Whisperwood Game Review

About four years ago, I wrote a negative review of the game Lacrimosa. I’d never written a major pan before and, while I stand by the diagnoses in that review, I have come to believe that the review itself was too much. In trying to capture the feelings of exasperation and bloat that Lacrimosa brought up in me, the review itself became exasperating and bloated.
I’ve played more than my share of unsuccessful games in the years since Lacrimosa, but Whisperwood is the first to evoke similar negative feelings. They are not similar games: Lacrimosa was dry as could be, an efficiency Euro with combos galore. Whisperwood, with its massive table presence, multiple tracks, and plurality of tokens, gives off the impression of a sandbox game. I think that was the goal, anyway.

If designers Brad Brooks, Erin McDonald, and Christian Strain had pulled that off, it might have suited the setting. As members of the Council of Druids, players compete to best restore the magical Whisperwood, clearing away Corruption and gaining the favor of ancient Golems. That made manifest as a wide open space in which you can more or less do what you want…
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Thief’s Market, from publisher PickPocket Games and designer Dave Chalker, is just such a game. This is surprising for a few reasons, not least of which is because Thief’s Market is, mechanically, a breeze. It’s a challenge to think of something simpler without tipping over into party games. Each round is divided into two phases: grab some loot, then spend said loot on resource conversion powers and points until someone wins. This is not, in theory, the stuff analytical types tend to lose much sleep over.










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