A few months ago I was awarded a rare
luxury in that after accomplishing plenty of responsibilities I
realized there was still a clump of credit waiting at the friendly
local game store. Not one to turn down the chance for some
materialism I went looking for my reward. Problem was; what should I
choose? There was so much available from the beautiful Azul:
Stained Glass of Sintra, the bizarre dexterity game Tokyo
Highway, or the lovely and complex Coimbra. Yet out of all
these titles the one that kept calling to me was a rather unassuming
thing that has thus far garnered the cold shoulder from much of the
gaming population. I speak of The River from Days of Wonder.
Despite all I had heard about this being a lackluster release
something told me there was more to this game than reviews were
letting on.
Coming from two Swiss designers,
Sébastien
Pauchon who's given us game like Jaipur
and
newcomer Ismaël
Perrin The River is a
entry-level worker-placement game that proves how important little
details are. What at first seems like a very basic title reveals more
thought and attention to detail than so many of the flashy titles
currently crowding the market.
Opening the box you'll encounter those
two items that create the first impression of any game. The insert
and instruction manual. The former is well laid out with a space for
everything and actually a little room for more cards and maybe a few
extra titles should a small expansion ever come to pass. Much like
Quadropolis, another Days of
Wonder title, the punch boards can be placed underneath the
insert to make everything flush with the lid, brilliant. Instructions
are nicely illustrated and plainly written. I never had any odd
lingering questions about any aspect of gameplay and the final page
explains every special tile available. Rulebooks like this are far
too rare and the results speak for themselves as I made it through
the first playthrough without any issues.
Presentation is not just well done but
most importantly, charming. Everything is clean and simplistic with
just enough little touches to make it shine. Take for instance how
the player boats that store worker are each different right down to
the number of barnacles underneath. Best of all are the colors with
rich hues of green grass, blue water, and red sand. The look in
person is above and beyond what comes through in photos. The purple
hue of sunset on the box alone is breathtaking. The components while
nothing earth shattering are uniformly high-quality. This doesn't
suffer from some random piece that doesn't stand up under scrutiny
like the rubbish tower from Stained Glass of Sintra or those
floppy player boards from Quadropolis. Every piece is thick,
sturdy, easy to recognize and understand.
Gameplay should be easy to understand
for any long-term gamer but seeing as this is meant as an
introductory game I will explain the basics for those who don't
regularly spend time gaming at the table. The core concept of a
worker-placement game is to take one worker from your limited
personal supply and place them somewhere on the board to carry out
the action listed there. This can be anything from gathering
resources to constructing a building or discovering more land along
the river itself. There are a couple of twists to the formula here
such as spaces usually having spots for two-players with the first
receiving a bonus of some kind. Another twist is that the amount of a
given resource you gather is equal to how many of that symbol are on
your player board. It's entirely possible that you may have
discovered a combination of land tiles offering plenty of stone but
no bricks which forces you to take the brick space before anyone else
as the bonus will at least give you one to work with. Likewise the
amount of resources you can store on your board is dependent on how
many barns you've discovered. Players keep sending out and retrieving
workers round after round until someone has either constructed five
buildings or reached the end of the river.
I've seen may complaints that the
theme is pasted on but I daresay that's far from accurate. With any
good game the theme and gameplay should work together and that is
very true here with only one possible exception. Remember that we are
a group of people traveling downstream. As we go there are
opportunities to pick up new people and lose others as they settle in
the newly discovered lands. Each of us finds difference opportunities
to benefit from the land along our own route downstream. The limited
resources are a beautiful representation of this unity as our
continuing journey down the rapids limits the time we have to obtain
supplies. Even the seemingly oddball scoring bonus for having each
column of land match by terrain is secretly smart. Think of the
leftmost side of the board as Nevada and the rightmost as Iowa.
Wouldn't it seem strange when looking back on your journey if the
return to Nevada was greeted by green pastures? How about regaling
folks with tails of the treacherous Iowa mountains? This leads to the
strange gameplay option to reorganize two tiles on your board.
Thematically it can only be written off as correcting your story so
as to not mistakenly praise the lush forests of New Mexico. From a
gaming standpoint this is a necessary evil to balance out the luck
factor. Above all my favorite melding of form and function is that
the display of tiles is wiped every round. You're traveling down
river after all, that scenery isn't going to wait for you. Which is
further augmented by only having the opportunity to grab two tiles
max per round. If you see something you want you'd better get it,
just remember that doing so may cost you that building or resource
you're chasing as well.
This bring us to another topic. As a
very amateur game-designer I love it when the care to balance the
game is clearly visible. In a good share of games there are cards or
tiles that seem like a possible loophole, a weakness to exploit and
build upon to conquer your friends. Here that's never the case. Each
piece is tweaked so as to never seem like that key to a perfect
strategy. You have to live in the moment, battling for your life on
the frontier. For some this can lead to the downside that many pieces
don't feel very exciting. At the same time this allows for a friendly
comfortable game where you're safe in the knowledge that another
player won't simply luck into the perfect card and destroy your
plans.
The player range is 2-4 with the game
shining on the higher-end. Two-Players is by no means a poor choice
but you end up losing elements like the first placement bonus. Not to
mention there are countless better titles for one-on-one showdowns.
So long as you have at least three people the game will prove to be
tight and competitive. In fact most of my plays thus far have seen
the winner pull ahead by a single point, even in the more relaxed
two-player approach.
Another question we have to cover is
does this have a place in your gaming library if you already have
other worker-placement titles? That depends a little on which ones
you have and why you enjoy them. I have Lords of Waterdeep and
its expansion which offers one or two hours of fairly straightforward
play. Then I have Yokohama
which is at least ninety minutes of brain-melting puzzle. The River
is much more relaxed than either of those and comes in at only
half-an-hour. I can teach absolutely anyone how to play it and have
it finished in no time. It comes in at the low end of complexity and
playtime but occasionally that's what you need. If life allows me the
freedom I'll bust out Yokohama,
if I want something big but less complex then it's Waterdeep
for sure, when just want a quick play it's gonna be The
River.
If anything The River is a
victim of the current state of gaming. In a time with app-assisted
experiences, disposable escape room simulations, and overpriced
deluxe Kickstarter editions, this title gives us exactly what drew us
into gaming in the first place. It's a beautiful, elegantly designed
experience that can be enjoyed by anyone quickly all in one box for a
relatively low price. All those who complain that it's a bit to
simplistic or has a boring theme should understand those reasons are
why this has a safe and comfy spot in my collection. It fits any
situation and offers a big yet friendly experience in a playtime that
can fit into everyday life.
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