3rd December 2019 It's Tuesday at 'The Sovereigns' in Woking with the board game club. This means board games! And tonight we played 'Wayfinders'. 'Those magnificent men, in their flying machines.' 'They go up tiddly up up.' 'They go down tiddly down down.' That's enough of that! Wayfinders is a colourful little game about flying and exploration. It's also a fairly light worker placement and resource management game. What's in a game? Wayfinders is played over a 5x5 grid of tiles:
Apart from the aforementioned worker meeple issue, all the components are solidly made and bright and colourful. On the island tiles. All the resources are delineated by both colour and symbol except for the resource in the bottom right corner, which is represented only by colour. However the resource tokens appear to have their symbols printed on them and they may wear off over time and use. How's it play? Setup.
In Wayfinders, there are only 2 main actions, although the 2nd action has a number of sub actions that can be performed. 1st action, place a worker:
Acquire resources. Travel. Build hangars. Endgame The endgame is triggered when a player has 2 or less hangars remaining in their supply. The current round is completed and scoring commences. Resource and Permanent effect tiles have a static score. But scoring tiles tend to have scores dependent on what the player as achieved in the game. For example: A scoring tile might score 3 points for each tile in the same vertical line as itself that the player has put a hangar on to. Unused resources and workers on the hangar board in the endgame also score. Final scores are tallied, highest score wins. Overall
Wayfinders is a pretty simple game, but there's a couple of interesting things going on in this game. Acquiring resources is an unusual blend of worker placement and drafting with a dash of push your luck. Players will probably find themselves competing over certain resources, particularly if that resource is scarce in the hangars. This can lead to some tricky decisions. A player can keep putting down workers so that when they are returned, the player will get the maximum resources. But if that player needs a certain resource, this delay can lead to them losing that resource to another player. Or perhaps a player needs a resource that is 3rd in line at the hanger. Do they try and play 3 workers to get at it? Or do they place a single worker and hope that someone takes a resource ahead if it. Watching where other players put their workers can be insightful. Whilst there is little direct interaction in Wayfinders, particularly on the tiles. Another reason to watch what other players do, is that when they place a hangar in a tile, that tile becomes accessible to other players for free. This can make it easier to reach tile beyond it and will open up the playing area and also open up more choices and strategies. Conversely, getting to a tile that may prove popular with other players and putting a hangar on there first is a great way to earn resources as other players must pay to you instead of the bank. This is a lot more useful than it sounds. After moving a plane and placing hangars, a player can only retain 3 resources. So even if that player maximizes the placement of their workers, they can only start a move and build action with a maximum of 8 resources. However if during a round other players have to pay out to you to put their hangars down, it's possible to start with a lot more resources. This can be a great advantage, as being able to put down 2 or 3 hangars in a turn really lays pressure on other players as they'll be forced to play catch up. Remember, players start with 10 hangars, but 1 goes on the home tile, so in reality everyone starts with 9 hangars. And the endgame is triggered when any player reaches 2 or less hangars left. So a player only needs to place 7 hangars to trigger the endgame. As well as being a fairly easy game to learn, Wayfinder is a quite short game and playing speeds up over the course of a game as the board inevitably opens up. Optimizing your actions and taking advantage of circumstances are key to winning. A canny player can end the game abruptly, leaving their competitors in the lurch. The only criticism I have is that it's a little too long for a filler game, but a little short for a main game. But that criticism aside, Wayfinders is a easy to learn and fairly fun game to play.
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