In order to promote discussion on Lemmy, I’m doing micro-reviews for my favorite boardgames by genre. Please join in, provide your reviews, flame me for my terrible taste or to suggest a category for tomorrow!
Today's game is Spirit Island
TL;DR
Score: 9/10
Positives:
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Gorgeous artwork
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Theme fits great in the game
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Very thinky
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Tons of difficulty adjustments and scenarios
Negatives:
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The upkeep of this game is very high
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Prone to Analysis Paralysis
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Quarterbacking/Alpha gaming is nearly impossible but it's still really important to discuss how to approach each turn; Not everyone enjoys that
The Review
In Spirit Island you play as a magical spirit of the island. Your task is to protect the land and its native tribes from the colonizing invaders. The objective of the game is to wipe the colonizers or inflict so much fear they give up. If the colonizers spread too much or you run out of time, you lose the game.
Image credit to Richard on bgg, source here
This game is really special. The artwork is absolutely amazing and fits the theme really really well. The Spirits feel REALLY different from eachother, they totally change the way you play the game. Some Spirits are more focused on defending the land from colonist attacks, others are really good at killing enemy units and others play more of a supporting role.
At the start of game you are very weak. You have very limited range, and your starting cards are probably not very powerful. It quickly starts to feel like it's an impossible task and you're going to lose. Part of the island is going to be permanently corrupted and it's going to feel bad.
It's nearly impossible to be an alpha gamer in this game because your decisions are already too complex, you would be totally overwhelmed if you tried to control everyone else's. That said, while all actions can be performed simultaneously, it's very important to communicate your intentions with your team mates. Say you can wipe 1 of 2 possible areas. It's important to communicate that ability with your team mates because maybe someone else is more restricted than you and can only deal with 1 of those areas. Not everyone enjoys this interaction but I truly believe it's key to success.
As the game goes on you will be spreading your influence across the island and acquiring new and more powerful cards. You will start to feel like a god and the game starts to feel easy. It's quite an interesting arc, really. The game comes with a ton of difficulty adjustments but the arc always seems to be the same: you start miserable and thinking the game is impossible but you clutch it out and win when game is nearly over.
I really love the hard decisions in this game. You want to save the entire island, you want to kill every colonizer, you want it all to be perfect. That's not going to happen, the game is designed for that not to happen. You're going to have to make sacrifices and try your best to deal with the threats while gaining some much needed power. I love that aspect of the game. The Spirits are really unique with clever little names. My favorite spirit is "Ocean's Hungry Grasp" and it's so fun because your gameplay neatly simulates the ocean waves. It's amazing.
The one thing that knocks a point out of this game is the "invader phase" upkeek. Spreading colonizers and disease is a REALLY boring step and very prone to errors. It doesn't seem too much in the first couple of turns but it really starts to become a dreadful task that you perform every single round. For this reason, I really don't recommend the first expansion. You need to add even more stuff to add to the board and has yet another upkeep step. There's a Steam adaptation of the game which probably solves this problem but I tend not to enjoy digital adaptations of boardgames.
Context Information
Number of Plays: 15
Suggested player count: 2-3 players, 4 is fine if everyone knows how to play and no one suffers from AP
Average playtime: 2.5 hours
Win-rate: 93.3%
Honorable Mentions
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Aeon's End: The New Age - Really fun deckbuilding game with the unique novelty that you DO NOT shuffle your deck. Once you play all your deck you simply flip it, no shuffle. Great game. There are a ton of Aeon's End games, I played The new Age and The Outcasts. I recommend The new Age, felt like a better game.
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The Crew: The Quest for Planet Nine - Trick tacking games are played a lot in Portugal. Every family owns a deck of cards and everyone can play "Sueca". This game feels like cooperative "Sueca" and we had a blast playing it. I also played a bit of the second one but I find the simple design of the first one a lot better.
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The Shipwreck Arcana - Forgot to mention this one! This is a very clever cooperative deduction game. Small box, small prize, amazing game. It's a solid 9/10 for me as well.
We play up to five players and it's entirely fine at that count. Then again maybe our opinion that a highly rewarding game like Spirit Island doesn't have to be over in 90 minutes may be an outlier.
One of the morst important factor in Spirit Island is that everyone MUST be able to play without handholding. And once you're beyond the 3 player mark there's no more room (nor necessity) to discuss island-wide tactics. Some quick words on strategy are alright but the turn to turn tactics are best dealt with when every player figures out what they could do or contribute to and the negotiates bilaterally.
I also disagree with the upkeep being an issue. It doesn't take a whole lot of games to get familiar with the VERY easy formula. Seriously, out of everything in Spirit Island the invader turns are probably the easiest. Everyone can just do their own island board and you're done in a jiffy.
One nice thing about the expansions is that most additions are completely optional. You can play with them if you like or ignore them.
It's definitely a game that's a bit tricky to get new players into. The rules are a bad teaching tool and you absolutely should play with MAX 3 players at the easiest setup imaginable when onboarding newbies. Because you ARE gonna have to handhold them.