Designer: Lance Hill Artists: Matthew Ebisch Release Year: 2022 Mechanics: Card drafting, set collection
A copy of the game was provided by the publisher for review purposes.
Introduction
OT Fantasy Draft is a up-coming card drafting and set collection game by Lance Hill, published by Funhill Games. In OT Fantasy Draft you’re trying to assemble the very best team of Old Testament characters, all of whom will offer a wide variety of ways to score points and other special abilities.
How to Play
The box of OT Fantasy Draft contains only a single deck of 54 cards, and a paper pad of score sheets. To begin, shuffle the entire deck and deal everyone two cards. Each player returns one card to the bottom of the desk, and keeps the other one secret. Deal out 5 cards to the centre of the table and decide who is going first.
The first player simply takes one card from the draft line and places it in front of them. They then refill the draft line so that it has 5 cards for the next player. Once everyone has taken a turn the whole draft line is discarded and refilled with 5 new cards. The player who went last in the previous round goes first in the subsequent round.
Round and round players take turns pulling players, things, and locations into their team, hoping to be the player with the most points at the end of the game.
The trick of the game is that every card has rules or effects that will affect other cards in your draft line. Samson for instance will destroy Grain, Lion, Philistia, and Temple, but give you points for each card that Samson destroys. Deborah on the other hand doubles the total points of all drafted women. The key is to assemble a team that synergizes well to score the most points.
Review
OT Fantasy Draft is a quick and fun card game. The rules are light and while it’s dead simple to play (literally pick a card on your turn. That’s it), the challenge lies in assembling the best lineup, which may be difficult if you find a man eating lion on your team. Seeing as OT Fantasy Draft is just 54 cards (and a paper score pad), this game is perfect for travelling. As long as you have a place where you can lay out 5 cards for the draft line, you could play standing up, holding the rest of the cards in your hands. Although for optimum comfort I do recommend a table and chair.
I’ve had odd successes and failures with pitching OT Fantasy Draft to players. The non-religious recoil and dismiss the game entirely, I’m sure no doubt due to the perception that Christian themed media is inherently poor quality and exists only to proselytize to its audience.
On the other hand, playing OT Fantasy Draft with some friends of faith, we had a ball. Laughing at the connections and interactions of the cards, like Abraham, who destroys Issac or Job, who destroys all things. The joy came from our shared knowledge and the callbacks to the classic stories out of The Bible.
I was reminded of the first time I played the Battlestar Galactica board game (before I watched the show) and my friends spent the whole game shouting quotes at each other and referencing events from the show that I just didn’t get. It was a fine experience, but without that cultural context most of the flavour was lost. I can only imagine all the references and interactions of OT Fantasy Draft would feel arbitrary to someone who hasn’t done their required reading.
It’s nearly impossible to separate OT Fantasy Draft from another drafting game, Fantasy Realms by Bruce Glassco. Both games have decks full of unique cards with varied scoring capabilities and interactions between the cards in your hand. Where Fantasy Realms has a generic fantasy theme OT Fantasy Draft employs characters, locations, and items from the Old Testament. If you’ve played Fantasy Realms before, the complex interactions of opposing cards in your draft line will feel very familiar.
While I’m not the biggest fan of the gridiron background on all the Location cards, I do like the logo style artwork on all the items, and all the human characters in various football poses, like Moses catching a dove like a wide receiver, or Saul, absolutely dunking on another player. I imagine those who reside in the Venn diagram of Christians, football fans and board game aficionados will be absolutely stoked with this product.
If you have a group of friends who know the Old Testament Bible stories, I’d recommend OT Fantasy Draft. The familiar theme and characters can be a useful bridge for someone who many be intimated by modern games. Experienced players will have an edge over new players, but I doubt that will be a concern for many people. With games so short it’s easy to just reshuffle the deck and play again and being so portable I reckon that you could get 3 or 4 games played in the pews during a Sunday morning service. Not that you should, mind you.
Number of plays: 2 Designer: Maxime Tardif Release Year: 2023 Mechanics: Tableu building, Card Drafting, Hand Management
A prototype of Earth was provided by the publisher for review purposes
Introduction
Earth, designed by Maxime Tardif and published by Inside Up Games, is an engine building, hand management, tableau building game for 1 – 5 players. In this post I’ll be focusing on the solo mode of play, which takes about an hour to complete. Earth is currently on Kickstarter so if anything I say below interests you, check out their fundraising project here!
How to play
In the solo game of Earth you are pitted against an AI named Gaia who is controlled by a small deck of 6 cards. The setup is mostly the same as the multiplayer game; shuffle the (massive) deck of 360 unique cards, then draw an island, climate, and ecosystem card, which will form your asymmetric starting powers and personal end game victory point goals. These cards are double sided to offer plenty of variety. Four Fauna cards are laid out on the common central board, and two public ecosystem cards give all players further victory points to work towards. After that, you’re ready to start.
On your turn you pick one of the four available actions (Planting, Composting, Watering, and Growing). After taking the benefit the action affords, you activate any cards that have played that contain the same colour as the action you just took. Then Gaia gets a small benefit based on that action.
For Gaia’s turn, draw the top card from her deck and follow the instructions. Most cards will have you adding points to her board while simultaneously giving you a small benefit and activating all the cards in your tableau of a specific colour. A large part of the game is ensuring you’re ready to capitalize on whatever benefit Gaia offers you.
Back and forth you and Gaia play until either you have 16 cards (in a 4 x 4 grid) in your personal tableau or Gaia plays all 6 of her cards twice. Whoever amasses the highest score is the winner.
Review
Earth was a fast game to learn and play. I found it helpful to know some of the design inspirations behind the systems (it was sold to me as cross between Terraforming Mars and Wingspan), but what I didn’t know about was the Puerto Rico-esque action following mechanism where the active player gets to choose an action and gets a big benefit while all the other players at the table get a small benefit. This interaction is simulated well in the solo game, as Gaia will trigger many of your abilities. Knowing what cards still remain in her deck is akin to looking over at another player and estimating which of the available actions they’ll take on.
While it was fairly simple to grasp the rules, I was somewhat overwhelmed with information when I started my first game. Trying to choose the Island card that I would use, and which 2 of the 10 cards in my hand to compost was a bit much. Every plant card has around 7 different features to consider (cost, base points, ecosystems, plant type, tree size, plant cube spots, and potential bonus action), so parsing 10 cards right at the start can be a bit much. In later plays, the shock was nowhere near as bad as I had a deeper understanding of how the mechanics fit together and how to quickly scan the cards for the information I needed.
Designer Maxime Tardif has posted an extensive designer diary talking about how they balanced the cards in Earth (which you can read here). While the value of each card is quite variable based on the goals of each game and other cards that it may interact with, you can be comforted by the thought that even if you throw away a good card, the rest you keep should be somewhat balanced.
Earth has a massive amount of variability ensuring that no two games you play will be identical. With 360 unique plant cards, 32 double-sided ecosystem cards, 23 double-sided Fauna, 10 double-sided Island and Climate cards, every game will have you exploring something new. In one game I focused on building a grove of berry bushes, with each one giving benefits to my other bush plants, while in another game I focused on growing all the trees on my cards to their full height. There’s no obvious single path to victory. Instead, players who are able survey the situation and capitalize on it the most effectively will be rewarded.
I enjoyed my solo plays of Earth. It was relaxing and challenging at the same time. I love the feeling of building an engine, particularly when you happen to get all the right pieces in place and your one action cascades into mountains of points. The AI opponent has four difficulty levels to choose from, so you can make adjustments if you find yourself absolutely trouncing her. The harder difficulties don’t drastically impact how Gaia plays, just how many points she accrues and how much more benefits she earns from each of your actions. I found the Medium difficulty to be the sweet-spot where I had fun and could narrowly eke out a win. I keep looking at the harder difficulties but shying away, waiting for the day where I’m in the mood to get absolutely wrecked by Gaia.
I have to admit that I don’t think there’s too much of a difference between having a dummy player accruing points and a point goal to work toward, but it feels more engaging to see Gaia’s board grow alongside your own. I enjoy the feeling of pressure as I see the mess of cubes and trees on Gaia’s board and only being able to guess at just how many points she has and how in the world am I going to surpass her. Sometimes I’d find myself second guessing which action I should take because the benefit I would be providing to Gaia would vastly outweigh the points I would gain.
While the copy of Earth I received from Inside Up Games is a prototype so none of the components are final, I found the production charming. They chose to use hundreds of breathtakingly gorgeous photographs on the cards. I love the height of the tiny trees as they grow off the table (somewhat reminiscent of Takenoko), but take care! I shudder to think about the calamity the would be caused by carelessly bumping the table and knocking everything askew. I’ve enjoyed following the crowdfunding campaign as they reveal more about the final compontents.
One of the features that I’m really looking forward to is the neoprene play mats. Neoprene play mats isn’t something that’s really tempted me before, but I love the gorgeous imagery on these mats, and having a mat to lay your 4 x 4 tableau of cards onto would be a very nice addition.
Earth is a looker, the mechanics are fun and interesting, and it’s simultaneously relaxing and engaging. I enjoy the different difficulty levels that let me choose if I want to push myself to new heights or if I just want to wind down at the end of the day. I’d love to see Gaia get some more decks that could simulate different priorities or change how she acts in some way, but as it stands, Earth is a quality game that I’m excited to explore further.
Not that I’m particularly well travelled or cultured, but I had never heard of a Tuscan castle before. I visited English and Dutch castles in my youth, and like most things, if I haven’t experienced them, I just assume they don’t exist.
The Castles of Tuscany is Stefan Feld’s 2019 follow-up to one of his most popular games, The Castles of Burgundy (2011). I won’t get into the specifics of what makes these two games different, because I’ll dedicate a whole article to that in the future. Make sure you’re following me on Twitter and Instagram to be notified when that article is live!
Overview
Disclaimer: The rulebook contained several ambiguities that required clarifications from the community FAQ. Publisher Alea has revised the rulebook (available here) which changed some rules; most notably, the ‘draw two cards’ action is now ‘draw three cards’ by default.
The Castles of Tuscany is a 2 – 4 player game that usually plays in under an hour. In The Castles of Tuscany players will collect tiles representing towns, villages, and monasteries and place them into their lands surrounding their castle, collecting special benefits to accrue points. The neat twist on scoring in The Castles of Tuscany is that there are 2 score tracks and two types of points that you can earn: green points and red points. During each of the 3 scoring phases, you gain red points equal to the number of green points you have. This means that a green point you earn at the beginning of the game will score you 3 red points by the end. At the end of the game the player with the most red points is the winner.
Each individual turn in The Castles of Tuscany is quick and smooth. You can only do one action per turn (although if you have a marble you can spend it to take a second turn). You maychoose from the following actions: take a tile from the centre and put it into your supply, pay two cards from your hand to play a tile from your supply into your province and gain the special benefit of the tile, or draw cards into your hand.
The ‘timer’ for the game comes from the number of tiles each player takes. When a player takes a tile from the offer row they must replace the tile they took with one from their own stack. When the first player depletes their first stack of tiles, the first scoring is triggered. When a player depletes their second stack, the second scoring is triggered, and when one player runs entirely out of tiles, the game ends.
Review
A new game from prolific designer Stefan Feld and being the successor to a wildly popular game means The Castles of Tuscany had some big shoes to fill. And the quick summary is, The Castles of Tuscany is easier to teach and faster to play. It feels streamlined and smoothed, almost as if it’s been finely developed by someone who has been making board games for decades.
Because it’s so smooth and streamlined, the gameplay flows well. Turns come and go quickly, leaving little downtime between turns. In my experience, because players only get one action per turn there is very little action paralysis.
Due to turns being so short, I found each individual turn to be somewhat unsatisfying. It may take several turns to queue up anything of value. This is especially true during the first few rounds of the game. It takes two cards of the same colour to play a matching coloured tile, so it’s not unheard of to spend two or three turns in a row just drawing cards, hoping you get the correct ones. You can always spend two cards as one card of a different colour, but my instinct refuses to let me do something so inefficient.
Restricting players to only one action per turn means that you can generally see what other players are planning on doing. You can afford to defer specific actions, safe in the knowledge that your plans won’t be foiled by a sudden rug pull. Of course, it’s important to notice when a player has a stone and they are able to pull off a double turn, both placing a tile and snagging the last blue tile available, much to your own chagrin.
The Castles of Tuscany is a perfectly fine game. The component quality is nice, the rules aren’t too onerous, and it’s easy to pick up and play. I find it lacking the punchy moments where you’re able to build up to big exciting moves. “I play this tile, which gets me this tile, and I use a stone which lets me play this tile, which gets me six points” is about as exciting as it gets. Now, not every game needs to have moments where the whole table leaps to their feet, hooting and hollering (especially when the baby is napping), but the entire experience of The Castles of Tuscany feels subdued.I enjoy that play time is less than an hour, which means that The Castles of Tuscany is more likely to get played than some of my other more exciting, but longer board games, but in the end it falls short of the expectations that were heaped upon it.
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.
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!
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.