ππ-πππππ δ½ Posted April 14, 2024 Posted April 14, 2024 You might have heard about a game called Wingspan, which went from being acclaimed in the hobby space to selling a massive million-plus copies in retail. It did so not only by being a fun board game but thanks to its accessible and appealing theme where players manage a bird sanctuary. It was not without its critics, particularly over its slightly repetitive structure, and those concerns have fed into the design of a more complex re-skin, Wyrmspan, where players represent mighty dragon wranglers in a fantasy setting. The original game was famous for its high production values--thatβs another key plank of its wide appeal--and while Wyrmspan isnβt quite as pretty, it doesnβt disappoint in that department either. It has a collection of multicolored, speckled resin eggs just like its predecessor, a slew of punch out cardboard resource tokens and two neat plastic storage boxes to keep them in. The coins are cardboard but are silvered, which is a lovely touch. Players each get a selection of wooden cubes and an adventurer piece in their color, along with one of five boards to track their growing menagerie of dragons, which is where most of the game state will get tracked. There are three other shared boards, one to track the round and its associated bonuses, another is a dragon guild board with four different bonus tiles to sit in the middle, and the final one organizes the dragon and cave decks. The dragon deck is enormous--almost 200 cards--each with its own distinctive art. While the dragons are impressive, itβs not on a par with the luminous illustrations of real-world birds in Wingspan. And the graphic design generally verges on the bland, with most of the boards being empty space printed with generic fantasy-style fonts. Not that that matters so much once theyβre covered in face-up dragons. If youβre familiar with Wingspan youβll already have a good grasp on how to play Wyrmspan--thereβs a boxout in the rules that should make learning it a cinch--but there are some key differences. Players start each of four rounds with six coins, and each of the gameβs three actions--excavate, entice and explore--costs a coin to perform. Sometimes an action will cost an additional coin or give you a coin back, so the number of actions you can take each turn varies. Excavate lets you play cave cards from your hand into one of three different dragon habitats on your player board. Youβll need to have a cave card to get dragons into anything other than the initial slot, and playing a card also nets you a bonus printed on the card, such as additional resources or card draws. Entice allows you to play a dragon from your hand into an empty cave. This will cost you resources like meat and gold, printed on the dragonβs card, in addition to the coin. Dragons are a major source of victory points, and most have other printed effects. Some dragons have an ability when played, others at the end of a round, but for most youβll need the third action type, Explore, to get the most out of them. This is the most complex action, in which you send your little adventurer meeple into any inhabited caves, gaining benefits depending on which habitat youβre exploring and what dragons youβve got played there. The Crimson Cavern will let you get food resources to spend on dragons, while the Golden Grotto and Amethyst Abyss will net you cave and dragon cards, respectively, from a face-up selection. The more dragons in a given habitat, the deeper you can go and the better the rewards will be. The dragon deck is enormous - almost 200 cards - each with its own distinctive art. β Youβre thus immediately caught in a classic board game dilemma: you need food and cave cards to play dragons, but without dragons, itβs hard to get food and cave cards. Thereβs nothing for it but to bite the bullet and take some pathetically weak explore actions while you try and build a strategy, but the big question is what aspects are you going to favor, and which can you neglect? Decisions here will be heavily impacted by what dragon and cave cards you start with. For example, some cave cards give you food tokens, so you might feel you can wait on po[CENSORED]ting your Crimson Cavern. And this is where the additional complexity of Wyrmspan begins to bear fruit over its predecessor. The extra concepts ensure thereβs a lot more interplay in effects between the cards in your hand and the actions you can take, ensuring thereβs more strategy and tactics in your choices. Β https://www.ign.com/articles/wyrmspan-board-game-review Β
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