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In fanImpressions of Leviathan Wilds, Slay the Spire, Cascadero/dito, Spectral, and Harmonies

The world conspired in the best of ways to bless me with a whole bunch of new games at once and I happened to be able to get in a lot of plays quickly with them.

Always get an idea of who's talking before you take anything away from these reviews/impressions. Maybe we're really different people. I've been in the hobby for 10+ years. I've played a lot of games. I love interactive and mechanically unique games. I worship Reiner Knizia. Some of my favorite games are Tigris and Euphrates, Spirit Island, Race for the Galaxy, Agricola, Battle Line, and Oath. My favorite games of last year were Stationfall, Ra (reprint), and Zoo Vadis.

Okay, let's go!


**Cascadito/Cascadero** -
Is this a Pokemon Red/Blue scenario? No! There's room for both halves of this pair of Knizias in a collection. I think Cascadero is the better game, but Cascadito slides onto our table more easily. I'm a bit of a believer in the Moneyball theory of games (does the game "get on base" (to the table)?) so, that matters!


**Cascadero** - 4 plays at 2 players - First, the production is perfect. Svelte box that's easy to pack, wooden pieces, great graphic design with built in rules reminders by Ian O'Toole, and a striking cover make this a joy to play. If you enjoy the general *waves hands* of Irish Gauge, you're going to love how this looks.


Cascadero requires a little patience, but I think I'm starting to see a heart of gold down in there. As a Knizia tile-layer, right away, this game is, unfortunately, going to get compared to some of the greatest games ever made. Games like Through the Desert, Samurai, Babylonia, etc. I say unfortunately, because I don't think you'll love this game on the first play. That's because I think the default/starter side of the board is less interesting. If you're familiar with games, do yourself a favor and flip to the farmer side as soon as possible. Even then, Cascadero is subtle. When played best, it's a quiet maneuvering of cubes up to just the right spots on tracks with pieces on the board in all the right places that build a little lattice of opportunity. Not just one combo ready to score, but a set of circumstances that hedge on an opponent's move. Paths are everywhere, and you're using them in just the right ways to get across a double score gap or to slip into a fold in the track that gives an extra bonus. I feel like the review circuit doesn't usually play games enough times to appreciate this one, and maybe it's subtle to a fault. It isn't great when you hear "it gets good on game 4", but I'm four games in and usually that's the point where I'm bored of most games. With this one I'm excited to play more.


**Cascadero is great!**

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**Cascadito** - 5 plays at 2 players - Do you like My City? Do you like My City: Roll and Build? I do. I probably wouldn't list them in my favorite games, but they are such great weeknight-with-the-partner games that I appreciate them all the same. Cascadito isn't billed as a campaign game, but rather as four maps. Maybe a 4 game campaign doesn't sound long enough, but I'm busy. 4 games sounds like something I can do. If you've played Cascadero, map 1 is the less interesting version of that game. Stick with it though! Like My City, you get the joy of seeing Knizia riff on an idea. We enjoyed each subsequent map more and more and we could see ourselves replaying d especiallyact, on map 4 we kept looking at each other's sheets during the game - on a roll and write! I like that.

**Cascadito is good!**

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**Spectral** - 6 plays at 2 players - I'm pretty picky about deduction games, especially as board games. As someone who has put hundreds of hours into Picross and sudoku I need there to be a good reason why I'm using my precious time with my friends on something that is usually so solitary. So far, I've really only liked The Search for Planet X. While it isn't known as a particularly interactive game, my friends and I have played it so competitively that we look for any scrap of information that might give us the edge, and the publishing system cranks up the incentive to take some leaps of faith in a tight race.


When I heard about Spectral I was excited - an interactive, bidding based logic puzzle - cool! Six games later, I haven't really figured out how to interact with my opponent. While The Search for Planet X has clear moments of intention to watch for (publishing papers), it's really hard to tell when your opponent is acting with intention or just exploring in Spectral. You also don't have those little clues like what your opponent is scanning for or researching like in Planet X to build some kind of theory around. The game is a breeze to play, yet barely leaves room to grapple. So maybe the interaction isn't super strong, but how's the logic puzzle?


Boring. Imagine playing sudoku, but the logic restrictions were only for rows and not also columns, or within squares. You can do some deduction with the curse cards, but the treasure cards (12 of the 16) are all essentially equally informative and don't allow for much in the way of chains of deduction. You can do a little bit with probabilities of where treasures are likely to overlap, but it rarely feels worth it to pursue when finding curses provides a much more reliable benefit.


I want to be wrong about this game. Please, someone argue this one with me.


**Spectral is okay.** If you play it once or twice, I think you'll have a good time, but I don't see it having legs.

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**Slay the Spire** - I've had this game for less than a month and I think I've put in maybe 50 hours at the table with it at this point. I've played with people who have 1000s of hours in Slay the Spire - they have loved it. I've played with people who have never played Slay the Spire - I see them playing Slay the Spire on Steam the next day and asking when they can next come over. People who usually duck out of a game night at 10pm are still at the table at 1am.


I was really worried it would be bad. I wondered, why not just play the digital game? But here I am, holding the box and knowing without a doubt, this object sparks joy. Have you ever experienced a solitary piece of media, obsessed over it, and then gotten a chance to experience it together with other fans? Maybe something like watching Game of Thrones with friends after reading the books. It feels great to share in something you've loved. That's how Slay the Spire has felt. But it's not just that, as evidenced by the friends that have never played the digital game and still loved it. It's just a damn good deck builder, and the whole system of knowing exactly what the enemies are going to do before they do it goes over so well here. It's so apparent that this translation was a labor of love and so much has gone into preserving the spirit of the game. I love it.


**Slay the Spire is excellent!**

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**Leviathan Wilds** - played the first 3 Leviathans solo and at 2 - I backed this as a Shadow of the Colossus fan, and hoped for the best. I'm honestly blown away by how much this game has exceeded my expectations. First, there's something about this game that feels so complete and efficient. There's no Kickstarter bloat. It's in a very understated, retail sized box. The game just gets so much out of each component. It feels like the people who made it have made a lot of games before (and they have!).


I have trouble finding mid-weight 1-hour co-ops that I like. I love co-ops like The Crew at the short and sweet end and Spirit Island at the epic and heavy end, but the games that hit around the Pandemic range have never appealed to me. There often seems to be too much upkeep and setup, and not enough to keep me interested in sharing a puzzle with other people.


Leviathan Wilds is sooooo easy to set up. Setting up a Leviathan involves opening a spiral bound map book and laying out five cards. Processing the enemy turn involves flipping a card and later doing what it says. I don't play solo games, pretty much ever, but I'm playing this solo because it's so damn easy to run.


The moment to moment gameplay has been a blast. The systems are very open and freeform and the cards are multi-use, so there's often this feeling of scrapping together just the thing you need from odd parts - burning this card, eating this mushroom, falling here, etc. The movement system really leans into the mechanics of Shadow of the Colossus and allows for a creativity and freedom while reinforcing the theme. Every game we've played has been tight and we've failed a few times. I like that. My only complaint was that the enemies will sometimes do "swift" moves that resolve before your turn so you don't have much of a chance to react. I didn't realize until a game or two later that you can still use skills on cards to react instantly which might be an easy rule to miss. I've felt much better about "swift" since learning that. I'll definitely be backing the announced small expansion for the upcoming reprint. What a pleasant surprise.

**Leviathan Wilds is excellent!**

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**Harmonies** - 6 plays at 2 players - This game has been called a Reef killer, an Azul killer, and a Cascadia killer. I own all those games! So, what's the body count at my table? Well, first off this game is lovely. The art is beautiful, the spatial puzzle is quite satisfying, and the playtime is breezy (especially at 2). It is most comparable to Reef in that you are arranging and stacking pieces in configurations for points, but there's a second layer of tile arrangement, similar to Cascadia's habitats, that's always present, no matter what cards come up. The Azul comparison is probably due to the drafting of tiles from a central market. So, what's the outcome?:

* Reef - Dead. Harmonies gives me a similar spatial puzzle in less time, in a smaller box, with better art, and it feels more thematic (I want to make homes for all my animals!).
* Cascadia - Dead. (although I was tired of it already). I find the game to game strategies in Harmonies to be more diverse and I don't feel like I have an algorithm to follow like in Cascadia (Is there a tile that increases two habitats? Can I fit a fox between my other groups of animals?).
* Azul - Alive. It's a stretch to compare the two games, but the drafting portion is far more interesting in Azul with the combining pools of tiles. Azul sits with Carcassonne in this perfect zone of being a gateway game that starts out gentle and puzzley and more you play it the more cutthroat it becomes. This isn't Harmonies, but...

**Harmonies is excellent.** I wouldn't be surprised if its the best gateway type game of the year. I do think it could slow down significantly with more players, but I tend to play something more interactive beyond 2.

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**Dro Polter** - Too many plays to count and at all player counts - I think this is Oink's cutest production yet. The chunky wooden ghost, the tiny bells, the little set of treasures you'll hold in your hand. If you like frantic dexterity games, this is great. You can explain the rules in about 2 sentences and it's very non-gamer friendly. The cleverest bit is how you have to hold onto points in the form of tiny bells and if you drop them you lose them. It's an excellent system of handicapping the leader that often turns to laughs. It's mostly a novelty, but if you can introduce it to a few different groups of people, it feels worth it. Great with kids too.


**Dro Polter is great!**
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