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Loved it, but it's not for the faint-hearted
There are two things that sell this: firstly its theme is very much against the trend of much of boardgaming themes; secondly it's a very think-two-steps-ahead strategic co-op game. If either of those are a turn off for you, it's probably going to stay on your shelf. If you like them, welcome to one of my favourite games!
The theme is it's the Anti-Catan. It challenging the basic presumption in a lot of explore-exploit-expand games that settlers are moving into empty lands, or lands that are occupied by natives to be displaced. That's a problem because those games are repeating a propaganda story that exactly mirrors the lies that the colonial countries told to justify seizing lands, displacing and destroying the native peoples in the process. Spirit Island reverses that: you're protecting the native people from the invading colonisers. There's a lot of clever thought that goes into how that theme plays out in the game, it's not just "swap who wears the white hats and who wears the black hats". It's got one of the strongest connections between theme and mechanics I've seen.
The game is very think-ahead though. The game plays out over up to a dozen rounds, you get to see what's coming up, and to have any chance of success you need to be trying to plan at least one, preferably two, moves ahead. If you can do that, the game is far from impossible to win, but when you do win, you still feel like you really had to work for it. And once you've got the hang of that, it's…
Learning Curve |
Rated 4 out of 5
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Aesthetics |
Rated 5 out of 5
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Enjoyment |
Rated 5 out of 5
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