Root

Root
Designer: Cole Wehrle
Artist: Kyle Ferrin
Publisher: Leder Games
Players: 2-4
Ages: 10+
Time: 60-90 minutes
Times Played: 8 times with purchased copy, 10 different opponents

As befits their style, Leder Games’ Root is known for its asymmetrical gameplay and Kyle’s infectiously delightful artwork. Each player takes control of a different animal faction, and while each faction’s victory condition (initially) is to reach 30 points, substitute conditions will be available.  Each faction can earn points through some common methods (crafting items or the results of some battles) but will also have faction-specific ways to earn points.

image12.jpg

The Marquise (cats/orange), are looking to expand their building empire, with sawmills that generate the wood needed to erect additional buildings, and points will be earned for each building built – with an increasing number of points awarded for specializing in one type of building.

The Eyrie (birds/blue) will earn points at the end of each turn relative to how many of their roosts are presently on the board – points from buildings as income, rather than a one-time award.

The Woodland Alliance (miscellaneous forest animals/green) earn points by spreading ‘sympathy’ – a round cardboard token.  While the cat and bird buildings are square and only a limited number of building slots are available in each clearing, the placement of sympathy tokens can not be limited by the other players’ activities.

The Vagabond (raccoon/gray) earns points by improving its relation with the other factions, attacking their enemies, exploring the ruins of previous forest cultures, and going on quests.

From the expansion, the Riverfolk Company (otters/cyan) will earn points from building trading posts, another round cardboard token, which allow other factions to trade more with the otters (more on that later), and from unused ‘funds’/actions.

The Lizard Cult (lizards/chartreuse), also from the expansion, earn points from square cardboard ‘gardens’, but not upon building or as income.  Rather, earning points is an action for which they will spend a card. Continue reading

Posted in Reviews | 11 Comments

An Overview and Appreciation of the Games of Cole Wehrle

An Overview and Appreciation of the Games of Cole Wehrle

By Simmy Peerutin

With the interest shown in designer Cole Wehrle’s latest game, Root, at Gencon this year it seems a good time to look back at some of his previous games – Pax Pamir, An Infamous Traffic, and John Company.

The man himself

Please do not expect a full rules explanation. This article tries only to convey the general flow of the game. Also, please forgive the depth of the review. I have too many games to play and too little time to play them and so I rarely have the luxury of exploring their full potential, and these games below are no exception. I also think of myself as an ‘experiential’ gamer – one who values the immersion over the tactics and certainly over winning (which I rarely do) Continue reading

Posted in Commentary, Reviews | 3 Comments

Sprawlopolis (Game Review by Chris Wray)

 

  • Designer: Steven Aramini, Danny Devine, Paul Kluka
  • Publisher: Button Shy Games
  • Artist: Danny Devine
  • Rules Editing: Travis D. Hill
  • Players: 1 – 4
  • Ages: 8 and Up
  • Time: 15 Minutes
  • Times Played: > 5

IMG_2545

Sprawlopolis is a cooperative “wallet” game where players attempt to build a city to the specifications of picky urban planners.  The game consists of just 18 cards, a small rule book, and a wallet-like package.

When a friend taught me the game a few weeks ago, I was initially skeptical: I’m leery of microgames, since I have not enjoyed most of them I’ve tried.  But I was immediately taken with Sprawlopolis, which is a devilishly fun and highly replayable puzzle that fits nicely in a 15 minute timeframe.  I ordered a copy of this and Circle the Wagons (a competitive game with similar mechanics) from the publisher and have enjoyed both ever since. Continue reading

Posted in Reviews | Tagged , , , , , , , | 4 Comments

The Art of the Game

I’ve always been attracted to the visual nature of board games.  They have the ability to be truly stunning works for art. To be beautiful, comforting, sleek, familiar, confounding, ingenious, colorful, and hopefully also functional.  I’ve written about this more obliquely in the past, but today I want to talk specifically about the board games hanging on my wall. I’ve always wanted to turn games into artwork to display on the walls of my home so that I can see it every day and share it with house guests.  Over the years, I have finally made a point of hanging more and more game art on my walls, and I thought it would be nice to share it with you. I’d also love to hear what others have done along these lines so that we can all be inspired by each others’ artistic gaming endeavors.

The story has to start, as all good stories do, with Crokinole.  Way back in 2007, I wrote Hilinski Brothers Tribute to talk about the incomparable beauty of the Crokinole boards Crokinolemade by Carl and Stan Hilinski.  To this day, I treasure my board – Cimarron… American cherry stain on birch, with a black cherry stained ditch, and a reflective chrome center.  And then in 2011, I asked all of my Opinionated Gamers colleagues to send me photographs of their game storage shelves. I wrote about those in OG: Cribs, celebrating the beauty and diversity of everyone’s board game shelves, along with the insight that they offer into the minds of each gamer.  I still talk about Nate Beeler’s color-coded scheme, Larry Levy’s lack of a digital camera, and Ted Alspach’s sweet setup! In the intervening seven years, I have upped my game with a few on-point decorative elements that I’ve been dreaming of doing for a long time now.

Continue reading

Posted in Reviews | 6 Comments

DRUIDS

img_20180919_213841956

Designer: Gunter Burkhardt and Wolfgang Lehmann

Publisher: AMIGO

Players: 2-5

Ages: 10+

Time:  45 minutes

Times Played: 2 times with a review copy

I came home from Essen with several new card games, all of which I was excited to try.  I couldn’t seem to get anyone to play Druids, though. “Oh, I don’t hear good things about that one” they’d say, and we’d move on to another game. Some of the other card games did indeed turn out to be not so great, and I stopped bringing this to game day, figuring it was as mediocre as the others.  A few months passed and, as I was packing for a game convention with a flea market, I threw this in the bag, figuring if nothing else I could sell it. Thankfully I was able to recruit some players and give it a try, because I quite enjoyed it – and is often the case, it is best not to listen to negative reviews from people who have yet to try a game.

Druids is a card game for 3 to 5 players. While the box and the art look somewhat similar to Wizard, the game play is different.  Players are novice druids learning how to control different domains while at the same time learning to pace themselves and not try to control too much.

img_20180919_213642091

The five suits

The game comes with 60 cards in 5 colors as well as 5 special cards –one Gaia, two Golden Sickle and 2 Mistletoe cards – that do not belong to any of the color suits.

Continue reading

Posted in Reviews | Leave a comment

James Nathan: Fortune City

記帳城市 (Fortune City)
Designer: 陳智帆 (Chih Fan Chen)
Publisher: Big Fun Games
Players: 2-4
Ages: 12+
Time: 30-45 minutes
Times Played: 2 times with a review copy

Fortune City is a board game based upon Fortune City, an app game -described by its website as “a game that combines accounting with city simulation”. From app store descriptions, Fortune City “gamifies bookkeeping” by recording your expenses, and growing a city based upon what you buy in real life. The board game adaptation hasn’t adopted the same real world expense tracking, but it has kept it in theme.

image6

In Fortune City, the players are each managing their own city, where they will purchase goods tiles and later flip these tiles over to construct buildings in their city.  Each building will produce a resource -some good and some bad- and a truck will drive around to pick up these tokens. Additionally, you will need citizens to staff each location which will then let you advance on certain tracks. You’ll earn points at the end of the game for each building constructed, diamond collected, and your position on certain tracks, while you will lose points for any garbage remaining in your city that you didn’t pick up.

Let’s dig in and learn a little more. Continue reading

Posted in Essen 2018, Reviews | Leave a comment