5th February 2023 It's another Sunday evening and we're logged into Board Game Arena again for some gaming fun. Nova Luna; the new moon. No, this is no a game based on those dodgy vampire films. It's a pretty standard draft and tile placement game. Caveat: We've only ever played this game digitally. What's in a game?
The game's only art is found on the moon wheel, there's some fairly detailed styling around the wheel as well all the faces of the moon. Otherwise, Nova Luna is fairly light on artwork. It does make good use of bold bright colours however, which I like and think makes it look eye catching. If you understand numbers and coloured dots, then you'll understand Nova Luna's iconography. It's very straightforward and easily understood. How's it play? Setup
On to play In Nova Luna, players will be drafting tiles from the moon wheel and placing them adjacent to each other in their personal play area with the intent of connecting tiles of certain colours to each other in order to complete the objectives or tasks on those tiles. Nova Luna does not use a traditional turn order, player order is based on the respective position of each player's token position on the moon track. Furthermore, whenever a player takes a tile, their token will move along the track.
Endgame There are 2 ways the game can end.
Overall
Nova Luna's new moon/lunar theme is a bit left field and in fact, the rulebook actually describes Nova Luna as an abstract game. However, abstract nature aside, let's discuss the gameplay. Nova Luna presents two elements that player will need to think about, which are the drafting and then placement of tiles. The drafting element presents players with some potentially interesting choices. Taking a tile will likely alter the active player's position in the turn order. They will generally have the option of taking 1 of 3 the tiles ahead of the moon meeple. When the situation occurs that there are less than 3 they can elect to fill the spaces but may choose not to, instead selecting from the smaller selection if those tiles are what they want. Players can sometimes manipulate the situation to get more tiles they need as there may be times when the active player could take a tile with a low time value and immediately act again, however, what's to stop a player always doing that? Well, tiles with low time values tend to have tasks that are harder to complete and require more connections. So there's a bit of a balancing mechanic there. Tile placement is also very important. It's vital to try and think ahead when doing this Optimal tile placement is key. Players will want to position tiles so that they complete current tasks but also leaves tile edges open to complete tasks later in the game or open to be connected to other tiles later on. Like a lot of games of this type. It will be tricky to always place the tile you want, when you want and they'll be moments of frustration when this occurs. Sometimes players will to adapt or change tactic. While I feel that Nova Luna is a game that plays well and I'd have no problems joining a game if someone wanted to play. It is however, also the kind of game I've played a lot before. The whole draft and place tile gameplay is something that's already been done quite a lot and while some of the mechanics utilised for this in Nova Luna are unique, I don't think it's enough to differentiate itself from other games of its type. If you've played games similar in gameplay to Nova Luna, you probably won't find much in here that's new. However, if you're new to this kind of game or looking for a game in this style, then Nova Luna is equally worth considering, it's not particularly difficult to learn and gives players meaningful decisions and choices to balance in a bright and colour package.
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