|
21st July 2023 It's a Friday evening and we're round Simon's for some gaming fun! Life finds a way.... to create a tableau of cards with little green cubes and plastic plant stalks in Earth, a engine-building, action-selection game. What's in a game?
Earth uses a variety of different component types; wooden cubes, plastic segments and card tokens as well as tiles, boards and cards. It's a bit of a eclectic choice but all of them are good quality and work together well. Although the growth tokens, which are meant to stack upwards are a little fiddly to handle, because they're cylindrical they're a little slippery and have a tendency to roll around or even off the table! In the past, I've been critical of games that have made use of photos in place of art. Especially so of licensed games that use stock photos from their source material. It seems cheap and lazy. Earth does use photos but bucks that trend in great fashion here. The use in depicting nature makes sense as it shows varied animals, plants and landscapes all in glorious, vivid detail, lending the game a documentary-like quality. Additionally, it appears that each of Earth's large numbers of cards features a unique image as well as some flavour text that talks about the subject matter. As a result, it doesn't look anything like the cheap or easy option, works very well and shows the effort and thought taken to make the game look good. In short; Earth is a great looking game with eye-catching table presence. When it comes to iconography, Earth definitely has quite lot that players will need to get to grips. 4 types of habitat, 4 types of flora, 4 types of actions and sub actions, several types of resource etc. I wouldn't call it a barrier to playing the game considering the type of player the game is aimed at but still there are quite a lot learn. If I had one criticism, it would be that the 4 colours associated with the 4 actions could be a more contrasting. How's it play? Setup
On to play In Earth, players will be looking to create a tableau of earth cards (which for the most part will be flora cards) to earn VPs as well as create an engine. They will need to acquire and 'plant' cards in a 4x4 grid that will allow them to create growths and sprouts which in turn will also have uses as well as being worth VPs in this very interconnected game. Earth uses a traditional turn order with the active player selecting 1 of the 4 available actions to perform during their turn as well as trigger additional associated actions. Other players, albeit to a lesser extent will also be able to perform that action as well as triggering their own additional actions. Even though only 1 player is the active player, it is generally possible for all players to perform their actions simultaneously. A turn plays out as follows.
Endgame The endgame is triggered as soon as any player plants the 16th card in their tableau. That player should place one of their leaf tokens on to the 7VP spot on the fauna board. Play then continues until all players have had equal turn and then goes to scoring. Earth provides players with a wide variety of avenues to score points.
Points are tallied, highest score wins. Overall
In Earth, the tableaus that players are creating are literal islands that will expand and grow from their origin point, where different terrains and flora will spread, endure events and attract fauna. Each island will develop its own set of interconnected ecology in the form of its game mechanics and engine. In this regard, Earth fits its natural world theme pretty well. Mechanically, Earth blends tableau building with resource management and action selection. Whilst not particularly complicated, there are a lot of 'moving parts' to Earth and a lot for players to think about and many ways to score. Soil, sprouts, growth and even cards are all resources that must be managed and all of those bar soil also generate VPs. The game's engine building frequently demands that one resource be spent to gain more of another and so on. Classic engine building stuff. It means that players need to really think about which cards they will use to create their tableau, this will involve considering not only the abilities on the cards but also their position within the tableau as this will affect how well they 'combo' off of each other. Furthermore, players will probably need to think about the plant and habitat types of the cards they want to play and how that effects their scoring opportunities. Terrain cards throw even more into the mix with some often almost random objectives requiring the placement of cards in certain ways or scoring off of hand size or compost size. With so many ways to score that can arise in diverse combinations, it's kind of hard to describe how to play Earth but players will need to recognise opportunities to exploit when they appear and possibly rethink their approach. There's some flexibility to how an island expands and players may find themselves changing strategies partway through the game to accommodate new goals they have acquired While Earth has a fairly lengthy playtime, especially with a higher player count, it never feels like it due to how most of the game can played out simultaneously. It's also definitely not one for beginners and leans towards the heavier end of the difficulty scale. Fortunately, it's not too hard to learn and cards will contain a lot of the information that players need. For me, Earth strikes all the right notes and is a game I enjoy playing: It provides a balance between accessibility and depth along meaningful decisions and has a engaging theme. It doesn't hurt that it's filled with fantastic imagery and components that looks great on the table. Definitely one to try.
0 Comments
Leave a Reply. |
AuthorI play, I paint. Categories
All
Archives
February 2026
|