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Gaming Blog

Boomerang: USA - First Play!

15/4/2022

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15th April 2022

It's a Friday and we're logged into Board Game Arena for some afternoon gaming.

​Take a road trip across America, visit the landmarks, go wildlife spotting, play some sports, end where you started? Send a postcard (Or write a letter from America.), walk 500 miles, maybe walk 500 more...
OK, enough of the tenuous references. 
​Boomerang: USA combines set collecting and roll and write mechanics into a point salad of a scoring game.

Caveat: We've only ever played Boomerang: USA digitally.

What's in a game?
  • Score sheet: This shows a map of the continental United States and a network of connections between 28 different cities or tourist location from coast-to-coast and which are labelled A-Z (With @ and # making up the last 2.). The locations are divided into 7 regions of 4 cities each.
    The sheet also features various boxes for scoring, mostly on the right side.
  • Cards: There are 28 cards in Boomerang: USA which as you would imagine is 1 for each location on the score sheet. Each card also features some artwork representing that city or landmark.
    Throw number: In the top left of each card is it's 'throw number' which ranges from 1-7. More on throw numbers below.
    Sets: Each card will have 2 icons pertinent to 2 of the game's sets.
    Landmark: This will be a letter/symbol that represents that city/landmark and matches it's location on the score sheet.

The only artwork in the game appears on the 28 cards and is obviously referencing the locations the cards represent. It's pretty artwork too, with blue skies and bright colours.

Using letters/symbols for cities is a smart move and easily understood. Boomerang: USA makes use of 4 types of sets to collect and each set will feature its own range of icons, it means that the game has a fairly large array of icons. Luckily, it's clear which icons belong to which set and players don't need to reference a rulebook to know what they mean since the game is about matching icons in their respective sets.

How's it play?
Boomerang: USA is played over 4 rounds and uses a drafting mechanic where players pick a card from their hand and then passes the remaining cards to their left, then all chosen cards are revealed (Or not for the first card.) simultaneously. This continues until all cards have been selected and players have acquired 7 cards.
  • Setup: Shuffle the cards into a face-down deck and deal 7 to each player. Each player should also have a scoring sheet.
  • Drafting: Player's should pick 1 card from their available hand and put it face-down in their playing area, then pass the remaining cards to the player on their left.
    Throw card: The very first card a player selects will be their throw card and is kept face-down until scoring at the end of the round.
    Throw cards are scored as normal but also feature own scoring (Using the throw number no less.).
    Reveal card: The remainder of cards picked during the round are placed face-up. Cards are not actioned until all cards have been picked by players.
    Catch card: The last card a player gets (The one they have no choice about.) is their catch card. As the name implies, this relates to their throw card.
    Once all cards have been played, the game goes to scoring.
  • Scoring: Boomerang: USA is a set collecting game with a variety of scoring methods which differ from set to set.
    • Boomerang!: Each player reveals their throw card.
      Then the throw value on their throw card is compared with the throw value on their catch card.
      If the catch card has a equal or higher value than the throw card, they score VPs equal to their throw card.
      Throw, catch, boomerang, geddit!
    • Cities/locations: Players score 1 VP for each location they visit and should mark it off on their score sheet. Players only ever get 1 VP per location.
      There is also additional scoring for locations as follows:
      • Coast-to-coast: When a player visits adjacent locations as per the connections depicted on the score sheet, they should draw a line between the adjacent locations.
        The first player to connect the east coast to the west coast scores 7 VPs, other players can also score coast-to-coast but with diminishing VPs.
      • Regions: On the score sheet, each of the 7 regions contains 4 locations. The first player to visit all 4 in a region scores a bonus 3 VP. Only 1 player can score per region.
    • Americana: Players score for sets of Americana symbols here with slices of American life such as baseball, American football and mom's apple pie, OK, there's no apple pie but you get the idea.
      Scoring Americana is initially easy, each Americana icon is worth a certain number of points, they are all combined to get a score for that round.
      Next Round: The catch with scoring Americana points is that in the following round, the Americana score must be higher than the previous round, otherwise the score is set to 0!
    • Wildlife: There are various types of wildlife worth differing amounts of VPs and players score for each pair of matching animal icons they collect.
    • Activities: There are 4 different types of activity, such as hiking or dining. Players choose any one type only to score in a round, the more cards they've collected of the chosen type, the more they score. So 3 hiking symbols would score 4 VPs but 4 dining symbols would score 7 VPs.
      Once per game: The catch with scoring activities is that each activity can only be scored once per game, so it's one and done and since there's 4 rounds, there will be opportunity to score all 4 activities.
  • Next round: Once all cards have been scored, play progresses to the next round: All cards are put back into a deck, shuffled and dealt out again in preparation for drafting again.

Endgame
Once the 4th round is completed and scored, players then total their final score from across all 4 rounds.

Points are tallied, highest score wins.

Overall
​On a basic level, Boomerang: USA is a straightforward drafting game. It's point salad of scoring mechanics makes the game complex, most of the blog above talks about the 7 ways to score VPs.
Some of the scoring methods have pretty standard elements, collecting matching pairs or 1 kind of set are common, however, restrictions on how these are scored, particularly for Americana activities add an unusual twist.
The throw and catch mechanic is the standout here, presenting players with a clear risk and reward choice right at the start of a round especially when this is when they'll have all 7 cards to choose from.
Play a 1 as the throw card and it's guaranteed to score but is only worth 1 VP.  Playing a 7 as the throw card earns 7 VPS but requires a 7 as the catch card; since player have no control over what their last card will be it's a risky proposition. 

Typical for a game of this type, it's more or less impossible to score well in all categories at the same and the dilemma of what a player should prioritise is what drives the gameplay.
Should a player concentrate on getting locations and regions (Which are another type of set really.) over other sets?
Is it a good idea to have a steadily increasing Americana score over round, or go high then score 0 to score high again?
When is a good time to try and get a good score in a particular activity?
A lot of this will be contextual or unpredictable, it's the nature of this kind of drafting game. Players will probably start a round with no clear direction and will need to adapt to a strategy and recognise what to prioritise as it emerges from whatever cards they pick.

There's also a higher level of play where players can watch their opponents to try and gauge what they're concentrating on and deny it to them: If it looks like an opponent is trying to complete coast-to-coast, a player might chose and play a card with the location needed themselves in order to deny that other player.
Although I'm not sure that denial tactics are that effective though, it's entirely possible blocking a opponent will involve blocking yourself as well.

I felt like the travelling, roll and write element was a bit out of place here, adding extra layers of what seem like unnecessary complexity the game. So while the game has depth thanks to all these scoring opportunities, it actually felt like it was perhaps a little detrimental to the experience, increasing thinking time and inducing some analysis-paralysis as a consequence.

Otherwise I can't really find fault with Boomerang: USA, it's not a bad game by any stretch, it just somehow didn't appeal and seemed a little unengaging. Maybe the theme of being a tourist did quite gel with me?
I feel that there are other mechanically similar games that are a little more accessible and quicker to play.
Obviously, YMMV, a fan of card drafting games who plays them often might find the roll and write part of Boomerang: USA a fresh take in the category.
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