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21st August 2023 It's Monday and we're deep into a gaming weekend at Matakishi's and the game of the hour is The Pursuit of Happiness. Someone once said 'Happiness is not a goal; it is a by-product.', but in The Pursuit of Happiness, a worker placement game all about your life; it's definitely a goal! Note: The version of the game shown in the photos is the from the 'big box' which have a number of expansions incorporated into it, which add extra card tracks and actions. Also being used are the upgraded deluxe components as well as (I think) the neoprene playmat. What's in a game? Board: This is a busy looking board packed with a lot of card rows and spaces, all of which combine to display quite a lot of information.
Cards: The Pursuit of Happiness makes use of a lot of different types of cards broken up into decks which correspond with the rows on the board and are also colour coded accordingly. Thus, there are project cards, item-activity, job and partner cards. More on these later. Some of the card types are double-sided and come with a cover to keep them hidden during play. Generally, cards feature a illustration along the top and tend to feature cartoonish artwork depicting their subject matter while the middle and lower parts given over to displaying game information. As a rule, in some manner or other, cards tend to have a cost associated with acquiring or using them and there's also a reward for paying the cost. Some types of card will also require paying an upkeep to maintain - this may be in the form of resources or hourglasses. Upkeeps also generate rewards as well. Additionally, there are also Child Trait and Life Goal cards. These function differently. Tokens: The Pursuit of Happiness uses quite a few types of token, particularly with some of the expansions thrown in.
The oversized plastic components are all well made; chunky, sturdy and well shaped, they're colourful and pleasantly tactile. The hourglasses in particular are quite huge. Obviously these are the deluxe components and the base game comes with standard card tokens which are also fairly colourful and uniquely shaped for their individual types. I.e., the creativity tokens are shaped like 2d light bulbs and so on. The Pursuit of Happiness uses a humorous and cartoony art style, interestingly this is further broken down into 2 further styles. The cards all feature bespoke colourful cartoony illustrations of their subject matter - e.g., a car for the car etc. However the board uses a more abstract stickman style against the brightly colour coded backgrounds to represent the game's actions. It's a bit of a curious mix of styles but it works well enough. i like it and it makes the game look good and gives it a good table presence. There's nearly a dozen icons used in the game, they are mostly self explanatory and will be able to quickly learn them. Players should not have any issues understanding the game. Note: For this game overview I'm going to limit discussion to the core game. There are numerous expansions for The Pursuit of Happiness and we've played some of them. Broadly speaking they mechanically tend to function in the same way. How's it play? Setup Board: Put the board into the central playing area.
On to play The Pursuit of Happiness is played over 8 rounds and each round represents a different stage of life, starting with being a teenager and going all the way through to old age. Each round round contains 4 phases, the bulk of gameplay takes place during the Actions phase and in this regard the game uses a typical turn structure with the active player completing their action and play then progressing to the player on their left. The core mechanic in The Pursuit of Happiness involves acquiring cards and then using them. This will generally involve paying to use but will then provide rewards. Rewards may be any of a number of things, money or the 3 other resources, short term happiness, stress or even long term happiness which equates to VPs. Slots: Before continuing to how the phases play, 'slots' need to be explained'. Each player has 3 slots in their personal area and every 'active' Project, Job or Partner cards they acquire in any combination fills 1 of those 3 slots. If a player has more than 3 of those card types active at the same time, every card in excess of the 3 slots causes the player to lose stress. That's the cost for 'burning the candle at both ends'! The phases are played out as follows:
Short term happiness: As well as determining the first player in the following round, a player's position on the short term happiness tracker will affect the costs they pay, positive happiness gives them a discount while negative does the opposite. Players may also pay short term happiness to discard any number of cards on a card row and refill them Stress: The stress track consists of 7 differently bands with several spaces in most bands and 15 spaces across all bands. This is a very important tracker. Not only does it determine how many hourglasses a player receives at the start of a round, it also dictates when they shuffle off this mortal coil! Certain actions will increase stress which moves a player's marker towards the 'red' spaces, this is bad because it will lose them hourglasses, if the marker is moved all the way off the board then the player has met their end and they are eliminated from the game. Actions that move the marker into the 'green' spaces are good, it provides the player extra hourglasses and longevity. Here's the thing though, a player cannot move bands when decreasing their stress unless they gain a specific reward called Good Health! Just like real life, Good Health is very good thing and being able to move bands is important. Remember that in old age, players automatically gain 3, then 6, then finally 9 stress. What this means is; if a player hasn't gained good health by the end of round 7, they are guaranteed dying at the start of round 8! Ouch! Right, I think that's a broad explanation for the rules. Endgame Play continues until all players have died - which is a bit of a sobering thought! This will usually occur during the preparation phase when players deal with ridiculous amounts of stress! Players then count their finishing VPs which comes from 3 sources.
Points are tallied, highest score wins. Overall The Pursuit of Happiness is all about the use of hourglasses, time and the passage of a lifetime. Players will find themselves quite figuratively spending time at work which will provide money which will allow them buy stuff. Get into a relationship? Raise a family? These require more time. Between this and having a job, half of your hourglasses will used upkeeping these two! If you ever wondered. 'Where did it all go?' Now you know! As you might have guessed, The Pursuit of Happiness is a very thematically appropriate game. While the game is I'd say 'mid-weight' mechanically (At a basic level it's a worker placement game that allows players to gain extra places to use from acquiring cards.). There's quite a lot going on and equally a lot to remember. I wouldn't call it fiddly but it probably take a couple of playthroughs to get a handle on everything. There's some unique elements of course such as the short term happiness track which something that players will need to keep an eye on and manage as well as the stress track. Both of which can significantly influence the game. One thing I will note about gameplay related to the stress track, it's how rare cards that grant 'good health' are and how infrequently they appear. I don't think we ever saw more than 1 or perhaps 2 during any single game. Whoever manages to gain that good health will find themselves in a good position gameplay wise as gaining it and consequently being able to shift into a different band on the stress tracker is a strong play, in fact an almost game winning play as it can give that player and entire extra round. I feel that cards with cards with good health perhaps could have been a bit more common and other players may well need to remember to use short term happiness to rinse through the decks looking for those cards. Gameplay wise, The Pursuit of Happiness is about the most optimal placement of hourglasses and management of resources. Things like project and item-activity cards will when fully maxed out give players VPs but they are also useful for changing 1 kind of resource into another which can be used else where. This lends the game a bit of a engine-building aspect, albeit a fleeting one, since cards can generally only be used a couple of times before being 'completed'. Players will always be looking for the next opportunity to exploit. If I were to be a bit harsh, I would say that The Pursuit of Happiness a bit overlong particularly at higher player counts and that the gameplay is little average and is pretty standard stuff mechanically. Where it excels though, is in a added storytelling angle the game creates. As a player progress through the rounds (and the years), they'll find themselves creating a bit of story during their playthrough as they acquire cards that add to that story. Did they get a job, what hobbies did they have and so on? It gives the game a great deal of charm The result of this is that The Pursuit of Happiness provides a bit of unique game experience and one to definitely give a try.
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