 You’ll like this if you like: Stardew Valley , a hot cup of Coco with a blanket by the fire. Published by: Open Owl Studios Designed by: Nathan Lige , Brendan McCaskell This is the reviewer's copy after I backed both of the Kickstarter's for the base game and this expansion; but the publisher sent me a play mat and Sprite miniatures upgrade for free. See our review policy here . I have played the game with all four available characters, but there is a fifth expansion character I don't have. I have played in solo mostly, but also two-player. If you want to read about how you play the base game and what we think of that, head here . The summary is, I love the game, and this love has only grown over time. I enjoy all the characters, although probably the Ranger the most. I have continued to enjoy unlocking and revealing new secrets and surprises as I have spent more and more time with this unique, relaxing, explorative, and never-ending game. How To Set Up Mythwind: Friends & Family OK, so what about this new expansion? The second for the game. Well, it adds a few modules that you can add to the game at your pleasure. But the star of the show is the new Friends and Family additional board. It sits to the right of the existing boards and can be added to any game at the end of any season. Slotted into anyone ongoing campaign, no worries at all. You will find inside the box a few revised building tokens. They link to these new friends you are about to make. Swap all the tokens out from your original building cards, including any buildings you may have already built. Then, for these buildings, the ones you have already constructed within your Village, add in the corresponding friend card to the new friends board. When you do this, read the back of the card for some flavour text about this new friend you just met. Now place the new Friendship tray alongside this, with the Child Dice, Heart Tokens, and all the new cards inside. There are a few other cards to update, such as a replacement Sun card for the Weather deck, which has some additional symbols on it. And the new Interaction cards and some character-specific cards if you are currently playing with the Ranger or Innkeeper. How To Play Mythwind: Friends & Family The main change is when you interact with one of the new building tokens that have a character depicted on them in your daytime action phase. When this action is done, you can then take the new Socialise action. Here, you can roll your Sprite and Villager dice to try and increase your level of friendship with the associated friend card. The card will show the roll you need to match or beat. This will be based on your player count and the current level of friendship you have with them. All Friends join the game as an Acquaintance. You can advance them all to Pal, Best Friend, and then Companion. All players joining in with this Socialise action can roll any of their hired workers to try and meet this requirement. If you do, place a Heart from the supply on the card. Each level of friendship will have a level of hearts required to advance that card to the next stage. If you fail, you simply do not add any hearts onto the card. All dice used this way are returned to their character afterwards, keeping the same number of pips shown on the die. They cannot be used for another action that day now. Any dice showing zero pips are rerolled at dusk as usual, and added back to the tower. When you meet a desired level of hearts, that card is immediately upgraded to the next level. Find the new card in the deck, replace the old one, and read the back of the new card. This will add some new flavour text. This upgrade will also come at a cost. The cost will depend upon which character you are playing, and the level of upgrade. It is shown in the rule book, but each character will have to give up some of their resources to do this. You can hold off paying this cost if you don't want to, or cannot afford it yet. And the point of all this? Well, to get married, of course! Not all friends can get to this level, but they can all reach Companion status. It is shown on the front of each card what is possible for each new character. Companion is the top level and will be a unique ability to you and your village. When you use a town linked to a Companion, you can use this new ability. When buildings linked to Friends leave your Village, so too do the Friends, losing any unspent Hearts if present. But when you reach Marriage level, the Friend stays with you for life. When your marriage-eligible Friend becomes a companion, the new companion card will tell you to shuffle an adventure card from this new Expansion linked to that character into the adventure deck. Then, when you resolve that adventure, you can marry this friend. You will have a choice when you do this; you do not have to. I won't show the cards here or go into it too much, as that would be a spoiler. But it is down to you. You can even say no for now, and then maybe change your mind later. But if you say yes, there are benefits coming your way. Any married friend will then have their card from the Friend board moved and placed face up near the player's character board. They are now permanently linked with that player. Players can now use this companion using workers as usual during the day phase, taking advantage of their abilities. You can only ever marry one friend in the game. So choose wisely! Later on in the game, married players can have children. This will be activated through Event cards. Children come in the form of the above dice and can add extra workers during the day phase. You will roll your Child dice at Dawn and gain either an additional villager or sprite worker, or lose one coin. Like in real life, kids can help a lot! But they cost money! The other main addition in this expansion is the Interaction cards. These allow players to buy and sell goods to and from each other. During setup, gather the cards with the pictures of the characters that are in the current game and distribute them to their owners. Then, as a daytime town action, you can place your mini onto the card, the alignment is shown in the top right, and resolve an interaction instead. To do so, simply pay the cost shown on the top of the card; you pay to the other player, so this is a good way to keep money in the game between players, rather than giving it back to the bank all the time. Then, they will provide you with a good or service they specialize in. This will convert to town resources, money, skills, or other beneficial items. Is It Fun? Mythwind: Friends & Family Expansion Board Game Review I will always include this in the game when I play now. I have added everything in. I play mainly solo, so I won't use the interaction cards as much, but I like them, and they work well. The main addition, though, is the Friendship Board and Tray. It feels like a lot to add, size and components-wise, as it is two whole new things to add to the table. But it really doesn't change the game much and adds only a small additional amount of choice and time to the game. The changes are a little disappointing, I would say, at first. But like everything in Mythwind, good things come to those who wait. This is a slow build, and as it should be. These friends come as strangers. They build up to companions and then maybe even married partners with children. And then you get all the benefits and changes you wanted to see in this expansion. The challenge to get to marriage with each of the characters you are playing with in the game is a delightful, well-timed, and rewarding one. It may just initially seem like very little has happened. But that's the point. It takes time to win people over, get to know them, and become their proper friend. It is worth noting as well that the game has taken a lot of care to be fully inclusive with this expansion. There are multiple pronouns within the new friends. It seems the designers have made a big effort to make everyone feel included and represented within the lore of this game. Much like the base game, everything in this expansion sets up and puts away very simply. I have heard some complaints about that, which confuse me, as it is all very quick and simple, just like the base game. There are some major printing issues, though, where characters have other characters' text printed on the back of their cards. You need to work out who is mixed with whom and find the right card to read when you display the front of the other side of another card. It was all a bit confusing at first, but I have figured it out now. But it's a shame a game of this production quality, that clearly has had so much heart and soul poured into it, has gone to print with so many drastic and frustrating printing errors. I would suggest the game needs to see future expansions focused more around two things: new characters and new events and adventures. This is the part of the game I sense is the most popular, and what I like most about it: developing and growing new characters, and going on new adventures, with new things happening in the town. I do think the Ranger could be expanded in an exciting way too. The expeditions they go on feel a little mechanical. I would be interested in an expansion just for that character where you get to move onto other new boards, discover new land, expand your town, and maybe even meet and interact with other nearby, and maybe even far away, towns and characters. That would be epically fun in this humble reviewer's opinion. But if you are looking for new content for this game, and are a fan of the base game, I think you will find this fits seamlessly into your gameplay and enhances the multiplayer experience. The opportunities to become married with children, to gain additional dice, and additional benefits from your companions is a welcome one. Just do not expect it to have a big instant impact. Nothing else in this game does, so why should this? But I know that, and was still a little disappointed at first, and now I really like it. I just want you to go in with your eyes open unlike me! It is also a little disappointing that the friends do not have much impact on you until you become their companion. It feels like a missed opportunity to see some kind of benefit from the friends as you grow your relationship with them. This is why the score is a little lower, as I just wanted a bit more of an impact.
- Beasts & Diplomacy Board Game Preview
This is a preview copy sent to us for our early opinions. No money exchanged hands. Some art, rules or components may change in the final game. You can follow the crowdfunding page here . Dragon Dawn Productions is quickly becoming one of my favourite publishers. They have made some amazing trick-taking games, the brilliantly intricate Factory 42 , and my personal favourite, Beyond the Rift . I was excited to see what they had coming next, so jumped at the chance to play this preview copy of Beasts & Diplomacy from first time designer Mike Kribel . Mike also did the art, which was mostly done using an AI tool. Lots of work went into the art after the initial AI-generated images, but it is worth noting the origins. You can tell it is AI, but it looks incredible, as AI art can often do, but with that computer-generated feel. That said, when one person designs a game and does the art as well you can understand this being used. And in the current financial climate, this may become more and more common place. The most important thing, I feel, is that the publisher declares it. And any review or previewer too. So consider this AI mater 'John D Claired'! OK, well what is this game all about? This is a card drafting, pattern matching, tableau-builder, with a point salad scoring system, fantasy theme, and incredibly quick game play. I have finished two player games in 25 minutes. Initially, it looks quite complicated. The rule book is good, but doesn't look the most appealing, and its very long! But it reads well, with lots of explanations, and everything is laid out in a nice way. I learned it quite simply myself. But found I could teach it a lot quicker than I taught myself, or compared to how it looks. Let me give you the basics. The game runs over three days (rounds) and each day has five distinct phases. Dawn, morning, etc! The first thing you will do in the first phase is chose some quests. You are dealt two cards you need to pick one from, which will determine a large part about how you will score in the game. We found after a few game, that in this point salad of a game, the quests were the areas we scored this most in. So, pick wisely! Your choices will be based on two things: the score you get each time you complete the Quests mission, as shown on the top right, and the mission itself, as indicated by the icon on the bottom. Get used to icons; there are a lot in this game! They can come in many different guises, but generally, you just need to collect a certain thing. For example, the Herbitheon Quest rewards five points for every two sets of grass icons you collect in the game. Power rewards three points for completing a level two Diplomat card (more on them soon), and Elegance, that reward three points for every grey Beast you collect. Each round, you will get two more Quest cards to pick from, and you need to end with one more Quest in your possession than the previous round. This means you can discard the one you chose in round one to keep both of the Quests you were dealt in round two, if you like. By the end of the game, you will have three Quests to score from. The next phase is where players will draft cards. You start with four workers to do this with, and then in each subsequent round you will gain one additional worker to work with. At the start of this round you will place down six Diplomats, Traders, and Personnel cards, and 12 Beast card. Any remaining from previous rounds are discarded and replaced with a fresh batch each time. So, you wont know what is available until this point. Meaning you pick your first Quests a little blind! But some icons are more common that others, and there is a handy sheet to tell you all this information. You can make four free picks of any combination of the cards. But you will want to find Beasts that match your Quests icons, if possible, and then Traders that match the symbols of other beasts. You can sell to them, you see. They are looking for one fixed must-have attribute and two other nice-to-haves. If you can sell to a Trader with all matching, that's a lot of Ore. You will need Ore later. You will also want to acquire Diplomats that are looking to be entertained by the Beasts you are acquiring, as they too will provide you with Ore. There will be six choices of Personnel cards that offer many rule-bending powers. The first few choices in each area, depending on player count, will reward you with King Favour tokens. Three of these, and you can exchange them for a King's Medal. These will reward you with points at the end of the game. So, you will want to find the cards you need, in the areas that still have King Favour rewards, before the cards go, the spots go, and other players take what you need. Once you have made your choices, you can then discard two cards you don't want or five Ore to move a worker and take another card. But this may leave you short on Ore for later in the round. The first player to pass gains one Ore, and when all players have passed, the game moves forward to the third phase, Noon. Players will now place down all Diplomat cards they have in their hand that they want to welcome to their play area. Place them down in a vertical pile, with the bottom part still visible, so you can see what type of Beast each Diplomat is looking to see. Play then moves to the afternoon in the fourth phase, where players will now play all the cards in their hands that they wish to play. Any Beasts introduced this way will instantly gain you Ore rewards for any Diplomat in your area looking for any matching symbols. You will also need to house all Beasts into an Environment, or your one starting Cage. Any new environment bought will cost three Ore. You can buy as many as you like, but you cannot leave any empty after this day is out. Any previously placed Beasts can be moved at this point, to maximize the efficiency of your environments, and any powers they have. You can now also sell any Beasts you wish to any Traders you acquired in the draft phase, instantly scoring the Ore from the matching symbols, and then placing the Trader into your completed trade pile for more end game scoring. Any Beasts you cannot sell to a Trader or house must be sold at its maintenance cost or two Ore, whichever is lower. You can also play any Personnel cards you wish to at this point to gain their powers. This is all turn in turn order so each player can watch what each player is up to! The Beasts you house have multiple symbols that may be required by your Quests and wanted by Traders and Diplomats, as seen on the right of the card. Each Beast has four attributes, a colour, and a Habitat symbol. It also has its end game points on the top left, and maintenance cost on the bottom left. You need to be looking at all these symbols on all cards as you play. And each round you have 30 new cards to study! When all players are done, the phase moves to the final fifth phase, Evening, where players will now count up and pay their current exhibitions' maintenance cost, as shown by the maintenance cost seen on all Beasts and the environments that they are in. Some Personnel adding powers to your beasts may add to this too. If you cannot pay your costs, you must take actions to reduce your cards or gain more Ore. Once all players have paid their running costs, the round ends. Players will play three rounds/days and the person with the most points after three rounds is declared the winner. The game runs very smoothly through these five phases. The game board shows you what to do on the top left and there is this handy sheet to use for each player to reference. But after a few rounds, you will be flying through without the need of this. It is all quite intuitive. Draft cards, sell some of them. Collect the others for points. Everything is based around matching symbols on cards and find cards that work well together. Particularly the Quests. You will end the game with just three of these and the bulk of your points could come from these if you manage to fulfil them all a few times. Finding cards that work with your Quest, but also the cards you want to sell too, and the cards you want to impress to gain the much needed Ore is crucial. The better cards require more Ore per round to keep them running. But Ore is scarce. And getting more may mean you need to sell more. Each round you need to delicately balance these needs and find cards that fit all your goals. And of course all the other players will be trying to do the same thing! This game quickly becomes about hand management, tableau-building, and efficiency. Finding the best cards that work well together to maximize your Ore production and end game points. The player that can do that the best will win the game. If you enjoy pattern matching and efficiency based card game, then this could well be a winner for you. There are so many cards in this game. This handy guide will help you with working out what each one does. The symbology is clear, but sometimes the cards will have unique symbols, and if you only see that card once every three games or so, and play this game every few weeks, this guide will quickly become essential. I sometimes wonder why cards can't just have written on them what they do. It's not like the text on this sheet is much bigger than it would have been directly on the card! You can also see the frequency of each type of symbol on the game on the left of this. Very handy if you want to work out the likelihood of a certain thing coming up in your early games. And this is where the game can be a little frustrating. There is a small element of luck to this game. Sometimes the cards you need come up. Other times they don't. They can be frustrating. But it's a quick enough game for this not to matter too much. And as they tell you the percentages, you can manage your own risk and try to hedge your bets as best you can. This will be an interesting Kickstarter to follow. With all that is going on in the world right now with tariffs and shipping affecting productions like this, and the potential backlash to the AI, I will be hoping for a simple and successful process for this game. Because it is a lot of fun. It packs a lot into a short sub-hour game time. And I enjoy the challenge of trying to maximize the few cards I will get to use each game.
- Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review
Kinfire Delve WBG Score: 8.5/10 Player Count: 1-2 (4* with second copy) You’ll like this if you like: Something small deliver somehting that feels bigger Published by: Incredible Dream Studios Designed by: Kevin Wilson This is a free review copy. See our review policy here . Kinfire Delve uses characters from the Kinfire world, as seen in Kinfire Chronicles and Kinfire Council. There are three games in the Delve system; here we are looking at two of those: Callous' Lab & Scorn's Stockade. They all work the same, offering two heroes known as Seekers to play with, and one bad guy to fight, known as Masters. They are all standalone 1-2 player games but can be combined simply to offer more variety or to boost the game up to a four-player experience. So, with that said, let's get these to the table and see how they play. How To Set Up Kinfire Delve First, separate all the different cards, as shown by their different card backs. There will be three cards for the Master; shuffle them up and pick one at random, placing your chosen one face down in the centre of the play area. Now, take the Well deck, which will be the biggest one. Give this a good shuffle and remove the top three cards. You can remove more for a shorter game if you wish. Then place four cards face up surrounding the Master card, above, below, and on either side of it. Place the rest of the Well cards in a face-down deck next to this. Now find the Master's four final Gauntlet cards and set them aside on the table to use later. Next, set aside the progress tokens, and place them in two separate piles to the side along with the dice. One of the dice, the black one, represents your health. Set it to 10 for a normal game, 8 for a hard one. This is a group collective health so doesn't change with player count. If you took more than three cards out from the Well deck for a shorter game, you must now remove two from your health total. Now, place out the Exhausted cards, shuffled in a face down pile. Finally, each player takes one of the two characters. Or, you can use characters from other boxes if you prefer. Remove their character card, placing it face up in front of you, and their Lantern card, placing it face down beside this. The Lantern card is a powerful card you can use when charged up. This will be self-evident, generally by doing something as shown on one of your other cards, but you will generally only get to use it once or twice if you are lucky per game. Then shuffle the remaining 18 cards and draw seven into your starting hand. One more for a single-player game. One less for a three-player game, and two less for a four-player game. You are now ready to play. How To Play Kinfire Delve Players will now take turns interacting with one of the four cards surrounding the Master card. These will either be Event cards or Challenges. Event cards will detail what they do and how they work on them. To interact with them, simply do as the card says on your turn. When you choose a challenge card, it will have either a red, green, or blue border. On the top left, it will also show the challenge score you need to equal or beat. There will also be some text on the card that details more effects of how the challenge works. If the text is in bold, this card will have an effect in play all the time the card is here, whether you challenge it this turn or not. It could affect other challenge totals, so be sure to read all bold text out when you play any new challenge card down. OK, now that you have picked which challenge card you want to interact with, you can make a choice. Do you want to play one of your cards from your hand to help complete this challenge? The challenges will come in all types: Combat, Obstacles, Puzzles, and Traps. You can only play a card that matches the colour, but it could be any type. Although, some cards and characters do better against certain types of challenges. If you play a card, it will have a number on the top left that will reduce the challenge card number by the same amount. If you play a card, and you don't have to, the other player(s) can now choose to boost this card if they want. In a solo, you can boost yourself. In multiplayer, only other players can boost. You can boost with one or two cards. No more. If you boost, you are looking at the boost score on the bottom of the card. Everything else on that card becomes redundant. Again, you need to match the colour of the challenge with the colour of the boost card. Note, white is wild for all effects like this. Any boost played at this point will add to your total of what you are chipping away at against the challenge card's total. Now finally, you MUST roll the dice. Whether you played a card or not, whether you had your card boosted or not, you must always roll dice. The dice faces show colours matching the challenge cards, as well as one that shows a white and black face. The whites are wild and can be added to any matching colours rolled to add to the total of your attempt at that challenge. The black dice may have a counter effect. Check the current challenge card's text, the face-up text on the Masters card, and on any other cards you may have played at that point. If you successfully meet or exceed the challenge, then you will gain the reward as shown on the card. This will mostly be to discard a certain number of cards from the Well deck, to delve down deeper, quicker. If you did not, add challenge tokens to the total you met to the card to show the progress you made. Your attempt was not in vain, but the card will show a fail effect that you must now take. This could be to lose health, discard cards, or some other effect. Once this is done, replace any of the four cards around the Master that may now not be there with the top card from the Well deck, and play moves to the next player. Note, there is no drawing back up to your hand limit or anything like that. Players need to manage their hand carefully, using various powers to draw back up cards and help their fellow Seekers gain additional cards. If you ever run out or decide you want to get more cards, you can draw back up to your hand limit, but you must also draw the top Exhausted card, read it, and place it face up for all to see. These are always bad and can sometimes mean you immediately lose the game if you get too many. If you do this, you can then take your turn as usual. It does not replace a normal go. If you ever get to a point where you need to replace a Well card and there are none left, then you can discard any remaining Well cards left face up in the play area, and replace them with the four Gauntlet cards you set aside during setup. Place these around the Master and flip over the Master card to reveal which of the three Masters you are facing this time. Read the text on all cards to see how you will defeat the Master. Each one has a different effect, strength, and weakness. If you can defat the Master you win the game. If at any pint you run out of your health, or a Exhausted card tells you, you will lose the game. Is It Fun? Kinfire Delve (Callous' Lab & Scorn's Stockade) Card Game Review The cards in this game look absolutely gorgeous, showcasing a vibrant array of colours and intricate designs that immediately capture the eye. The attention to detail is evident, making each card not only functional but also a visual delight. The lovely, matt card stock used contributes to a premium feel, along with the foil effect present on the back of some cards. This shimmering detail adds a touch of elegance and sophistication, enhances the visual appeal and also creating a tactile experience that is pleasing to the touch. The game comes packaged in a thick, sturdy box that is designed to withstand the rigors of transport and storage. Its actually a little hard to pry open due to the thickness of the stock, but feels great. The dice are nicely screen printed, which adds another layer of quality to the game components. However, it is worth noting that, while the printing is sharp and clear, players should handle the dice with care. Over time, I have found dice with screen printing can wear off if not treated cautiously. The method of tracking health with a D10 is somewhat rudimentary. While it serves its purpose, some players may find it lacks the sophistication or ease of use that more advanced tracking systems could provide. A more innovative approach to health tracking could enhance the gameplay experience, allowing for smoother and more engaging interactions during play. The challenge tokens, while functional, are a little basic in design. They serve their purpose but do not stand out in terms of creativity or visual appeal compared to other components of the game. I would be keen to an upgrade on the challenge tokens and dice one day! Overall, despite some minor critiques regarding the health tracking system and the design of the challenge tokens, the production quality of this game is amazing. The combination of beautiful cards, sturdy packaging, and well-made components creates an impressive package. The attention to detail in the design and production process reflects a commitment to quality that is commendable and enhances the overall enjoyment of the game. Game wise, this experience is nothing short of amazing. With just 18 cards at your disposal, the possibilities are extensive and varied. The depth of strategy that emerges from such a compact deck is truly impressive. Hand management becomes a crucial aspect of gameplay, as players must skilfully navigate their strengths and weaknesses of their character and current hand, while also considering those of their teammates. Players can easily adjust the difficulty to suit their preferences or the experience level of those involved. This adaptability ensures that both newcomers and seasoned players can enjoy the game without feeling overwhelmed or underchallenged. The different sets offer different challenges too. As you race through the well deck, it becomes evident that you will only encounter approximately 25% of the cards during any given game. Roughly speaking! This limited exposure means that each session feels unique, as you are likely to encounter cards you haven't seen in quite some time, or ever! The element of surprise is amplified by the timing and combination of cards that surface, creating an unpredictable and exciting atmosphere. This unpredictability enhances the replay value of the game, as players are encouraged to adapt their strategies on the fly. Some cards need others to come up to come into affect, either for you or against you. This unpredictability is a brilliant addition to the dynamic of the game. The inclusion of three different master cards in each box adds another layer of complexity and excitement to the game. Each player's experience can vary significantly based not just on which master they choose to face, but also on which master card they draw, creating a delightful sense of anticipation each game. The uncertainty of which master card will appear when you reach the bottom of the well, keeps players on their toes, as they cannot fully plan their endgame strategy until they are right in the thick of it. This dynamic interplay of cards further ensures that no two games are ever the same, further enriching the overall experience. The clever card play mechanics are truly genius. Each card is designed with intricate details that enhance gameplay, featuring unique bonus effects and smart interactions that encourage players to think creatively. The ways in which cards can be played and combined open up a myriad of tactical possibilities, rewarding players who take the time to explore the nuances of their options. This clever design makes the game stimulating, allowing players to feel a sense of accomplishment and intelligence with every successful move they make. Its truly wonderful! This game is structured in such a way that it can be played in under an hour, (or much less if you lose fast!) making it an ideal choice for both casual gatherings and more serious game nights. The setup process is quick and straightforward, and teaching the rules to new players is a breeze. With its engaging mechanics and the continual surprise of new card interactions, added to the combination of strategic depth, customisable gameplay, and clever design elements not only makes this game a joy to play but also ensures that it will be revisited time and time again by anyone who gets their hands on a copy. I am delighted I have two! I must seek out the third now! The only reason I do not rank this higher, although 8.5 is pretty high, is that the games can be very tense. And that is great! But then, after an hour, if you lose on one unlucky roll, or one unlucky card draw, it can be tough to take. This doesn't happen much. Once in ten so far for us. But it was frustrating. Generally, you make your own luck in this game. And games are short, and easily played again when things like this happen. But I would like some more dice mitigation. There is some, but not much, and not for all characters. Also, the Exhausted cards in some games are a lot more interesting then others. Some just kill you if you have too many. That felt lazy to me. Others, actually have some interesting affects in you as you play.
- Beyond the Rift: A Perdition's Mouth Card Game Review
Beyond the Rift: A Perdition's Mouth Card Game WBG Score: 9/10 Player Count: 1-4 You’ll like this if you like: Campaign games with clever card play. Published by: Dragon Dawn Productions Designed by: Nikolas Lundström Patrakka This is a SPOILER FREE free review copy. See our review policy here . Perdition's Mouth: Abyssal Rift came out in 2016. It is a much-loved miniature-based dungeon crawler. It tells a story over a campaign of 'diceless' adventures! Well worth checking out if you enjoy that sort of thing. I have not played it myself, but heard good things. Anyway, Beyond the Rift carries on the story right from the point the previous game ended. The tutorial game for Beyond the Rift seems to be moments after the story had previously ended. If you played Perdition's Mouth and enjoyed it, this may be something to look out for. But for those of us who have not played that game, this is a standalone game, and you do not need any prior knowledge to enjoy this game or the story it tells. But I do sense it would be better having played both. So, with that said, let's get this to the table and see how it plays. How To Set Up Beyond the Rift There are a number of scenarios to play out in this game. Pick the one you want to play, ideally in order! And then set up the game according to the chosen scenario's instructions as shown in the scenario book. You will not be able to play certain scenarios unless you meet the shown criteria. Generally speaking, having played the scenarios leading up to this one. Start by shuffling and placing the Enemy Deck and Terrain Deck as directed by the scenarios specific set up. There will be different Terrain and Enemy cards in each scenario. Then, shuffle and place the Wound Deck, followed by the Fatigue Deck. Position the Threat Sheet and set the Threat level by placing a wooden cube on the appropriate space of the Threat track. Shuffle and place the Response Deck. Each player now selects a hero and takes the corresponding Hero Board and Hero Deck, there is a bespoke deck of cards for each hero, along with a matching wooden cube. Now, shuffle your Hero Deck and draw your starting cards equal to your current hand count as dictated by the player count. All Hero Boards start on their standard sides—alternate sides can be unlocked during campaigns, indicated by a red glow on the hero’s name or globe. Players then set their Action Points to the starting value as shown on their Hero Board by placing the wooden cube accordingly. Finally, ensure there is enough space for each player’s Hero Area, the Quest Area, and individual discard piles for each deck. Once everything is in place, you're ready to begin! How To Play Beyond the Rift The game runs through five distinct phases until the specific criteria in the chosen scenario are met. In the opening scenario, you are trying to defend against the attacking enemies while moving through the various terrain, specifically doors, until there are no more doors left to move through. This simulates you running out of danger, through various rooms, and into freedom. It's a very cool system. If you are ever to draw another terrain card and there are none left, and your threat level has not risen beyond a specific point, the heroes win! Essentially, you got through all the rooms. Clever huh! Other scenarios use a similar techniques to simulate time passing, moving from room to room, or various stages of battle. The first phase is the Hero Phase. This is where you will do all the cool things with your cards that you want to do each round. Each Hero has their own number of Action points, represented in the game by a star surrounded by six small dots. You can spend these Action points now to play cards, largely to attack enemies, but also to destroy terrain and more. Each Hero will have their own Special Action as shown on their Hero board, which they can carry out one time per round. You can also pay Action points to discard cards to draw more if you don't have the right hand. There are also plenty of cards that let you gain additional Action points, so you will find your turns can become quite exciting and complex quite quickly! When you play an Attack card, you need to consider the position of the enemy you are attacking. If they are in the central area, they are two spaces from you. You can pay action points to draw an opponent into your action area, or use a ranged attack to target them where they are. You will then need to play an Attack card with a primary attack cost. Action points are shown on the top left of the card in order to use the card. Other cards will have secondary costs, and they can be used to supplement this attack and make it stronger. There are also secondary cards you can use to gain additional cards and action points as part of the attack, and some cards that can be reused if you are successful with the attack. Take note to read each card's text carefully. You will then target a specific enemy, unless you have a card allowing you to attack multiple foes, and then draw a response card for each enemy you are attacking. This will amend their own defence, seen on the enemy cards next to the shield. Total their complete defence against your attack value, and if you have a higher score, your attack succeeds. Draw a wound card for each enemy you successfully attack this way. This is slipped underneath the enemy's card, with the bottom part visible, thus altering the enemy's stats. If their health drops to zero or below at this point, the enemy card is removed from the game. If not, they remain in play, now with reduced stats, ready for a second attack. Players can take as many turns as they like, using cards in this way, until they either decide to stop or run out of action points. You can take turns, have one hero run fully until the next begins. Whatever works for your group. Heroes can also aid other heroes' actions by playing primary cards within range of the attack in the usual way. You can also play this game solo very easily, either with one or two heroes, or however you wish. It is all very flexible, and each scenario has a great setup guide for the number of heroes in the game and the difficulty level you want to play. The second phase is when the Enemy has their chance to attack you. If none are left, they do nothing, but if any remain, then look at the scenario you are playing and draw a response card to see what the enemies will do. There will be a table for each scenario that will detail the action of any remaining enemy, based on what response card you draw. They may engage with you, disengage if already engaged, or more commonly, attack. Actions will happen in later scenarios. When they do, draw a response card for each enemy that attacks you, and compare their attack value on their card and the response card against any shield cards you may have left to play. If they are successful, draw one of the same Wound cards that you use when you attack them, but this time add it to your hand. And you won't just add one for each successful attack. You add a card that represents the difference between the enemy's attack and your defence. These cards stay in your hand and clog up your opportunities. You can play them, moving them into your discard pile, but they won't do good things! If ever you draw a hand of nothing but Wound or Fatigue cards, more on that soon, your Hero, and therefore, entire missions, fails. Phase 3 is the Quest Phase. Here, you will follow the scenario book again, and based on the current Threat level, you will do a specific thing, generally bringing more enemies and terrain into the mix! More will happen in later scenarios, but no spoilers here! Next is the Draw Phase. Here you will check the number of unused cards you had from the previous round and then reset your Hero's action points. This will be their starting points, plus one extra for each unused card. However, one hero gains two per card. Then draw your hand limit again, even if you have leftover cards. Now discard down to your hand limit from the leftover cards and recently drawn ones, forming a new hand for the next round. If you don't have enough cards to draw your full hand, shuffle your discard pile and go again, but this time adding in two Fatigue cards into your deck. These will clog up your deck in a similar way to the Wound tokens. Then finally, it is the End Phase where typically the Threat level will increase. Players will cycle through these phases until the scenario comes to an end, either through a hero dying, or the scenario criteria being met. You will then read through the end of the scenario text, gain any end of scenario benefits, then move on to the next scenario. Heroes' decks continue from scenario to scenario, so wounds, fatigue, and any items you pick up may well stay with you, but there are ways to get rid of the bad stuff and gain more good stuff! The scenarios offer narrative choices at the end. You can either move on to scenario 2a to do one thing, or 2b to do another. This will change your path permanently in the game, but you can of course go back and replay a mission and make other choices if you want to reset things, which is easily done. You can change heroes in between missions or keep the same one. Changing player count is also very simple. Is It Fun? Beyond the Rift: A Perdition's Mouth Card Game Review This is a fantastic game. The card play is amazing. Quite simply, genius. I adore how the scenarios play out and how, when you think you are out of cards or action points, something happens where you find a way to do one more action. Cards spiral into others, and actions fall into a beautiful combination of multiple hits, attacks, and enemies defeated. It's so clever, so fast, so simple, and so satisfying. The storytelling in the scenarios is great as well. The text is interesting, well laid out, and short. You will find the story adds to the game and does not take an age to get through. It is a little odd when it talks about a hero you are not playing with, but that obviously cannot be helped. Each of the characters has their own unique deck, as well as their own special power and unique ability to advance in the game (by flipping their character board over to reveal new powers). They also all have their own cards. It makes the game feel incredibly rich and makes each character, obviously, feel very much like their own different entity. As you play, you can work together, sparring off each other's moves, or focus on different enemies and plans. You can assist other players' attacks, or in solo, just do your own thing. Both work, and both experiences are smooth, enjoyable, and absorbing. I have found some missions to be quite simple, but it is so easy to adjust the difficulty setting as you improve and always set the game to be at the right level of challenge you are after. Others are much harder. If you lose, which I did a fair few times at the beginning (at the end of the first mission), I found the experience to be challenging. It made me want to play again. I felt no frustration or like it was a waste of time, as I often do in other campaign games where you have to replay missions. Rather, here, I was left energized to try again and think of ways to get better. The final battle at the end of the first scenario took three attempts, for example, so early on in the game, I was challenged to either get better or give up. I had a 100% sense of purpose to just get better. The game really grips you. But it is those endless turns that make this game feel so special to me. When you think you are coming to the end of your turn, either your cards are running out, or your action point total is dwindling, you can often find ways to just keep going. Ideally, you will not leave enemies alive, or things not done. You can do as much as you want on your turn, so long as you have the action points or cards to do so, and the enemies and game don't have a chance to react until you end this phase. So, do all you can. And often, one card that gives you action points, or one attack that gains you more cards can do just that. You can keep going for one more attack, or two, or more! It's amazing what you can do once you get the hang of your character's cards and how they combo with each other. It is genuinely so satisfying! I still have a bit of the campaign to do, and some characters I have not used as much yet. But I plan to eke out as much gameplay from this box as possible. And when I am done, I will go again. This is not a once and done. Sure, the story can only be told once, but the spiraling branch of the scenarios means you can go back and do them again, and take different paths, play with different characters, and have a completely different experience. But even if I play the same mission over and over with the same character, I will still have fun. This is just such a well-built and well-constructed game with brilliantly tight mechanics, tension, card play, and game length. I am amazed this game is not well known. I can only surmise it is the art style. The cards are quite bland, mostly with just text. And the things with art, it's all a little brown, beige, and generic. The enemies are straight out of "who are the baddies in this fantasy film again?" and there is not a lot of original thought in the lore. But take that aside, the game itself is fantastic, and I love it.
- Birdy Call Party Game Review
Birdy Call WBG Score: 6 Player Count: 3-6 You’ll like this if you like: Making silly noises and laughing with your friends! Published by: Identity Games International B.V. This is a free review copy. See our review policy here . Birdy Call is a silly, funny, and noisy party game where you need to impersonate Bird noises. You will either love it or hate it. But I would challenge anyone to watch others playing it (who are enjoying themselves) and not laugh! It is that sort of game. SO, let's get it to the table and see how it plays. How To Set Up Birdy Call Decide if you want to play with the advanced Eggstra birds or not. I suggest taking a few out, but more on that later. Shuffle the remaining cards and deal them out to the players based on player count Seven each for a three player, Five for a four player game, and four each for five to six players. Place the 25 eggs into the centre of the table, and you are now ready to play. How Play Up Birdy Call Players now play in real time, looking at all of their cards at once. First, check for any pairs in your hand. If you do have any, place them down and claim an egg. Then draw back up to the hand limit. If you don't, pick one and start making the noise as described by that bird's call on the bottom of the card. You can do this however you feel is best. Up to you! Whilst you are doing this, you must be listening out to the other players' calls and trying to find a match to the call you are doing. You can move onto another card whenever you wish, and start trying a new call. But if you hear another player make a call similar to one you previously made, quickly find that card in your hand again, and make that call again to see if you have a match. If two players think they have a match, place your cards face down on the table in front of each other, flip them, and if they are indeed a match, both players claim an egg. Draw back up to your hand limit again, and go again. This continues until all eggs are claimed and the player with the most eggs wins. There are five Eggstra cards. I recommend using just two of them. Here is how they work. Waven - This is not technically an Eggstra bird, but it sure is different. Wave at other players instead of making a noise. Simple fun. Throw it in the deck. Parrot - You can mimic any other player's call when you have a Parrot in hand. When you reveal your cards and you reveal a Parrot instead of the actual card, the tricked player takes their card back and must pay you one egg. The Parrot is discarded. I do not get this at all. The other player can do nothing about this. It is just annoying. Very strange decision to include in this game. It winds kids right up. This card alone brings this game down a full mark in its overall score. Sure, you can just take it out, but its inclusion annoys me that much. Hawkward - Fantastic name, annoying mechanic. When you have this card, play it face up in front of you, and start counting down from ten to zero, in silence. If each other player notices this (which they always will) and also falls silent and places their cards face down on the table, then this card is discarded. But if someone does not notice and keeps playing beyond these ten seconds, they must then lose two eggs. Not as annoying and mean as the Parrot, other players do have some agency here. But as I found, most players mostly notice, bar younger gamers, it is just pointless, slows the game down, and on the rare occasions it does work, just annoys people. No one gains anything. Some players may just lose something. Terrible addition. Another point lost from the overall score. Peacock - OK, finally, a fun card! When you play your Peacock, hold your cards above your head like a group of feathers and shout the Peacock's call. The first player to respond with the same action and call receives an egg, with the player who played the Peacock also gaining an egg. They don't need a Peacock card themselves to do this; it's simply a race. It's fun, players gain things, and it is funny. Great card. Robin - Play it, try and steal an egg from another player. If they spot you, you have to return it. If not, it's yours. Zero jeopardy. You either steal or don't. The person defending gains nothing from spotting you. It's just annoying and feels like organised cheating, but not in a fun or clever way. Is It Fun? Birdy Call Party Game Review I want to love this game. We have had some games where we were all in hysterics. And I can see myself taking this with me to many holidays, parties, dinners, and events and having a blast with it. I just hate the fact that three of the extra birds are so bad. I mean, really bad. Sure, just take them out. But wow, come on. Who thought this was a good idea for a family-level party game? Who in testing thought that was a good idea? Take-that can be fun at times, but it needs some thought. Some two-way jeopardy. Not just a chance to steal stuff with no consequences. Or a card where you can flat out lie to another player about a card you have and then take an egg from them when they fall for it, with them having zero chance to block, defend, or know this is what is happening. Utterly ridiculous. I may simply burn these cards and pretend they never existed. Because the rest of the game is joyous, innocent fun. And these cards do not belong in this game at all. It blows me away that these cards were chosen to be included. Some other cards could very easily have been added in that add positive effects that are funny, then benefit all players. Why anyone thought these effects added to the game genuinely blows me away, and honestly annoys me. As such, I am giving this a six. I wanted to give it an eight. For a party game, if you like simple, silly fun, where you are happy to make silly noises and laugh at others doing the same, whilst they all laugh at you doing it too, this is perfect! But it does lose those marks as I should not have to remove cards from a game to make it better. The cards are optional, but their sheer existence annoys me that much. And other cards that offer mutual benefits and more fun would have been welcome. the game needs extra cards to add to the wrinkles. And it sadly now doesn't have them due to this lazy and uneducated design work. OK, rant over. I think you get the message. Great fun game. Cute, bright and vibrant art. Decent card stock. And worth a look if you like this sort of thing. And do tell me if you try those other cards and find a different experience. I would love to know.
- Station to Station Board Game Review
Station to Station WBG Score: 7.5/10 Player Count: 2-4 You’ll like this if you like: Choo-Choo trains, engone-buiding and pick-up-and-deliver! Published by: Alley Cat Games Designed by: Steven Aramini , Jonny Pac This is a free review copy. See our review policy here . Trains games. Love them or hate them. They are everywhere! I suppose it's the fusion of two perceivably "nerdy" cultures; board games and trains, that makes this theme so prevalent in our wonderful hobby. Especially games seemingly set in simpler more analogue times. Which I am all in for. But it does mean any new train-themed game coming out does need to stand out. Otherwise, it will simply get washed away in the huge tide of other similar games. Does Station to Station do that? Well, it certainly doesn't with the name or box art. That is all very train generic, isn't it? But how does it play? Well, let's get it to the table and find out. How To Set Up Station to Station Place the board in the centre of the table and give each player their own player board and all coloured pieces: Train, score marker, and two Route Markers cubes. Each player will take one Coal piece and eight money as well. The game revolves around collecting tiles from the board. These are themed around Summer, Autumn, and Winter. There are also a few Countdown tiles to indicate the end game. Remove a set amount of tiles for each of the four groups based on player count. You can see the number in the table in the rule book. Now place the Summer tokens into the bag and give them a shake. Place the others in separate piles to the side; you will use them later. Next to these, place the Caboose tokens, face up in order of value with the most valuable token on the top, the least valuable on the bottom. Now, shuffle the two Crew card decks separately, and place four of each out above and below the Crew Market Board alongside the main board. Shuffle the Route cards and place these next to this in a face-down pile, flipping over the top two cards for now. Now, place all the resources next to this in separate piles. Create a space for the four Cargo tokens, the Coal, and the Cash tokens. Now, shuffle the starting Route cards, and give one to each player, placing any unused ones back into the box. Each player checks their card and places their Train onto their starting spaces as shown on their starting Route card. Each player now places one of their Route Markers onto this space on the starting Route card as well, to remind themselves they have visited this location. This way, when they get to the other destination on their starting Route card, they can see they have completed this route without leaving any trail on the board itself. They will then gain the shown benefits. And for the starting Route cards, you will also gain one wild ticket. A ticket valid for any of the four regions. Each player now draws two standard route cards, discards one, and keeps the other. These are placed to the left of the player boards. You can mark one station with your Route Marker on this new route card if one of the stations on it happens to be your current starting city. Now, draw Summer tokens from the bag and fill each empty space without a Train token in, to complete the starting board. Be sure to put any tokens with a Summer and Autumn side with the Summer side face up. The leaves aren't falling from the trees yet! When this is done, choose your starting player and you are ready to begin. How To Play Station to Station Players will now take turns to run through a five-stage sequence until all the tiles have been drawn. Let's go through each stage one by one. Market : First, players will decide if they want to buy anything. They have three choices. First, coal. This costs $3 per coal. You can hold nine on your player board. Coal is used to import goods and travel further on your turn. More on both shortly. Second, the location of your train will show two goods symbols. These can both be bought for face value. Each good comes in two's, and the cost is shown on the bottom left of the board. You can buy as much as you can afford, but you can only hold eight Cargo in total. The Cargo is stored on your player board, in a line, behind your train at the top of the board. Third, any other Cargo you want to buy, you can do so at this point, you just need to add in one Coal per Cargo to import the item in. This again, is shown clearly on the table on the bottom left of the board. Travel : Now, you must move at least one space. Shift your train along the shown lines on the board to one neighbouring city. If you want to go further, simply spend one coal for each extra space you wish to travel. You can move onto a space occupied by another player, but you must then move off it after you have completed your next station action. Station : Now you will carry out the action at the station you have just moved to. This will be one of four things. First, if the station shows an Order token, as indicated by tiles with Cargo symbols in the top left, you can pay these required Cargo (if you have them) to remove the tile and gain the benefit shown on the bottom. Generally, a choice between money, coal, and points. Take the money early on, and points at the end. Then, flip the tile and it will show a ticket symbol. Place this now with the ticket symbol showing on your player board, in the area that matches the area you are currently in: North, South, East, or West. If it is a Supply token, with icons on the bottom of the tile, simply take these resources as shown—coal, money, points, etc.—and discard the tile. It is a quick fix, but no ticket for you. If the tile is a Railcar token, showing an image of a Railcar, add this to the back of your train on your player board. This will now offer a once per turn discount of the shown Cargo. Your last option when at a station is to Work. This again is shown on the bottom left of the board (shown above) and is a last resort if you do not want to or cannot do any of the above actions for any reason. You can take two coal, one coal and two money , or five money. Simple. If the station you are in has a Wave symbol in, when you are next to the East or West coast, you will also gain one free coal at this point. Crew : Your next step is to decide if you want to hire any crew. This is a way where you can enhance your skills in the game, permanently. Or at least, until you discard that crew member! Check the Crew board set up during the beginning of the game. The top row has the cheaper basic workers, the bottom shows the more advanced but expensive skilled workers. Each costs one specific ticket from the region the Crew are in, or two tickets from any area. The bottom are the same, but with one extra generic ticket added to the cost. You can hire any worker, no matter what area you are in, but you must place them into the area they came from on your player board. If you have a worker in that area already, you can discard this worker and upgrade them if you wish. Tickets come in the form of completed Order tokens, completed starting Route cards, and the workers themselves. Note the ticket symbol in the top right. So when you discard one for another, they do help contribute to this upgrade themselves. Sacrificing themselves for the greater good! The Crew offer various powers to gain additional benefits and points in the game as you carry out various actions. They are all pretty self explanatory, but there is a handy guide at the back of the rule book for any that are unclear. Each crew can use their power once per turn. At this stage, you can also spend one ticket from each of the four regions and take the top Caboose token for straight points. But you may want to only do this near the end of the game. It's a high cost, and you may need those workers for the game. Cleanup : Finally, draw a new tile from the bag and place it into the empty space you vacated at the start of this turn. And place now moves to the next player. Be sure to place the tile with the right season showing. If you draw the final tile from the bag, then the season has changed. Keep all existing tiles on the board, but flip all the Railcar and Supply tokens to their reverse side, and add the next season tiles into the bag. If this is the end of Winter, add in the final Countdown tiles. Each player now has one final turn. When the final Countdown tile is drawn and placed onto the board, this is the end of the game. This way, all players should have even turns. At the end of the game, you will score a few points, but not many. Most points come from the in-game actions. You gain one point for each two Coal you have remaining, and one point for each four remaining coins. That's it. Most points wins. Is It Fun? Station to Station Board Game Review Pick-up-and-deliver is not my favourite mechanic in board games. There is something about its inherent structure that feels overly procedural and somewhat inevitable to me, leading to a gameplay experience that seems a bit too prescripted. Turns seem obvious to me. Go to the nearest location you need to go to. However, when this mechanic is effectively mixed with other gameplay elements, such as in this particular game, it can elevate the overall experience significantly. In this case, the combination of engine-building and set-collection intricately combined with the pick-up-and-deliver mechanic adds layers of strategy and agency that keep players engaged. But, does it deliver on its promise? The answer is mostly yes. It works in varying degrees. The game offers moments of fun and satisfaction, providing a gameplay experience that is very simple to grasp, which is ideal for newcomers to the genre. The turns are quick, allowing players to maintain a brisk pace throughout the game. However, despite these positive aspects, I can't help but feel that the experience may not appeal as much to more experienced gamers. There are moments of excitement, but they are a little generic, leaving me concerned about the game's long-term replay value for people more used to modern games. That said, for an entry-level family weight game around the theme of trains, it certainly meets expectations and delivers a solid experience. The gameplay flows smoothly, often much quicker than one might initially anticipate. Station to Station tends to conclude sooner than one might expect, sometimes, even before they have had the chance to fully realise their engine-building potential. This can create a sense of urgency and excitement, as players race against the clock to optimise their strategies, recruit the Crew they want, fulfil the missions they want to, and complete the journeys they hope to end. Visually, the game is stunning, with gorgeous artwork and components that enhance the overall aesthetic experience. The design elements draw players in, making the game not only enjoyable to play but also pleasing to look at. In summary, while the pick-up-and-deliver mechanic may not be my preferred choice, when it is combined with other engaging mechanics, it can certainly create a compelling and enjoyable game experience that is well-suited for families and casual gamers alike. When I am looking for a quick, light, fun evening game, this may well be the one I gravitate towards. There certainly is a whimsical sense of nostalgic American train travels inspired by this game that makes the overall experience one I will enjoy over and over again.












