Crokinole – The Good Old Disk Flicking Game

Crokinole – The Good Old Disk Flicking Game

Introduction

Being from the northern Canadian prairies means I was culturally isolated for most of my youth. It didn’t even cross my mind that some people go their whole lives without seeing the northern lights (or, aurora borealis) on an almost nightly basis. That trees could stand taller than 12 feet tall, and had trunks with a diameter wider than both my hands put together. I also just assumed that everyone’s uncle had a Crokinole board in their basement, even if the rules for the game were hotly contested from house to house. Turns out, my lived experience is not universal, and not everyone has experienced the enduring excellence that is Crokinole.

How to Play

A Crokinole board is a large, waxed circle broken into 4 quadrants, with 3 circular scoring zones of decreasing size, but increasing point value, and a recessed centre pocket. Surrounding that smallest scoring circle are 8 pegs, that will become the bane of your existence.

Crokinole is played between two players, or four players in two teams. Each team has 12 discs of their colour, and alternate taking turns flicking their discs, putting them into play. If there are no opposing discs on the board, you must ‘play to centre’, which means your disc needs to be touching the line of, or within the smallest scoring zone when movement ceases. If there are opposing discs on the board, you must strike an opposing disc instead, either with the disc you’re flicking onto the board, or, by ricocheting off one of your discs remaining from a previous turn.

If your shot isn’t valid (either you failed to play to centre, or strike an opponent’s disc), then the disc you flicked into action this turn is removed, and if you happened to hit one of your own discs, that disc is removed as well. Once each team has shot their 12 discs, the scores are tallied. 5 points for each disc remaining in the largest circle, 10 for the next circle, 15 for the centre circle, and 20 points per disc that made its way into the recessed centre. The team with the higher total earns the difference as points. First to 100 wins.

On last rule that is just fun to stress. Once you sit in your chair, your chair cannot move and at least one “buttock” must be touching the chair at all times. That said, I play at such a beginner level, and not all of our tables are created equal, that this is a rule we often choose to omit.

Review

Nothing elicits strong emotions quite like sport. The team spirit, the joyous highs and crushing lows, the satisfaction of a game well played, and the tension of those critical plays that turn the tide, allowing you to snatch victory from the jaws of defeat. It’s not something that shows up in my board game hobby very often, but I feel it in dexterity games.

There’s a running joke in my game group that we’re a bunch of guys whose hobby is to sit around a table with our heads in our hands for 2 hours in silence, then when the game ends, we look up, nod, and say “Oh I’ve won. Jolly good”. Many modern board games lack excitement, as games get more deterministic, the opportunities for true surprise get fewer and further between. There are dozens of great dexterity games available, from flicking wobbly penguins in Ice Cool to dexterously threading popsicle sticks over and under each other in Tokyo Highway, but Crokinole is the king of them all.

Normally I’d commend on the component quality of the game I’m reviewing, but the truth is that there are hundreds of ways to get a Crokinole board. The type of wood and finish will affect how the discs sail across the board. Some boards feature the classic wood grain, while others are painted to the 9’s, emblazoned with a favourite hockey team, or super hero logo. Searching the image archives on BGG will reveal as many different boards as there are personalities, and a custom Crokinole board is one of the few places where a board gamer gets to showcase their uniqueness, and because of it’s size, it’s not uncommon to see it mounted on the wall, where it becomes a family artifact or a work of art.

Crokinole is a simple pleasure, and the rule requiring that if your opponents have a disc anywhere on the board, you have to strike their disc forces interaction. This elevates the experience from just a pair of players shooting for the centre into a tit-for-tat battle. Discs that hit at an angle to hide behind a peg, the seemingly impossible shots that cause players to pump their fists when they hit it, or bemoan when they whiff a seemingly simple shot, there’s adrenaline in the air. When your opponents have 5 or 6 discs on the board, and you manage a shot that knocks out two discs AND lands in the 20 point pocket, you’re left with a moment that you’ll be talking about all night long.

Playing Crokinole is a delightful break for modern board gamers. There’s no randomness, no 40-page rulebook or hours spent punching cardboard tokens from their sprues, no sorting cards or explaining how to play. Crokinole is simply charming. You place the board on your table, divy up the pucks, and just start flicking. It’s so dead simple that anyone watching can intuit many of the rules. New players can find great fun in just firing off their pucks as hard as they can, but there’s also a high skill ceiling if players choose to invest the time in honing their skills. And yet the simplicity doesn’t mean the game is boring, quite the opposite. Every player can see what they should do on their turn, the only question that remains is if they can do it.

And answering that question, over and over again, is what makes Crokinole thrilling. It’s the simplicity of the task, the elegance of the challenge, and the visceral satisfaction of success that makes this game an enduring classic.

Cretaceous Rails – Board Game Review

Cretaceous Rails – Board Game Review

A copy of Cretaceous Rails was provided by Spielcraft Games for the purposes of review

As someone who has never actually sat down to watch a Jurassic Park movie, I don’t necessarily understand how the dinosaur theme and the theme park aesthetic have become so intrinsically linked. From Dinosaur Island, to DinoGenics, to Draftosaurus, and now Cretaceous Rails, it feels odd that we have so many games about building the best theme park featuring dinosaurs. I assume Jurassic Park is to blame for this, but I’ve always found it dubious that if we invented time travel or resurrected dinosaurs, our first inclination would be theme parks.

Cretaceous Rails, designed by Ann Journey and published by Spielcraft Games in 2025 after a successful crowdfunding campaign, tasks players with building the best dinosaur theme park, although the theme park element is mostly absent from the gameplay.

Before I get into the aforementioned gameplay, the production of this game is a little gregarious, as is somewhat expected from a game that came from crowdfunding. The box is quite large, giving plenty of space for the brightly coloured dinosaur miniatures. The custom insert looks very well-made, but I’ll be really honest, I couldn’t quite figure out how everything was supposed to go back into the box after playing it. Thankfully, those wells for dinosaur miniatures are voluminous enough to hold nearly all the components for the whole game, leaving the top tray mostly barren.

I’m not always against big boxes, but I feel like in this case, the product size could have been shrunk a little to be a bit easier to fit on my shelves. I know the Kickstarter came with an expansion, Cretaceous Skies, perhaps the insert and box were designed to fit the expansion in as well, but for my experience, the box is larger than I feel is necessary. That being said, I cannot deny that the table presence is impressive. Seeing Cretaceous Rails set up on the table looks great, and makes you want to sit down and start playing.

What hooked me into Cretaceous Rails at first was the worker placement/action selection mechanism. A 4 x 4 grid of action tiles is shuffled every round, and then players take turns placing their worker onto the space between two action tiles, then taking the two actions their worker is adjacent to, in any order. The actions themselves are quite simple, lay some trains to expand your network, cut down some trees to provide better dinosaur viewing angles, take tourists on tours to increase the value of the dinosaurs, and capturing those dinosaurs to exhibit in your theme park. This system intrigued me, especially given that the grid gets shuffled every round to create some variety in what combination of actions are even available each round.

At first, I thought that Cretaceous Rails was going to be a pretty straight-forward game. It only took about 10 minutes to teach my friends, and we were off to the races. But then we immediately crashed up against the grit of Cretaceous Rails, in that each of the systems want to pull you in different directions. First, there are cards that offer some pretty fantastic player powers, it takes one action to bring two cards into your hand, and another action to build cards in your park. To build cards, you have to pay their costs using the appropriate dinosaurs, tourists, and jungle tokens. To get jungle tokens, you need to build your train into the jungle, and take the chainsaw action, pulling the jungle token from a tile onto your train. You can capture dinosaurs in the same way, but you can only capture a dinosaur if the jungle token on that tile has already been removed. Tourists, on the other hand, go on tours. You load one onto your train, and they increase the point value for every dinosaur of the same colour adjacent to your entire train network, but only if the jungle token has been removed (after all, you can’t see dinosaurs through trees). This push and pull of tourists needing to see dinos to increase their value, and capturing the dinosaurs so you can score them, creates some tense decisions between players who can both access the same dinos.

Once you’ve pulled things onto your train, you can forfeit an action to empty the whole train onto your player board, which allows you to spend those resources to build the cards. The challenge shows up when you remove a jungle token with one action, and then another player captures that dinosaur before you have the opportunity to take someone on a tour. Or, do you take a sub-optimal tour now, so you can use the tourist to build a card, or do you spend an action or two making that tour even better? All the while hoping against hope that the other players don’t step on your toes. And even worse feeling, when there’s something you desperately want to do, either because it’ll earn you a tonne of points, or deny someone else, but then your train is full, so you need to spend an action unloading, creates some fascinating trade-offs.

The card powers are pretty great, and many of them will make you jealous when your opponents use them. Things like your tourists are no longer impeded by trees, or placing up to 3 extra rails when you take the rails action. The downside of the cards, is that most of the card powers will be improved depending on how high up in your structure you build them. Again, do you hold onto the best card until you can build it on the 3rd level and use it to it’s maximum potential, or do you build it early, and use it more often, but to less effect?

All of these systems play into each other in different ways. I never found any obvious optimal paths to take, the puzzle was always very open with seemingly multiple viable options available to me at all times. I will say I enjoyed the plays with more player counts, as at two players it was really easy for the two players to just go off in different directions and largely do their own things. Also, the action grid doesn’t change with the number of players, making the 2 player experience even more open, which I felt robbed the game from some of its tension.

Despite its oversized box and a theme that doesn’t really quite jive with its mechanics, Cretaceous Rails surprised me with how engaging and cleverly interconnected its systems are. The game strikes a compelling balance between accessibility and strategic depth, offering a satisfying puzzle of timing, positioning, and resource management. Its modular action grid, open-ended decision space, and tight competition over shared resources make each play feel fresh and dynamic, particularly at higher player counts where tensions naturally escalate.

Cretaceous Rails manages to shine amongst the dinosaur theme park games through smart design and solid gameplay. It’s an impressive debut for designer Ann Journey, and a title that fans of mid-weight strategy games will find themselves returning to more than once. Whether you show up to play with the great dinosaur miniatures, or are settling down to just wrestle with the puzzle, there is plenty of fun to be had in Cretaceous Rails.

Shipyard (Second Edition) – Board Game Review

Shipyard (Second Edition) – Board Game Review

I’ve been on quite the Vladimir Suchy kick lately. He’s a prolific board game designer that has had some hits and misses with me, but more often than not, I find joy in his games. As I said in my Suchy Round Up, a Suchy game is generally a tight economic euro game with an interesting action selection mechanisim. Praga Caput Regni, Woodcraft, and Underwater Cities are the best examples of this.

Shipyard, was one of Suchy’s first published designs, way back in 2009. In 2023, it was treated to a second edition, which, beyond a complete graphical overhaul, most of the gameplay mechanics remain intact, perhaps speaking to the strength of the design. But let’s hold off on our judgment until the end, shall we?

In Shipyard, players each manage a shipyard during the turn of the dawn of the industrial age. The demand for ships, both commercial and military, are only growing, so it’s up to you to build the best ships to accrue the most points to win the game.

I’m starting the review with this picture of the obscene amount of cardboard sprues that comes in the box. I don’t know who the cardboard engineer is over at Delicious Games, but they certainly make punching out a board game interesting. Not only are there 175 crew and equipment tiles, but there are also 100 ship tiles, a cardboard bit holder that you need to assemble, a cardboard crane to hold those ship tiles while you play the game, but Shipyard makes you embark on a DIY craft mission to achieve dual layer player boards, and to make the action tile queue and game timer gear work properly. And by that I mean there are thin cardboard frames that you need to use adhesive stickers to achieve dual layered goodness.

Personally, I usually quite enjoy punching out games and assembling things. It feels like cardboard Lego. But I certainly wasn’t expecting it, which is a bit of a damper when I show up to game night and the host is only just pulling the shrink wrap off the game. A bit of a barrier to get started if you’re hoping to squeeze your first play of Shipyard into a somewhat tight time slot.

As I said before, the action selection mechanism is novel at the very least. Each of the actions in the game sit in a queue, and on your turn, you place your cube onto one of the actions. For every cube that’s further left on the track compared to yours, you earn a single coin. Then at the start of your next turn, you pick up the tile that your cube is on, and slide it in from the right, turning the gear that tracks how long the game takes.

It’s a pretty elegant system, dynamically adjusting the value of the actions as players take actions and slide them down a track, instead of something more pedestrian like dropping a coin onto all the unused actions each round. The game timer wheel spins around, and the cube will fall into a little slot, telling you it’s time to take a cube out of the row. Around halfway through, you’re instructed to toss some of your endgame victory points. I quite like that you don’t have to commit to and endgame victory point condition until about halfway through the game. Really lets you pivot from one plan to another, depending on how the game is shaking out.

As I said before, in Shipyard, you are trying to build ships, and almost all the actions available to you are in service of that goal. One of the central boards has a large wheel with 4 rings, each one supplying players with a different resource or ability. 4 of the 8 actions correspond to those rings. Beyond that, you can take commodity tiles, which allow you to trade for the resources at ever so slightly more efficient rate than the ring actions, another just gives you two coins, which in my opinion is largely worthless. The last two actions are claiming a canal tile, and taking 1 to 3 ship tiles.

You use the canal tiles to build a personal stream next to your board that kind of functions as building your own personal victory point track. When you take ship tiles, and complete a ship (a ship is complete when it was a bow, 1 to 7 middle pieces, and a stern), at the end of your turn, your newly completed ship will have a shakedown cruise, where you’ll determine it’s speed, and have it sail down your personal canal, earning points for the crew and equipment on the ship when it sails onto specific icons on your canal.

The real weakness of this action selection system is the fact that the goal of the game is to build ships, and there is only one way to get ship tiles. When a player takes the ship tiles action, no one else can take it until after that player’s next turn, when they slide it all the way to the right of the queue. We quickly found that you simply cannot afford to skip that action when it’s your turn to take it. Ships are the only way to earn victory points in Shipyard, and while you may be tempted to delay taking ship tiles for one extra turn just to really optimize the ship you want to complete, but doing so means you’ll be locked out of the ship tile action for another 3 rounds.

All of this complaining about being blocked out of actions or having no good actions available to you, or money being useless, I should mention there is a bonus action you can take, where you spend 6 coins to take a second action on your turn, which can be any action, even the one you took last turn, or one that is currently covered by another players cube. That does alleviate my problems somewhat, but not by much. It feels bad to essentially skip your main action to earn coins, just to spend all the coins you earned on a ‘wild’ action next round, assuming everyone else’s cubes were to the right of the coins action. Perhaps that’s just my loss aversion kicking in.

Near the end of the game, you’ll likely have all the tools and equipment you require for your final ship, and you’re just waiting for your turn to take the ship tiles action. In my play, a few of us expressed that on our turn, there was literally nothing valuable worth doing. All the actions we wanted to take were occupied, and the ones remaining, like coins, felt like a waste, especially on your last turn. If you don’t have the money to take the wild action, your last turn, you can take money? Sure, it’s a consequence of your own poor planning, but at the end of the game, no one is going to be taking the resource voucher action, or the money action, and probably not the player power action, making the rest of the actions so much more valuable if they happen to be open when it’s your turn.

The actions of Shipyard are specific and narrow, which makes it a fairly easy game to teach, but it offers no wiggle room. If the Ship tiles action is covered, there’s no other way to take ship tiles. I’m reminded of Agricola, and how that game has various ways to get all the resources you may need. Sure, the space that produces 3 wood each round is going to be the one taken most often, but sometimes the 2 wood action can accrue over a few rounds to give out 6 wood. It has a natural balancing effect, making all the actions feel useful at some point in the game.

In the end, I don’t think Shipyard is a bad game by any stretch. I really liked the canal aspect where you create your own victory point track, and really maximizing your ship speed to land on the Blue Riband space as your last movement, doubling your speed points, and the end game victory points did seem to be fairly varied. I always like it when you get end game victory point conditions, but don’t need to pick until the game is underway.

But all that being said, I found Shipyard to be kind of boring. The actions are narrow and don’t offer any wiggle room. The action selection design is supposed to create a tension between a totally optimized ship and the availability of the actions, but to often it devolves into turns where any meaningful decision-making is totally absent. There’s ship tiles are slightly varied in the equipment mounting points and life preserving equipment, which can modify the points each ship is worth, but building ships is the only way to earn points, it’s less important to have exactly the right equipment, and much more important to just get a ship onto the water at all costs. There aren’t multiple paths to victory. If you’re not building ships, you aren’t earning victory points. The actions you take to achieve this are repetitive and boring, and on all of your turns, nearly half of the actions will be inaccessible to you. Shipyard is a game about building ships, so it stands to reason that building ships is the path to victory. But if that’s all there is, and everyone has an equal footing, the whole game is just about being slightly more efficient with your actions than your opponents, and lucking into the ship and canal tiles that synergies together well.

Shipyard is probably my least favourite Vladamir Suchy game I’ve played to date, which is a shame. But hey, not every game is for every person, and at least it makes Evacuation more likely to make it back to my table!

Mesos – Board Game Review

Mesos – Board Game Review

I have somewhat mixed feelings on games designed by Simone Luciani. I disliked Tzolk’in for quite a while before coming around to the side of appreciating its complexities. I find The Voyages of Marco Polo, and it’s sequel to be quite satisfying, but I fail to see the enjoyment in Grand Austria Hotel and Rats of Wistar. Nucleum was cool, and while I enjoy Lorenzo Il Magnifico, I’m also not going to be the first one to sing its praises (that’s Tim from Board Game Hot Takes‘ job). What ties all these games together is the fact they’re all medium to heavy Euro games with an emphasis on resource management. So when I heard he was involved with a lighter set collection game, I was intrigued. I’m always interested when designers step out of their comfort zone!

Mesos is a card-driven strategy game set during the Mesolithic era, where players take on the roles of early tribal leaders guiding their people through the transition from nomadic hunting to settled life. Mesos focuses on drafting cards from a shared market linked to turn order: taking more cards generally means acting later in the next round, creating a tradeoff between short-term benefits and long-term positioning.

Players build their tribes by acquiring character and building cards, some providing immediate effects (like food collection or discounts on buildings) or long-term benefits (such as a set collection engine that scores points at the end of game, or a discount when it’s time to feed your tribe). Central to the game are recurring event cards that test how well players have prepared their tribes over time, with increasing rewards and penalties.

The cards themselves are all fairly simple. Artists and Cultists are mostly for satisfying event cards, hunters let you gather more food the more you have. Gatherers provide perpetual food to feed your tribe, builders make the powerful building cards cheaper, and the engineers rack up points based on how many you have, and how many different symbols they display.

What really drives the tension in Mesos is the card market. New cards come into the top row, at a rate of the number players +4. At the end of a round, whatever cards are left over, flow to the bottom row. Players take turns moving their totem from the player order tile onto one of the card acquisition tiles. The further down the row they go, they more cards they’ll be able to take, and further still, the more opportunities they’ll have to pick from the new, upper row instead of the stale lower row. Once all players have placed their totem, from left to right players pick the cards they’re allotted, and go back onto the player order tiles.

The obvious comparison for Mesos is 7 Wonders if you replaced the draft with the turn order mechanic from Kingdomino. There is more to it than that, but the feeling of 7 Wonders was on my heart and mind every time I played Mesos. Unlike 7 Wonders, there is much more than a single point of conflict. First, the way the cards flow into the system is wide open, everyone can see everything. If you’re gunning for a specific building, you can be sure that everyone else can see what you’re trying to do as well.

In Mesos, there are 4 events that come out every age. One punishes you for not having enough artists, another rewards the player with the most cultists. One sends your hunters to work to feed your tribe, while another triggers the feed-your-people mechanism. The rewards and punishments for each event increase in severity as the ages progress, encouraging lagging players to remain competitive.

The brilliance of Mesos lies in how these systems interlock. I saw Simone Luciani’s name on the box and immediately thought that it was going to be a much more complex game than it was. But was pleasantly surprised at just how simple and natural the game felt. Mesos rewards both tactical drafting just before events trigger and/or hate drafting and denying your opponents access to a suite of cards, and long-term planning for big end-game set collection points.

But don’t mistake “light” and “simple” for “mindless.” The turn order track decision offers such an intense trade-off, that every time you interact with it, it forces you to weigh your options. It’s incredibly tempting to go last to get 3 cards, but how will you feed them? What if the artist you need for the event is sniped before I choose? Maybe you should prioritize going earlier in the order just to get the single artist, and forgo the shaman altogether? Can you gamble that your opponent won’t grab that artist before you, and you can grab both the cards you wanted?

It’s an intense moment of weighing your options. And it can sound like a lot, but it really isn’t. These are small choices that create the context for the rest of the game. Each card essentially only has a single use, and everything is open and obvious to all players. It’s the market that creates the multiple choices and the tension of knowing what everyone else wants that makes this game so interesting.

I suffer pretty hard from loss aversion. And while points can always be paid in the place of food, I think a large part of the game is knowing when to forgo food collection and chose points in other ways. In one game, a player managed to earn over a hundred points from his engineer cards. He was on the bleeding edge of starving every round, but he handily won the whole game.

Mesos is much more interactive and heads-up than you’d expect a simple card drafter to be, it’s certainly more interesting than the ever popular 7 Wonders. The placement of your worker pawn to pick your drafting order and number of cards has a feeling of weighty consequence to it. All cards drafted are face up to everyone, so you’re always critically aware of where you stand in the race to grab certain cards. It hurts to make these decisions, the good kind of hurt that makes you rub your forehead while straining to think about what the other players are going to do.

Mesos proves that when a designer steps outside their established playbook, the results can be both surprising and exceptional. Stripping away the complexity of Luciani’s heavier games reveals just how sharp his instincts are when it comes to creating interlocking systems that generate tension, drama, and real decision-making. In Mesos, the open information, clever card flow, and agonizing turn-order tradeoffs make it a far more engaging game than it first appears. This isn’t just a lighter Luciani game, it’s a lean, tightly-wound experience that makes my brain hum.

Cockroach Poker – Board Game Review

Cockroach Poker – Board Game Review

I generally don’t like bluffing games. They’re hard to start, as it usually requires everyone at the table to have such a firm grasp on the rules and potential outcomes, that I don’t think they’re worth overcoming that barrier to entry. Also, I just don’t like lying to people. Trying to keep a poker face, or convince someone else that I’m telling the truth or lying, just does not bring me joy. So let me tell you about Cockroach Poker.

Cockroach Poker is a deck of 64 cards. 8 different insects have 8 cards each. At the start of the game, the whole deck is dealt out to all players. Sometimes players won’t have the same number of cards in their hand, and that’s okay. Someone will argue that having an extra card gives that player a modicum more information, and therefore the games balance is totally thrown off, but I’m not that person.

In Cockroach Poker, the active player has to pick a card from their hand, put it face down on the table, and slide it to someone else. They make a declaration of which critter is on the other side, and the chosen player has to make a choice. They can either engage with the active player, can say that the active player is telling the truth, or lying about what card they presented. Once they’ve made their declaration, they reveal the card, and if the chosen player was correct, that card lives face up in front of the active player. If the chosen player was incorrect about the active players assertion, then the revealed card lives face up in front of the chosen player. The other thing the chosen player can do, is choose not to engage the active player, and instead look at the card. At this point, they become the active player, they then must put that card face down on the table, and slide it to someone else, and make an assertion about what critter is on that card. It can be the same assertion as the previous player, or it can be different.

Cockroach Poker ends when one player has 4 of the same critter face up in front of them. They are the closer of the game, and must buy the next round. At least, that’s what I tell my friends the consequence for losing is, no matter what context we’re playing this game in.

It can feel like players have no control over their fate in cockroach poker. When a card gets slid towards you, and your parter says “bat”. You either say true or false with no further information, and reveal your choice. Of course, there’s always the chance that there are already 5 bats on the table, and you happen to be holding 3 in your hand, in which case you can catch them in their bold faced lie, but that situation happens so rarely it’s almost not worth mentioning.

Players at the table can gang up on a specific player, sliding them every card, trying to dump all manner of critters onto their lap. It can feel unfair, and pointless. But Cockroach Poker excels at providing players genuinely exciting moments. The glee you have when you catch someone in a lie makes the whole table oooooh and ahhh. The tension builds like a pot of water coming to a boil. At first, nothing happens, but when two players have two of the same critter in their lap, and someone slides them a card that would give them a third, is it a gambit? If you look at it and slide it to the other unfortunate soul, someone is going to walk away with another face up card, potentially bringing them one step closer to utter ruin.

Or consider the audacity of someone with 3 face up spiders, and then sliding a card to someone, claiming it’s a spider. Did they just hand you the key to their own defeat? Would they be so bold? They’re usually so reserved and careful, it seems completely out of character for them to do something so daring. But maybe that’s what they want you to think. Clearly, you can’t choose the wine in front of you, and clearly you can’t choose the wine in front of them!

-ahem- Sorry. I slipped into Vizzini Mode for a second there.

Cockroach Poker excels at building tension, and when that tension snaps and someone is left holding the bag, it’s utter joy. Every game of Cockroach Poker I’ve played has ended with someone shouting with glee. It’s a raucous good time, a perfect pub game, and one that is especially good when you have a guilt-tripping aunty over for dinner. Highly recommend.

Cryo – Board Game Review

Cryo – Board Game Review

Cryo starts with a disaster. A mission gone wrong. A colony ship crash landing onto a desolate, frozen planet. The ship utterly broken with crew in cryostasis pods strewn about the mountainside. Players take on the role of separate, hostile factions, competing to accrue resources and shuttle their tribes stasis pods into the nearby caverns before the sun sets and everything left on the surface is lost to the unsurvivable cold.

The actions you take are via drones, flying off your personal player board and landing on the various docks around the planet, either gaining or consuming resources to gain other benefits, such as better resources, energy, cards, or resource chips that you can slot into your player board to create your own resource generation spots that get activated when you recall your drones.

At its heart, Cryo is about sending drones out to collect resources and recalling them to trigger bonuses and upgrades, gradually transforming your platform into a more efficient rescue operation. The game is medium weight in complexity, there are only 4 resources, and 4 main sections where you can place your workers. Half the actions on the board do the same thing, just in different locations, and the other half of the actions convert one of the 3 main resources into the other 2 special resources, or cards. The section off to the right is a bit special in what it can do, but even it all makes sense after just a minute of explanation. Despite the simplicity of the gameplay, the setup feels unnecessarily fiddly for a medium-weight euro: separating sunset tokens, organizing player-count-based stacks of resource chips, and sorting multiple tile types adds an early layer of tedium that contrasts with the otherwise smooth turns.

Unlike many other engine building point scoring eurogames, Cryo has a distinct arc. You aren’t swelling and deflating with resources like a pufferfish. Instead, the whole game has you shuffling your cubes up and down in service of slowly shuttling the pods containing your crew into the caverns. The majority of your points will come from that, both from just existing underground, and from the area majority aspect of the caves.

Cryo is probably the perfect name for the game, because the pacing can feel glacial. One of the things I complained about when reviewing Rajas of the Ganges, was that I get annoyed when the growth of an engine is just trading one resource for 2 others. Giving up a green resource to earn a pink and a grey resource is not what I find exciting in a board game. Cryo , is a little better than Rajas in doling out bonus resources that enable you to take just one extra action before needing to recall, but it’s a tiny step forward that still leaves me a bit frustrated.

As I said, Cryo has a distinct arc. At first, you’ll spend your time playing cards as upgrades to give you a bit of a leg up, and you’ll take the resource tokens from the main board and slot them into the little formulas on your player board, so when you recall your drones, you can activate those resource conversions. Then, later on during the game, you really need to focus on playing your cards as ships, dismantling those formulas you built earlier in the game for a bonus resource, and shuttling full loads of your workers into the underground. You aren’t doing the same thing at the end of the game as you were doing at the beginning of the game.

The production of Cryo is pretty excellent. The dual layer player boards help players see how to build their platform, the plastic drones stack together very satisfyingly (although there’s never a reason to stack the drones). The art direction is excellent, with thick lines and flat pastel colours, I’m reminded of landscapes of Moebius’ sci-fi comic strips, or Scavengers Reign. The premise of the game should be applauded too. Instead of the same old boring story of economics and wealth generation, we’re treated to a bit of a sci-fi struggle. A tiny bit of tension, pushing you to get your pods underground before the sun sets, is something I enjoy much more than the generic game plot of earning money for the sake of earning money.

There’s nothing wrong with Cryo, but also nothing that makes me want to return. It’s a solid game with a cool theme and competent design, but in a hobby packed with engine-builders, Cryo doesn’t give me a reason to reach for it again. If someone eagerly brought it to the table, I’d play. But it’s not one I’ll be suggesting anytime soon.