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Gaming Blog

Unearth

19/10/2021

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19th October 2021

Tuesday evening has come around again and we're at The Sovereigns with the Woking Gaming Club.

The first game of the night was Unearth; a dice-rolling, worker placement game set after a distant apocalypse where players command a band of 'delvers' searching for lost wonders of the long past age. Basically archaeologists sans the bullwhips and giant rock chases!

What's in a game?
  • ​Ruins cards: These oversized cards come in 2 types.
    Ruins deck: There are 25 of these cards that come in 5 colours. Each card displays 2 numbers. A claims value in the top left corner and a stones value in the bottom right; more on these below.
    End of age deck: There are 5 of these cards and only 1 is ever used at a time, they only appears at the end of the game. Each card has a special rule that only comes into play when it is revealed.
  • Delver cards: Conversely, delver cards are half-size. When acquired by players, they can be spent before an action to confer some sort of bonus or benefit to that action. 
  • Wonders cards: The ancient world was filled with now-destroyed wonders and these cards represent those and come in 3 kinds; minor wonders, major wonders and named wonders.
    There is only 1 wonder card each for minor and major wonders (All minor wonders are identical, as are major.) but there are 15 unique named wonder cards.
  • Hexagonal tokens: These six-sided tiles come in various types.
    Stone tokens: These are used to rebuild the wonders of the world and come in 5 colours.
    Minor wonders: There are 10 identical minor wonder tokens.
    Major wonders: There are 6 of these identical tokens.
    Named wonders: There are 15 unique named wonder tokens, each one attributed to one of the named wonder cards.
  • Bag: Used in conjunction with the stone tiles.
  • Dice: These are the workers of the game (The delvers.), there are 4 sets and each set consists of the 5 dice; an eight-sided die, three normal six-siders and a four sided dice.
  • Model: This copy of the game came with a curious little model depicting a 3d version of the delvers and appears to serve no function.
​The cards and tokens are all good quality and you'd expect them to be. The dice are plastic and round edged, they roll well enough.
For the ruins cards, Unearth uses some distinct eye-catching colour palettes and isometric cuboid artwork to depict the long destroyed structures. 
For the delver cards, an almost cartoony style is used to illustrate the workers/dice.
Overall, I like the art style.
The game doesn't make much use of iconography, what there is of it is pretty simple to comprehend.


How's it play?
Setup
  • Stone tokens: Place all the stone tokens into the bag and give it a good shake.
  • Ruins deck: Shuffle the ruins deck and deal one card face-down to each player, this should be kept hidden.
    Then remove 5 cards, these are not used in the game.
    End of age card: Shuffle the end of age deck, draw 1 face-down and put it at the bottom of the ruins deck, thus it will be the final card drawn from the deck.
  • Draw ruin cards: Draw 5 cards from the ruins deck and place in a face-up row.
    Stone tokens: Blindly draw stone tokens from the bag and place on to the face-up ruins cards; the stone value in the bottom right corner of each card will determine how many stone tokens go on each card.
  • Wonders: Put out the minor and major wonder cards face-up, put the corresponding wonder tokens in a stack on each card:
    Named wonders: Shuffle the deck of named wonders and draw cards as determined by the player count, put them out face-up and place each card's unique wonder token on top of it.
  • Delver cards: Shuffle the delver deck and deal 2 to each player.
  • First player: Give each player a set of dice and determine the starting player.

On to play
In Unearth, players take turns and are attempting to use delvers to acquire sets of ruin cards, that is place rolled dice on ruins card and also build wonders by accumulating and placing stone.
Broadly speaking there can be 2 phases that the active player acts in, the delving phase and the building phase.
  • Delver cards: The active player may choose to play 1 or more delver cards for their respective bonuses.
  • Roll a die: The active player must roll a die, if they don't have a die available for any reason, then they must take back a die they previously placed on a ruins card.
    Declare: Before rolling any dice, the active player must choose which die to roll and which ruin to put it on to.
    Roll the die: The active player must roll the die they chose and place it on the ruin card they chose! What does this do, well read on.
  • Results: What happens when a die is placed on a ruins card depends on what was rolled among other factors.
    1, 2 or 3: If the die result was 1 of these 3 numbers, then the active play may immediately claim a stone token from that card the die was placed on to. If the card has no tokens left on it, then they draw blindly from the bag.
    Completing a claim: After a die has been placed on a ruins card, total the value of all the dice placed on that card, if that value meets or beats the card's claims value (The number in the top left corner.), then that card can be claimed.
    The player who has a single die showing the highest value claims the card, the number of dice a player has on a card has no direct bearing other than possibly in tie-breakers. Players who lose out on claiming a card, acquire a delver card for each die they had placed on the claimed card, so it's not all bad.
    When a card is claimed, a new card is drawn to replace it.
  • Building wonders: When a player acquires a stone token, they add it to their play area by placing it next to any other stone token they've acquired and increase their 'tableau'. The objective here is to create 'rings' of 6 stones and then fill the 'space' by building a wonder in the hole. There are however, some requirements.
    Minor wonder: A minor wonder can be placed in a space surrounded by tokens of any colour
    Major wonder: A major wonder must be surrounded by stone tokens of the same colour.
    Named wonders: Each unique named wonder will have it's own requirements to be met, e.g., this may include 3 of 1 colour and 3 or any other colour.
  • Next player: Once the active player has completed delving and/or building, play passes to the player to the left.

Endgame
Play continues until the end of age card is revealed, any instructions on that card are immediately resolved, then play continues until all ruins cards have been claimed.
​
Players then score for each set of the same colour they've collected. Sets range from 1-5 cards and score 2-30 points per set. there are also points for sets of each colour collected.
Players can then score points from the individual wonders they've built, they also score for building 3 or more wonders.
Points are tallied, highest score wins.


Overall
The sum of Unearth's parts make it a fairly unusual game. It provides 2 distinct paths to scoring points and neither can be entirely ignored.
Set collecting is one way to earn victory points and the card collecting mechanics are quite solid, giving players who fail to acquire a card some sort of other benefit and the range of dice available to players that give them a couple of options is key to this. Players can play for the card or try and play for the stones - the eight-sided die has a slightly better chance of roll higher than a six-sider and four sided die has a 75% chance of rolling 3 or lower, they each give advantage but don't guaranteed success.

The other path to victory points - building wonders requires players to both plan ahead and also adapt to opportunities and changes as they appear, collecting stones of a particular colour can always prove tricky, especially if another player is also on the hunt for stone tokens. There are also some restrictions on how stone tiles are placed and depending on what a stones a player is trying to get, placing them may require a small amount of planning and forethought.

I found Unearth a little unengaging and I can't quite put my finger on why, maybe it's the game's slightly abstract nature or maybe that it feels like little is ever happening.
Very little seems to occur in a player's turn, quite often a player rolls a dice and there's no immediate effect, sometimes they get a stone, sometimes they don't, occasionally they get a ruins card. Often it felt like that despite my decisions, little was in my control.

All of this makes the game sort of light on decision making. Players choose which ruins card to gamble a doe on and when to use a delver card, or where to place a stone token when they gain one and that's about it. There's just not that much to it.
I can't find much to fault Unearth but then I can't find much to praise it either. It's all a little unexciting.
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