Board Game Reviews

Azul

Number of plays: 5

First player: Whoever most recently traveled to Portugal

Through the course of this game, each player builds out their personal scoring board by drafting five types of tiles, or azulejos, from communal center piles. Randomness arises from the distribution of tile types among the different piles, which are simply drawn from the tile bag. Interactivity comes in the form of preparing for and reacting to your opponents tile draft picks; since there is no private information, throughout the game you can easily see your opponents' boards and intuit what tiles they might be planning to take next. The ultimate goal for your own board is to maximize the points you get for each tile placement while also avoiding situations where you are forced to take azulejos you can't fit. (This results in negative points, as your tiles have dropped to the floor.)

Given the randomness and interactivity built into Azul, so far I have found this game to have good replayability. Even within a single game, the main drafting mechanics keep you on your toes and compel you to regularly adjust your strategy to the dynamic azulejo market. On an aesthetic level, I would also add that the art is pleasantly geometric and the tiles have a nice poker chip weighty-ness to them.

Herbaceous

Number of plays: 6

First player: Whoever most recently cooked with herbs

In this card game you build sets of herbs using communal and private gardens (card repositories). The gardens are grown through the course of player turns by drawing cards from the deck.

I found this game engaging and relaxing at the same time. There is strategy in deciding when to pot your plants; competitiveness in trying to read how your opponents might use the communal garden; and luck in what herb cards are drawn.

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