Initial Impressions of Rogue Angels: Legacy of the Burning Suns

Initial Impressions of Rogue Angels: Legacy of the Burning Suns

A minimum viable prototype was provided for review by the publisher

  • Designer: Emil Larsen
  • Artists: Dinulescu Alexandru, Linggar Bramanty, Przemek Kozlowski
  • Release Year: 2023
  • Mechanics: Cooperative, Dungeon Crawling, Dice Rolling, Modular Board, Legacy

Rogue Angels: Legacy of the Burning Suns was pitched to me as if Mass Effect had a board game baby. What a hook! My interest was immediately roused, but I was also skeptical. Comparing your game to a critical juggernaut like Mass Effect is quite the gamble; if it fails to deliver on the rich narrative that made Bioware’s space opera such a beloved experience among millions of players, myself included, then you’re setting everyone up for disappointment.

The longer, more technical description of Rogue Angels is that it’s a cooperative sci-fi legacy game containing a strong narrative with multiple paths, tactical combat with fluent turns, action management and asymmetric abilities. If that description catches your attention, read on as I detail my experience with the first couple missions.

The preview box I received contained 3 characters to whet my appetize (over 20 characters are promised to be included in the full game). Players assume the role of a rag-tag crew of freelancers or mercenaries as they traverse the stars and interact with various characters and factions. Missions can vary from gun blazing all-out battles, to stealthy subterfuges. As each mission progresses, players may be forced to make choices that directly impacts how their story develops.

The introductory mission has players escaping a hanger as they’re being hunted by guards of the Hellfire faction. The mission is broken into small chunks, giving players room to explore each of the main mechanics of Rogue Angels one-at-a-time before submerging themselves into the system. This method offers the person tasked with teaching the rules a very easy on-ramp to the system. The introduction goes as far as to take away all the players equipment at the start so no one gets overwhelmed by the myriad of options their cards present.

The mission begins by simply moving a single character adjacent to a point-of-interest, and continues by having other players interact with a door and a console. Interacting with objects, like trying to pick the lock on a door, or hack into a console, is achieved by drawing tokens out of a bag, and trying to match 3 colours together. This may take several actions as tokens of the wrong colour are returned to the bag. Finally, the mission gives you all your equipment back, and introduces enemies. This has players managing interacting, attacking, and moving simultaneously. At the same time, players are managing the scripted behaviour of enemies. Finally, players have arrived at the full Rogue Angels experience.

The core of Rogue Angels gameplay is the card action system; each card has a cost, and when you play a card for the action, you slot it into the appropriate spot under your player board. At the end of each of your turns, you ‘rest’, which slides all your action cards one slot to the left. Any cards that happen to fall off the track are returned to your hand and are able to be used again.

In addition to playing cards to the action row, most cards allow you to roll dice to accent your action. The die can boost the listed effect of the card, regenerate your shields, or offer you extra movement. Initially I was worried about the potential for bad die rolls to screw me out of achieving victory, but in Rouge Angels, dice are only ever positive; they always enhance your card actions. In some situations you may be really hoping to get a specific benefit, but the base effect(s) of your card will always trigger, and that’s a really nice feeling. No critical misses here!

One more aspect to the card play is some cards can gain even further benefits based on the personality of the one the wields it. As your characters go through the campaign and make choices, they’ll gain personality tokens. These personality tokens can be played to enhance a card action, and can change how a card functions significantly.

Rogue Angels is quite forgiving. Should you have multiple potential targets during an action, you get to roll any applicable die, see exactly how well you did, then get to decide who you want to target. The gameplay is very flexible.

The Rogue Angels rulebook is extremely intimating, clocking in at 44 pages long. I found that there are several pages of examples, walking you through how every action works and covering many of the edge cases that we experienced during the first few games. It was a lot of pages to get through, but I found a fairly straightforward rule-set underneath.

The other (massive) book involved is the Campaign book. At the time of writing the campaign has 8 missions, and is already over 100 pages long. Every mission has several checkpoints and updates where the stated goal may suddenly change, or you and your players are forced to react to an unexpected event. It makes for a lot of reading, but once you get past the initial shock factor of just how many pages exist for this game, there’s a well executed system for progressing the mission without interrupting gameplay too dramatically.

My initial impressions of Rogue Angels: Legacy of the Burning Sun is that it’s a deep game – much deeper than I initially expected. I can tell that designer Emil Larson LOVES the universe that he has created, going as far as to create a Wiki to aid the players in submerging themselves in the lore. The campaign book is already over 100 pages long and filled with story and dialogue. The full version of Rogue Angels is advertised to have a spiral bound book containing a large number of maps, making the game fast to set up.

While playing Rogue Angels I kept thinking about Gloomhaven. While I’m not proclaiming that this is going to be the next Gloomhaven, the best way I can describe Rogue Angels is if Gloomhaven and Mass Effect had a board game baby, this would be it. If you know either (or even better, both) of these games, you’ll know that this is high praise.

It’s difficult to tell just from the demo missions I played, but I do have very high hopes for the story and legacy aspects. All the groundwork has been laid for the consequences and call-backs that made Mass Effect so popular. I would love to see the decisions we made early in the campaign return and affect players later in the game. The systems seems to be in place for this to happen, but I didn’t experience any payoffs during my short playthrough. That being said, I have only scratched the surface of what Rogue Angels has in store for it’s players.

I played Rogue Angels solo. While there is a lot of reading, the action stays on the table for the bulk of the playtime. It’s quite easy to manage three different characters when playing solo, and I would recommend playing multiple characters, as each one is quite different and has wildly different strengths and weaknesses. The enemy AI is straightforward, and I enjoyed seeing the different stratagems or rules to control the enemies in simulating different situations, such as patrolling, a disorganized attack, or tactical retreat.

I am excited to see where this project goes and what Emil Larson has in store for players. I eagerly anticipate seeing the project grow and evolve, and cannot wait until I get my hands on the full-fledged product. I’m sure I can easily sell this experience to a couple of my sci-fi loving friends to form a crew and dive deeply into this excellent system. The gameplay is smooth, and the story has hooks that will have you and your friends eager to play again.

Top 100 Games as of 2020 – #30 to #21

Top 100 Games as of 2020 – #30 to #21

Welcome to my top 30 games. We’ve slogged through the games that are ‘pretty good’ or ones that stand out from the crowd due to a particularly genius mechanic; from here on out the games listed are ones that I would play at any time or any place.

30 – Suburbia

Suburbia by Ted Alspach is an economic engine tile laying game. Each player is trying to build their own self-sufficient suburb to increase their income (to buy more stuff) and increase their population. Suburbia has a lot going for it with different types of tiles that play off each other in various ways (like giving benefits for building parks near residential areas).

While the city building aspect is a lot more abstract than in some of the other games in this genre, the economic engine building in Suburbia is unparalleled. The more buildings get added to your city, the more money and population each of your other buildings can generate.

If you’re a fan of the SimCity video game series, Suburbia is one of the best analog alternatives that I’ve found. You’ll find yourself trying to decide if you really want to place an apartment complex next to an airport, or if you should just build a lake to generate income. As mayor, you should listen to your residents who are willing to pay more just for the privilege to live next to fish.

29 – Hardback

I’ve reviewed a few of Tim Fowers games here already, and if you’ve read any of those you’ll know that I’m a fan of his output. Hardback is the pre-quill to Paperback, and while my preference lies in Paperback (spoilers for a future list), I recognize that Hardback is an excellent game on its own.

There are two major differences that separate Hardback from it’s predecessor. Instead of 8 different decks of cards that you can buy from, now there is a single giant deck of cards that make up the store, and each card now belongs to one of four suits. Choosing to specialize in a suit will offer powerful synergies, as each suit has their own specialties. The other difference is that any card can be a wild, it just gets flipped backwards and doesn’t score for being in your word.

Hardback has the same bones as it’s older brother, but wow does it ever feel like a wholly different game. This is one of the few times where I can say that a modestly sized collection can hold both games (it helps that the boxes are quite small).

The biggest downside to Hardback is that my wife is terrifyingly good at it and absolutely crushes me. Of the 10 games we’ve played together I’ve won… none. Luckily winning isn’t everything! Right? Right??

28 – Brass: Birmingham

The Original Brass (now renamed Brass: Lancashire) by Martian Wallace was regarded as an absolute triumph of game design. I’ve read reports of people playing Brass hundreds of times, exploring the depths of the system. Brass: Birmingham is the sequel published in 2018 with a complete visual overhaul and some subtle, but impactful tweaks in gameplay

In Brass: Birmingham players are tasked with building industries across the Birmingham countryside, using canal boats to ferry the necessary goods across their networks. What makes Brass so interesting is that players rely on each other to build network links and produce the coal and iron necessary for the rest of the industry tiles. Another clever wrinkle is that halfway through the game there’s a mass reset. All the canal links are removed, all the level 1 industries are torn away, and their spots are now available for an eager capitalist to come and build back better. This generates a lot of points for people, and gives players a chance to jump into locations they were previously squeezed out of.

Ive played both Brass: Lancashire and Brass: Birmingham and it’s the latter game that I enjoyed more. Both obviously are excellent games and quite similar in many ways, but I have a clear favourite. It’s dry, economic, and tense, but also makes you feel clever when you manage to pull off a big move and flip four tokens in a single action.

27 – Agricola

“Misery Farm” by Uwe Rosenberg is a right bastard of a game. Players begin with nothing but a wooden shack just big enough for their two workers. Through your sweat, blood, and tears you’ll fight and scrounge to eke out a living from the land.

Actually though, Agricola is an excellent game. By starting players with nothing and forcing you to make tough decisions such as choosing to collect the necessary resources to build a new room for your house, or ensuring you have enough food to feed all your workers by the end of the round. As you make these decisions and your empty green pastures get populated with various animals and the land gets tilled you you develop a sense of ownership over your slice of earth.

Agricola can feel brutally hard in the beginning, but before long players have figured out how to use their tools and occupations to their full advantage, providing ample food for each of the feeding rounds and accruing goods to create a fully functioning farm. Every game of Agroicla has a nice arc from poverty to wealth and there are few games that I find as satisfying as this one.

26 – Patchwork

On the other end of the Uwe Rosenberg spectrum, we have Patchwork; a 2 player only polyomino tile laying game about gathering buttons and sewing a quilt. The trick to Patchwork is that every tile has 2 costs that must be paid. Buttons, and time. Buttons are easy, they’re just a currency, but the time cost moves your piece further along the track, hurdling you towards the end of the game. After every turn, players assess who is further behind in the time track, and whomever that is, gets to take the next turn. Taking a tile with a large time cost can give your opponent several turns in a row!

Patchwork is my perfect two player game. It’s open information, it’s non-confrontational, it’s small enough that it can be played at a coffee shop, and light in rules so I feel confident that I can introduce it to nearly anyone in my life.

25 – Jaipur

Have you ever been sitting at your breakfast table, sipping your tea and thought to yourself “I wish I was selling goods in India? Well Sébastien Pauchon has got you covered with Jaipur, a 2 player-only game about trading spices and being screwed over by pogs.

Just looking at the components of Jaipur may lull you into a false sense of security. A deck of cards and a collection of cardboard pogs that represent the goods that you’re acquiring and selling. Playing Jaipur, the ebb and flow of the market becomes apparent and very quickly you’ll start to dread what opportunities you’re leaving for your rival. After all, you get big bonuses for selling multiple cards of a type of good, but the value of each good sold goes down. If you have four leather cards in your hand and you’re hoping for a fifth, but then your opponent sells three, suddenly a lot of their value has just been lost.

It’s this dynamic tempo that makes Jaipur so interesting and replayable. If your primary gaming sessions consist of 2 players, then Jaipur is a game that needs to be in your collection.

24 – Tokyo Highway

Tokyo Highway was one of the first games I reviewed on this site. It’s a clever dexterity game from designers Naotaka Shimamoto and Yoshiaki Tomioka. I won’t belabour the point here, but Tokyo Highway is an excellent dexterity game that creates an excellent sprawling mass of popsicle sticks and tense moments as you try to thread your road in impossibly narrow conditions.

While I still firmly believe that the best player count for Tokyo Highway is 2 players, I’d recommend to everyone play it at least once, regardless of player count. It elicits a different kind of joy when your play has a physical aspect, and Tokyo Highway is a master of physical play.

23 – Pandemic

Woof. It’s hard to talk about Pandemic while in the midst of an actual pandemic, but this game is gold and deserves to be praised. Released in 2008, Pandemic by Matt Leacock is to this day the gold standard for cooperative games. In Pandemic, players are trying to cure 4 diseases ravaging the world. Players do this by collecting 5 cards of a colour and then discovering a cure at a research centre. While trying to discover a cure, players will need to move around the map treating the various diseases. If ever one location becomes overwhelmed by disease it can rapidly spread to the neighbouring cities, causing chaos and outbreaks. If too many outbreaks happen, if you take too long to find the cures, or if too much of one disease type is on the board, the players lose.

Since it’s original inception, the Pandemic series has had several re-imaginings, including 3 legacy games, a dice game, and even a World of Warcraft version.

It’s difficult for me to imagine anyone reading this list who hasn’t played Pandemic. If you haven’t, I highly recommend gathering a friend or two and seeking out the original game!

22 – Bärenpark

If you were to imagine building the best theme park possible, just how many bears would be involved? The correct answer is ALL the bears, and designer Phil Walker-Harding is here to back me up.

Bärenpark is a polyomino tile laying game in which players are populating their parks with various habitats holding bears of differing values. Tiles get placed from your supply onto players individual boards, and as icons get covered, you take more tiles into your supply.

I enjoy polyomino tile laying games, and Bärenpark is no different. Cramming weird shapes into restrictive templates is my definition of a good time. Bärenpark also benefits from being quick and easy to play, and the bright, charming art via Klemens Franz does a lot to endear new players to this lovely bear park.

21 – Flamme Rouge

While I’m not the type of person to watch organized sports, I generally like games that attempt to emulate the sporting experience. Flamme Rogue puts you in the pedals of a pair of cyclists – a Rouleur and a Sprinteur – as you race around the modular track, either slipstreaming behind your rivals, or attempting to break away from the pack.

What sets Flamme Rogue apart from other racing games is that you’re not building an engine, going faster and faster as the game goes on. Instead you’re challenged to manage your exhaustion, coasting behind players, trying to keep up with the pack while also conserving just enough energy to sprint to the finish line. Being in the front of a pack can be advantageous because… ya know… it’s a race. But cyclists at the front of the pack also pick up exhaustion cards which can clog their deck. It’s not uncommon for a player who was leading the entire race to have a turn where they have nothing but exhaustion cards (which the professionals call ‘hitting a wall’).

More of a deck deconstruction game, Flamme Rogue is rich in both short term tactical decisions and long term strategic payoffs, if you can play your cards right! It’s those strengths (and the funny moustaches on the cards) that lands this game in my #21 slot of favourite games.

Click here to see the next entry in the series

Click here to see the previous entry in the series

The 10 Best New-To-Me Games in 2021

The 10 Best New-To-Me Games in 2021

2021 was a whirlwind of a year. The year began with a newborn in the household, we in BC were under heavy lockdown (in this case, heavy lockdown means no visitors) which continued until June!! My game group had been playing games via Tabletop Simulator since late March 2020 which gave us access to a ton of games that we wouldn’t have been able to play otherwise. Thankfully, come the summer we were allowed to gather again and we’ve been playing in person ever since, even including a Cabin-Con retreat!

This list will include several games that were not released in 2021, and that’s okay. This list is to showcase the best games that were new to me this year! While I am often a victim of wanting to play the newest games as they release, I do enjoy going back and finding the gems that I initially missed.

In 2021 I managed to get in 257 plays of 110 different games, 45 of which were new to me. Before I get to my top 10 games I want to mention that the ‘honorable mentions’ list is really strong. Q.E., Dinosaur Tea Party, Fantasy Realms, Forgotten Waters, Underwater Cities, The Isle of Cats, Lost Ruins of Arnak, Sheriff of Nottingham, Gods Love Dinosaurs, Under Falling Skies, and Lost Cities: Rivals. Most of these games are ones that I could classify as good, but I need to play more. Also, most of the games on the honorable mentions list were played digitally, which I’m sure influences how much joy I feel when thinking about them again. You’ll likely find some of these games hitting my Top 100 list the next time I put it together!

#10 – Regicide

Regicide by Paul Abrahams, Luke Badger, and Andy Richdale was the biggest surprise to me this summer. I heard that there was an intriguing and challenging cooperative game using a standard deck of 52 cards. If you have a deck of cards, you can play this game right now!

I’ll admit that while it’s billed as a cooperative game, I’ve mostly played it solo. Regicide also has a significant amount of luck involved to win, so it’s not uncommon to get a bad card flip and find yourself just hosed. I’ll also admit that I haven’t been able to beat Regicide yet… I’ve gotten to the final boss, but fell just short due to an aforementioned poor card flip.

While you can play Regicide with any generic deck of 52 cards, Badgers from Mars has released a specific deck with some thematic artwork that looks fantastic.

#9 – Project L

Project L is spatial relation Splendor. I love the polyomino puzzles, the engine building, the colourful acrylic pieces, and the striking minimalistic visual design. I won’t reiterate all of my thoughts and feelings about Project L here as I’ve already written about it in depth, but I will mention that Project L continues to hit my table with groups both new and well versed in the board game hobby.

#8 – The Crew: The Quest for Planet Nine

I played a lot of trick taking games with my family as a kid, mostly games Phase 10 and our own variation called Sticks, but I really didn’t expect to love 2019’s The Crew: The Quest for Planet Nine by designer Thomas Sing as much as I did.

Introduced to me at the end of a very long day during Cabin-con 2021, the whole group fell for this game hard. We played ~20 games back to back to back, just constantly going back for more. I’m kicking myself for not playing The Crew earlier; Otter kept bringing it to game night week after week and it just kept not hitting the table.

#7 – Cascadia

Cascadia by Randy Flynn is the Flatout Games darling child of the year. I’ve heard so many people talk so positively about this nature themed tile laying/ drafting game, and for good reason! Cascadia is a fun, light, attractive puzzle. Players draft ecosystem tiles and animal tokens and try to arrange them in perfect ways to earn the most points.

Cascadia is often compared to Flatout Games previous Kickstarter project Calico. While I prefer the latter, a lot of people report enjoying the easier, less restrictive puzzle of Cascadia.

#6 – Beyond the Sun

Beyond the Sun is a phenomenal game made even more impressive when taking into account that this is Dennis K. Chan’s first design. Beyond the Sun creates an analog experience for everyone’s favourite aspect of Civilization, tech trees. The big main board has several columns indicating the ‘level’ of each technology with lines going from left to right indicating each technology’s prerequisites. What makes this game interesting for repeat plays is that each level of technologies has a whole deck to choose from.

I’ve only played Beyond the Sun once, but I’m very excited to explore this game even more. I’m even looking forward to an expansion that offers some more asynchronous player powers, and am eagerly excited to see what else Dennis K. Chan has in store for us board gamers.

#5 – MicroMacro: Crime City

MicroMacro: Crime City by Johannes Sich is another game that I covered in depth this year. I played the demo and really loved the ‘Where’s Waldo?’ style gameplay mixed with a feeling of time passing. Being able to trace a criminal’s steps backwards through the city, or follow someone fleeing from an event like a bank robbery brought such joy to my wife and me.

I love that as you’re following the threads of one case you can start to notice other things going on in the periphery, things that you can make a mental note of something that you’ll probably need to come back to in a later case, but it’s not too obvious as to whats going on that you feel like you’ve accidently solved another crime just by stumbling upon a vital clue.

In my review I wrote that I didn’t plan on keeping the first game around, as it’s kind of a one and done game. I did recently pick up the follow-up game, MicroMacro: Crime City – Full House but haven’t had a chance to break it out yet. From what I read, we can expect two more MicroMacro: Crime City games in the near future, and some cases that will span all the maps. We’ll see if those work well, and just how fun it will be to try and manage 4 different maps spanning the entirety of my living room floor, especially now that my newborn has leveled up to toddler.

#4 – Calico

Calico by Kevin Russ came to Kickstarter in October 2019, and delivered partway through 2020. I didn’t really learn about it until early 2021. My wife and I were in a game store perusing their selection when Calico caught my eye and wouldn’t let go. I loved the charming, cozy kitten on the cover and I had heard from a friend that it was quite the puzzle. They weren’t wrong, I found my head in my hands for most of the playtime as I compromised and was forced to slowly give up some of the points I was hoping to achieve, unable to fulfill all (or any!) of the scoring objectives!

Most of my plays of Calico were solo when I posted my review in June. Since then I’ve introduced a lot of people to the world of Calico and found nothing but praise. The aesthetic is cute and charming, the puzzle is satisfying, and the replayability is excellent. I love that Flatout Games includes scenarios in the back of the rulebook, allowing experienced players to add on some additional challenges. I absolutely love Calico and look forward to playing it every time.

#3 – My City

I don’t recall much fanfare around Reiner Knizia’s tile laying legacy game My City when it released in 2020. I first experienced My City during Cabin-con 2021, after a brutal, grueling game of Oath: Chronicles of Empire and Exile by Cole Wehrle, and a very late night of unboxing and playing Anachrony by Dávid Turczi, Richard Amann, and Viktor Peter. My City was exactly the game we needed; light, easy to learn and play, fast, and very little rules overhead. We played 6 games back to back, and then another 6 games the next day. Most of the group at Cabin-con agreed that My City was ‘the game of the con’, meaning it was the overall favourite experience

My City takes only 15 minutes to play, and plays a lot like Rüdiger Dorn’s Karuba (which I talked about breifly here). Each player begins with an identical set of polyomino tiles. Each turn a card is flipped up and all players must place the tile depicted on the card on their board. You can (almost) always choose to pass instead of placing the tile, at the cost of a single point. After all players are ‘out’, the scores are counted and the highest score wins.

We took to this game famously. Since Cabin-con it’s been often requested, more as a game to finish off the night, rather than make it the objective of the evening. We all liked it so much that when Black Friday rolled around and Boardgamebliss.com had it available for $20, we all bought our own copies, eager to introduce our families to this game during the holiday season. While I haven’t finished the legacy campaign yet, and haven’t played the ‘eternal’ game (without the legacy components), I can wholeheartedly recommend My City, especially at the lower price point compared to most other legacy style games.

#2 – Clank! Legacy: Acquisitions Incorporated

I used to own the original Clank! a long time ago, but traded it during a local math trade as it just wasn’t getting any plays in my group. It was light and easy to play but we found ourselves favouring other deck-builders such as Paperback by Tim Fowers or Super Motherload by Gavan Brown and Matt Tolman. Because my main game group tends to prefer playing a large variety of games, the push-pull tension of Clank! just didn’t resonate with us. No one wanted to be the person to snag the cheapest, easiest artifact and escape the dungeon, even if that was the best choice. We just didn’t want to ‘waste’ a play by getting in and getting out as fast as possible.

So colour me surpised when Otter found a copy of Clank! Legcay: Acquisitions Incorporated for sale, used. It was fully unplayed and in mint condition, so we bought it. I had my misgivings before diving in, but I found my misgivings to be totally unfounded. I had an absolutely blast making my way through Clank! Legacy: Acquisitions Incorporated. We played 4 games back to back during Cabin-Con 2021, and another game shortly after.

Clank! Legacy: Acquisitions Incorporated sprinkles narrative and discovery throughout it’s playtime, tasking players to reach certain spaces to access the next part of the story. It tickles my need for discovery just right. While the underlying game is still ‘just’ Clank!, I’m hopelessly excited for each new game. I immediately beeline to the next story section, eager to place stickers all over the board. Sometimes it pays off and I do very well in points, other times not so much! I have a blast every time and cannot wait to complete this adventure

#1 – Bullet❤️ 

I really didn’t know what to expect from Bullet♥︎ by Joshua Van Laningham and Level 99 games. No one I knew or trusted turned me on to the game. All I knew was that I liked Level 99 Games’ previous projects and that I enjoy the anime aesthetic.

What I found was an engaging action-packed, push-your-luck puzzle game, full of tense decisions. Now, I love real time games and I love puzzles so it’s absolutely no surprise that Bullet♥︎ appeals to me in the way that it did. Most of my time with Bullet♥︎ comes from the solo Boss Battle mode. I wrote about Bullet♥︎ extensively here so I won’t rehash my thoughts too much. All I will say is that I continue to love Bullet♥︎ and I expect that if I can find a group to play this with more often, Bullet♥︎ will quickly climb up my list of top 100 games.

Thanks for reading my list of top games that were new to me in 2021. Let me know in the comments which games were new to you in 2021 and which ones you’re looking forward playing the most!

Evolution: Climate – A Digital Heat Wave

Evolution: Climate – A Digital Heat Wave

The Evolution app recently launched the Climate expansion, which adds significant changes to the Evolution landscape. If you haven’t already, you can check out my thoughts on the base game of Evolution here!

What’s Different?

Evolution: Climate adds a weather mechanic that really comes into play during the food phase. All the cards that were discarded to seed the feeding pool now may influence the climate as well, shifting the ecosystem into either a new ice age, or a deadly heatwave. In colder climates, less vegetation is available and small animals perish easily. On the hot end of the spectrum, vegetation is plentiful, but the largest animals can’t handle the heat. On both sides of the climate board lay events that may get triggered and will all the animals, or the ecosystem dramatically.

Of course, with this new mechanic comes many more traits that allow you to mitigate the effects of the weather, at the expense of taking up one of your precious trait slots. Do you want to evolve Cooling Frills to survive in heat? Is it worth replacing your Hard Shell, potentially leaving you open to carnivores? You’ll need to adapt to survive!

The smaller, but just as important changes are that players all now draw one more card by default, and each species can hold 4 traits instead of just 3. This gives you space to add a climate trait, but the situation may demand you evolve along a different path. Also, if you’ve spent some time with just the base game, a few of the previous traits have been modified to negate some of the climate effects as well (such as Burrowing preventing some population lost due to heat and cold effects).

How is it?

The base game of Evolution had players struggle against the threat of hungry carnivores, and against the dwindling food supply. Evolution: Climate adds yet another threat to manage. As before, you can push your luck and play traits that primarily assist you in getting food, but eschewing your defence or neglecting to acclimatize to the shifting weather patters will lead to your extinction.

The climate marker only moves one space up or down each round, and with most games lasting between 6 and 8 rounds, the odds of hitting the ends of the track seems fairly limited (but not impossible). As expected, hitting the very ends of the climate track and trigging extreme temperatures can spell disaster for everyone involved. The available food plummets, all creatures suffer massive population loss, and the odds of trigging one of the cataclysmic events rises.

Wildfires, Volcanic Eruptions, and even Meteorites are all options if you let the ecosystem get hot enough

The Climate expansion does add a lot more variability to an already very variable game. Personally, I feel like it adds just a bit too much randomness, as your ability to control the weather is fairly low. Because the weather modification is tied to the same card that you use to seed the pond, it’s not uncommon for you to be in a bit of a pickle; you need to add food to the board, but the only card that adds food also makes it colder. Generally you’ll find yourself picking the lesser of two evils and then trying to adapt to survive.

That said, I do enjoy another threat being added that can punish an overly aggressive player. If the heat rises, larger animals begin to die. Carnivores depend on their large body size to eat their prey, which can give a player who has mustered an army of small rats a bit of a fighting chance.

Evolution: Climate is a great addition to an already great game. The new mechanic offers considerable depth with very little rules overhead. Evolution‘s mechanics already produce an emergent narrative, and Climate only adds to that story. I can’t help but think about the tale where my populous, but small animals narrowly avoided being chomped on by an overzealous carnivore, only to be saved by a sudden heat wave driving the carnivore into extinction.

As I said before, the Evolution app is simply excellent, and the Climate expansion adds even more content to play with. I really enjoyed my time with the app, especially because I have absolutely no qualms about becoming a carnivore and tearing into AI flesh. If you’re a fan of Evolution, adding Climate is a no-brainer!

Evolution – It’s Not Easy Being a Carnivore

Evolution – It’s Not Easy Being a Carnivore

Number of (physical) plays: 6
Designers: Dominic Crapuchettes, Dmitry Knorre, and Sergey Machin
Artists: JJ Ariosa, Giorgio De Michele, Catherine Hamilton, and Kurt Miller
Release Year: 2014
Mechanics: Hand Management, Direct Conflict, Secret Unit Deployment
Publisher: North Star Games

Introduction

When I’m not playing board games at a table, I’m often playing digital implementations of board games. And because I crave discoverability and am always trying new games, my ‘Games’ folder on my phone has slowly grown out of control.

In 2019 North Star Games released the Evolution Board Game app for Android and iOS, bringing their hit 2014 title designed by Dominic Crapuchettes, Dmitry Knorre, and Sergey Machin into the digital age. The app launched ‘free’ and allowed players to sample the core game. With a robust tutorial, 10 missions of the campaign, and one online multiplayer game per day, it was much more generous than many other apps that demand money upfront, or offer a severely stripped down demo.

I installed Evolution as soon as it became available and played through the free campaign. I had enjoyed the physical game previously, even if it had a tendency for players to pick on the player who falls behind.

North Star Games hasn’t let this app become stagnant. Over the past two years, it’s received a multitude of updates, including Single Player Weekly Challenges, Monthly Tournaments, a Pass and Play mode, various new traits, Asynchronous play, and a ton of bug fixes. In addition to all these new features that have been added, one of my favourite aspects of Evolution is cross-platform play. I love apps that let me play with my friends, no matter their chosen device.

The full game (which includes the rest of the campaign and unlimited online matches) in unlocked via a single In-app purchase. This means if you generally share your purchased apps with members of your family via Google’s Family Library feature, each member will need to pay for the full game individually.

How to Play

I’m writing this section from the perspective of playing the game at the table.

Evolution’s gameplay revolves entirely around cards. At the beginning of each round players draw trait cards into their hand (3, plus 1 more for every species they control). Each player must discard one card (face down) to seed food into the central feeding pool, then in player order, may play a trait card (face down) to any of their species to give them a competitive advantage in the ecosystem, or discard a card to grow their species’ population or body size. Players can also discard a card to create a whole new species. Each animal can only have 3 unique traits at a time, but traits can be replaced; they aren’t necessarily permanent.

The first rounds usually have plenty of food for everyone

After everyone has had a chance to play cards to grow and evolve their species, the face down food cards are revealed and players have to start living with the consequences of their decisions. All the trait cards are flipped face up (and are now active), and beginning with the starting player, may feed one of their species. Herbivores take food from the shared central pool while any animals with the Carnivore trait eat other species around the table (Carnivores must have a larger body size than their prey).

Once all animals have fed as much as they can, the collected food is deposited into a bag (to be revealed at the end of the game) and a new round begins. If any species collected less food than their population, their population is reduced (and could go extinct if no food was gathered).

If the deck runs out of cards during the the deal cards phase, the end of the game is triggered. Players finish the round as normal, then score one point for every food in their bag and one point for every trait and population on your species that managed to survive until the bitter end.

Review

Playing Evolution with your friends can be dangerous. While the first round or two is a utopia, with plenty of food to go around, and a gaggle of herbivores happily growing their populations and evolving traits that allow them to harvest food more quickly than the others. The tenor of gameplay changes the second you see someone build up their body size and play a face down trait. Suddenly you find yourself double-guessing your friends. “Did they just develop a taste for flesh? Do I play the Long Neck trait or the Hard Shell trait? One will defend me, while the other gives me more food…”

Only after all players have had a chance to grow their population and body sizes are the traits revealed. This is such an exciting moment of the game where everyone’s strategies are laid bare. Taking the risk to gather more food (which is points at the end of the game) while eschewing defenses can be lucrative. At the same time, seeing a poorly defended animal gives incentive to other players to grow fangs and take a pound of flesh for themselves.

Evolution is rife with player interaction, and it manifests dramatically as soon as someone turns into a Carnivore. Suddenly everything feels scary and you scramble to build a defense. Warning Calls, Burrowing, and Climbing are all useful ways to ensure your precious creatures don’t become someone else’s snack.

Personally, I enjoy Evolution, but it almost always leaves me feeling just a bit sour, due to the fact that sometimes the best option is to kill someone else at the table, or, someone else has evaded my defenses and drove me into extinction. I’ve said before that I’m a conflict adverse player so it should be no surprise that playing a game with carnivores and tearing into my friends doesn’t exactly illicit joy in my heart. However, playing against AI opponents is an entirely different; there are no hard feelings when playing a cold, heartless robot.

The easy AI is real easy

Playing the Evolution app is a perfect way to enjoy this game design. The animations are fast and snappy, the AI ‘thinks’ quickly, and holding each of the cards brings them up on the screen for easy reading. The End Turn button even requires that you hold it for a few seconds to resolve the dreaded “mis-click”, which is a stroke of UX genius.

The first 10 missions (which are available for free) of the campaign ease you into playing. They keep some of the advanced traits out of the first few games, and even present you with situations to teach you some unconventional strategies (such as using the Intelligence trait to attack a species, which reduces its population, making its Defensive Herding trait useless, allowing you to attack it a second time).

Because the animations are fast, and the AI doesn’t slow the game down, it’s so easy to blaze through game after game of Evolution. I’m much more willing to explore different strategies when the time commitment is reduced down to mere minutes.

Between pass & play, cross play between devices, AI solo games with various AI levels, campaign, and weekly challenges, I have to admit that the Evolution app has everything that I look for in a digital board game adaption, AND the game itself is excellent! Take care that you don’t play the app too much, lest you become an Evolution master and crush your friends the next time you play the game in-person.