Everdell's forest setting creates an aesthetic that transcends the mechanism. It's not just thematic, it's atmospheric.
Spirit Island teaching tip: draw the board actions on a whiteboard for new players. Clarifies the invader phase enormously.
Everdell is the game I bring to a first game night with new friends. Never had a bad session.
Respectfully disagree. Here's my experience: It's good but not as revolutionary as people claim
Root's political tension is something I was not prepared for the first time. Expected tactics, got diplomacy.
I had the opposite experience — Azul worked great for me
Root's art style is the most distinctive in modern board gaming. Cole Wehrle and Kyle Ferrin created something visually singular.
Our group does the 10x10 challenge every year. It fundamentally changed how I think about game ownership.
This needs more upvotes
I was literally just thinking about this yesterday
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Everdell's forest setting creates an aesthetic that transcends the mechanism. It's not just thematic, it's atmospheric.
Spirit Island teaching tip: draw the board actions on a whiteboard for new players. Clarifies the invader phase enormously.
Everdell is the game I bring to a first game night with new friends. Never had a bad session.
Respectfully disagree. Here's my experience: It's good but not as revolutionary as people claim
Root's political tension is something I was not prepared for the first time. Expected tactics, got diplomacy.
I had the opposite experience — Azul worked great for me
Respectfully disagree. Here's my experience: It's good but not as revolutionary as people claim
Root's art style is the most distinctive in modern board gaming. Cole Wehrle and Kyle Ferrin created something visually singular.
Our group does the 10x10 challenge every year. It fundamentally changed how I think about game ownership.
This needs more upvotes
I was literally just thinking about this yesterday