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Saturday, July 5, 2025

Wroth Game Review

 Again, I am fully in my "area control" era. This is Chip Theory's take on the genre. I had looked at the KS originally and decided to back out before pledging for one reason or another. 2 things swayed it into my collection though. First, I saw an update for this and 20 strong that said they were probably shipping in March, and with the late pledge open took the plunge. The second reason was something about the metal troops upgrade being unsustainably cheap. I ended up doing the late back and ironically received this before some of the guys in the group I game with. The wife and I played it once and I thought it was alright, pretty good but not amazing. Then I brought it to a more "war gamey" crowd. Absolute hit. The design is simple but incredibly tight. We played 3 games in a row with everyone switching factions between games. It was easy to pick up and teach, the components are lovely.  

 

Gameplay Thoughts

I've waxed lyrical about Warhammer as a concept to almost anyone I've chatted with about design but I'll repeat my mantra here. Warhammer is a well designed game where the designers never stopped. The core concepts (roll to hit, roll to wound, roll for save) work great and in moderation the design space (specials rules are exceptions that allow for flavor) is great. The problem comes when in order to introduce that flavor you need so many convoluted rules tacked on top of each other. As a brief totally hyperbolic example, if you normally roll one die a model for melee, a good addition would be something like "I roll two attacks when I charge because of my blood rage." A bad addition would be something like "I roll 2 attacks for blood rage, at plus 1 because of my priest. My captain has a rule that allows me to reroll but only if I spend blood points. Each blood point I spend allows me to double move." I digress. My point, as long winded as it is, is that Wroth isn't Warhammer. 

Your core gameplay is very clean. Roll and draft dice. Spend a die to do the action on the die. There's an action to get Corra, the games resource, a couple actions to add troops or move them and one action to attack. Attacking is either into a space you occupy or a space adjacent. That is hyperbolic simplification but honestly the core is really that simple. There's some nuance in the economy and the variable objective tokens but generally, if each faction was the same we'd be playing it already. 

Now where this game really shines, and I truly mean shines, is the asymmetry. Each faction has access to special troops represented by dice. Each special troop (between two and three per faction) usually only has one line maybe two of rules. The overhead is near nonexistent. The only other asymmetry comes from a one time use Feat card (each faction chooses 1 of 3 unique to their faction.) So let's look at one faction up close

These are the Koda, the Viking like berserkers. If we look at their player board we can see they only have two special troop types. The gentlemen on the left are basically werewolf types. Big angry dudes with a ton of health. First, one thing to note here is that even though they have a ton of health, they only count as one troop for the purposes of controlling an area. If we look at their special rules, they get to punch on the way into a territory and when they attack an area they are already in they do an extra damage. Let's look more in to this. First of all on first read you'd be right to think "beat stick." Those abilities are both about damage right? Drop guys in to the fray and spend your attack dice on them. Its subtle but one of the real draws is if you don't get any attack dice, now all of your maneuver dice are effectively attack dice too as long as you have one of these guys in the move. Add on to all of that that these guys will score you some victory points each turn and it makes sense to scatter them to the wind and let them tear your opponents apart.

Now lets look at the trappers. These are a "follow the ball under the cup" type of mechanic. When you place a trapper (into an area you occupy, not your off map deployment area) you choose a face for the die. When an enemy moves into its territory you flip the die and spring a trap (steal Corra, deploy two more troops or attack for 2.) These are pretty simple in terms of rules overhead but the potential for shenanigans is there. If you come in to my area and i flip this, maybe your guys die, maybe I steal a precious resource. 

Now for the icing on the cake. Lets look at a few of the feats. The Koda persistent ability is to make the trappers score VP each turn. Couple this with the face that allows you to drop more troops when revealed and suddenly you can potentially score mountains of points each round as you scatter deep into the board. Alternatively, you could use the feat that allows you to mutate three troops into werewolves. Now the tight economy isn't much of a concern as you have this ace up your sleeve. 

Each faction has its own tricks and abilities and its all achieved with very simple tweaks. Take the Ooglan Karn troops. Their rule allows them to drop into an enemy controlled region. That's it. Everything else reinforces areas you own but the Karn pop up out of no where. The Venna have some rules where they can reinforce from their discarded troops where the other factions generally cant. Lots of very very simple tweaks and exceptions to that base core ruleset that really vary the factions. 

We had a game where I played the Guild who have a one time use ability to take 10 Corra to their bank to spend. One player had the Paldeyn, who every time they would gain Corra, they can deploy a die instead. The third player had the Eldan, an elven faction that could spend Corra to fire arrows around the map. As the guild i had access to more or less the whole bank of resources, my troops stealing from the Eldan. The Paldeyn never took Corra opting instead to deploy their whole suite of troops. Just the faction choices dictated a completely different economy for that game. The round with Koda, Eldan and Ooglan devolved into a slugfest over the one extra Corra each round that resulted in the Koda taking off with the lead by virtue of their cheap traps. Very minor changes resulting in a very different landscape. 

Component Thoughts

Now let's talk about Chip Theory, Price and Components. 

So first of all the elephant in the room. My late pledge included the Core Game, the Venna and Paldeyn expansions as well as the addon for the metal troops upgrade. The price tag for all of that with shipping was just shy of $140. 

If you aren't familiar with Chip Theory I'm sure you can tell from the photos that their production is incredible. No boards, all neoprene mats. High end poker chips for tokens. Custom nice dice. PVC cards that are much more durable than usual. This all makes for a beautiful product and if you like this art style it really can't be beat. It's an expensive buy in but I do think it was well worth it. 

Now, on the subject of the metal troops. I bought these because they mentioned somewhere that the retail cost for the troops would be significantly higher. I did not realize when i bought them that the plastic pieces included were also the unique faction sculpts. The plastics are totally acceptable and the metal actually weigh the tray insert down enough that it makes me a little nervous when people grab it by the middle. All this to say, metal cool, not necessary. 


I do however think the Paldeyn and Venna expansions are totally necessary. In a game that really thrives on that asymmetry adding more factions is kind of a no brainer. The Venna in particular are just so cool. They play like zombies but look like fae wood elves. I lost horribly but the mechanics they add are super cool. 

Overall I am really into Wroth. The game plays very quick managing a teach and 3 games in just over 3 hours. Once the initial teach and play is through, the overhead to learn a new factions basics is very minimal. Compare to a game like root wherein you could spend a half hour just trying to figure out a new faction only to lose horrible because you never really got it. Our games haven't gone past round 5 yet and the game is very snappy. I have yet to dive in to it but there are also 3 solo/coop scenarios per faction to play through. Overall an absolute winner. 

Friday, July 4, 2025

Top 5 "New to Me" Board Games of June 2025

 June has already seen an uptick in gaming. Sadly we missed Origins this year but spent that weekend gaming anyway. Not at all near the normal number of games played that weekend but a nice dent in the pile. Before I get into the honorable mentions though. I got Yokohama (massively on sale) and Bus (Birthday present). Both are very good. Yokohama is a solid euro. I don't think I'd have paid full price for it but as a sale game its super solid. Bus is brutal but a lot of fun. I was interested in this as an intro to Splotter games and before I put it on to a list I think I need to play another game or two of it. Lots of honorable mentions this time because I managed to swing not one but two new games (actually 4! plays of one) right on the last weekend of the month

Honorable Mentions

Slambo

I got Slambo as part of the medallion redemption from the Kabuto Sumo Kickstarter from Allplay. It's simple, its fun. We played at 2, though it looks like it goes up to 4. Very simply game. Play numbered cards to a central pile and keep the running total between 0 and 10. Very small footprint. Just a great quick little game. I found the other tiny box game in this run (For the Emperor) much less interesting but Slambo is a keeper

Black Orchestra


Cooperative board game about the plot to assassinate Hitler. Very themey. The game is very luck driven which is thematic and works well. We came close several times to winning but ultimately were thwarted in the final phase by the "auto-lose" card. Normally I'd be upset about an automatic lose condition, however it feels very thematic and in theory is something you can plan around. I did the Kickstarter that includes the Valkyrie standalone and Resistance expansion. Its a lot of fun and a good coop game. Would definitely play again.

Cyclades

I am fully in my "Dudes on a Map" Era. Cyclades is really more of a bidding game than a straight area control game but I really liked it. The auction mechanic works supper nicely and forces you to sort of adapt to the changing state of the game without it totally locking out the choices to choose how you want to approach your strategy. Nice components. My only criticisms from the first play were that the Miniatures upgrade was probably a waste of money (no one bought any for the overwhelming majority of the game) and that the game overstayed its welcome by just a hair. Would play again. I just backed the KS for the Inis rerelease as well and am looking forward to this series hitting the table more. This was originally in the number 4 slot but a few last minute games kicked it out
 

Let's go to Japan

The best way I have to describe this one is that it is Faraway without the backwards scoring and puffed up to be more of a full game. You draft cards and build a tableau and then score from left to right. Having the right symbols increases scores and allows for objectives to be completed which gives more points. We all scored low due to distractions but I think there's a surprisingly high ceiling and a good amount of decision space. We actually went to a board game lounge in Grand Rapids and tried this there. It was a little difficult to learn and teach while eating and drinking and in a bar effectively but I've added it to my pickup list if I see it for a good price.  

Top 5 of June

5. SAS: Rogue Regiment

A WW2 themed dungeon crawl of sorts. I have the Kickstarter all in pledge for this and man-oh-man is it dripping with content. There's just so much in the box. We played the first two scenarios back to back and had a great time. The themeing is British SAS doing sneaky operations against the Axis. It's more or less your standard Action Point game, with a decent AI and patrol system. My one criticism is that it is very difficult to re enter stealth mode with the way the system works. That said, once I started to treat it more like WW2 and less like Metal Gear Solid it clicked a little better. One thing I want to call out though. The game uses cardboard tokens for everything instead of a pile of plastic miniatures. At the very very beginning i found myself wanting for figures just from a readability standpoint. However, once I was into it, I found no real difference. One thing of note, the use of cardboard counters allows for way more. This means that for every operator for example you end up with a token representing each of the following; Standing, Crouching, Spotted Standing, Spotted Crouching. Each of those is unique art work representing what the "figure" is doing. For the Germans, the art changes from shouldered rifles to firing poses. It's a very minor detail but its a great use of the media.

4. Leviathan Wilds



This is such a cool game. The game is basically Shadow of the Colossus the board game. Players climb, scale and smash crystals on giant lumbering beasts. As someone who loves the concept of "playing within a design space" there's just so much potential in the box. The components are just wonderful. The Kickstarter came with wood and acrylic upgrades. The box insert is so carefully designed that there's room for the spiral in the spiral bound book that serves as the map. There's 17 monsters to scale as well as the expansion, multiple difficulties, multiple characters, something called "the mutation deck." There's just a ton to explore and I really like the puzzle of the game. 
 

3. Galactic Cruise 



This is an interesting one to say the least. I was pitched this one as a "Lacerda lite." Having never played a Lacerda game I thought this might be a good way to dip my toes in. It's heavy game for sure. It took me a little over an hour just to punch and organize this one. I watched a how to play video twice and read the book two or three times before playing. In hindsight the game seems relatively straight forward but is very much so a turn optimization game. In some ways it reminds me of a White Castle where it feels like there's only barely enough time to get things done. I have to say though, components, layout, themeing, all absolutely superb. Its an all day experience but boy did I enjoy it. I wouldn't be surprised if I ended up with an actual Lacerda game soon

2. Toy Battle

In stark contrast to the previous game, Toy Battle is a 15 minute 2 player lane battler? Area control? Honestly it seems like a mobile game more than anything else. Turns are dead simple, place a guy on a space or draw two more guys. You can cover any empty space or a space with a troop valued lower than the one you're playing. Some troops have powers. For example the highest value has no special rules, the lowest lets you draw some extra troops. That's more or less it. Very quick, very clean, very replayable. It's rare we play a game twice in a row but we did here. 

1. Wroth 

I liked Wroth so much, I wrote a whole separate review of it. That post will drop tomorrow and you can read all about how much I loved this one. 

Overall, this was a wonderful month for gaming. Coming soon to the blog, Silver Bayonet, a new Historical project begins, and possible a secret third project. Thanks for reading.