River Valley Glassworks - River Glass and Other Sundries: Review
Information:
Mechanics: Pattern Building, Drafting, Set Collection
Player Age: 8+ Player Count: 1 - 5 PlayersTime to Play: 25 - 45 Minutes
Game Designer: Adam Hill, Ben Pinchback, Matt RiddleGame Artist: Andrew BosleyPublisher: AllPlayYear Published: 2024BGG Weight: 2.00Disclaimer: A review copy for the game was provided by the publisher.
Player Age: 8+
Game Designer: Adam Hill, Ben Pinchback, Matt Riddle
Introduction:
River Valley Glassworks already has a wide range of variability due to the way the puzzle is built. River Glass and Other Sundries offers a small pack of cards containing six different modules. It's recommended to use one or two per game. Each module has a complexity out of three stars shown in the rules for the module.
Orders From Afar:
Orders from afar give players to opportunity to turn overflows into positive points. Each player has a new order from afar card that requests three coloured glass pieces. Anytime a player would overflow if the colour matches an empty spot on this card they can instead place it here gaining points at the end of the game based on how many the player meets. Each order can only hold one glass piece (per requested colour).
Lake Diving:
Lake Diving creates another reason for players to factor in a certain glass piece shape. If a player plays a certain shape (denoted for each player at setup) they can take one glass piece from the lake of their choice and play that piece to their board. The lake will then replenish.
Equipment:
Each player will gain equipment with a unique end-game scoring condition. Some of this equipment will also have an ongoing ability related to the end-game scoring.
Flood Market:
Flood Market treads a fine line for players. This module scores players' points based on a certain colour not being on the player's board. However, they will score many more points if this colour is in the lowest column.
River Treasures:
When it comes to a player's board the shape doesn't matter. This module makes it so that each player has a shape that matters. They will gain a set collection bonus for the number of this shape they have at the end of the game.
Assistant:
The assistant gives each player a once-per-game ability. These powerful abilities don't have to be used, in fact, they will award two points if not used by the end of the game.
Final Thoughts:
- A good range of six modules.
- These modules add another layer to the thought process of this game.
River Valley Glassworks already had a wide depth of decision-making in its core gameplay loop that adds plenty of replayability. These modules however, add a lot of variability to the decision when players become more familiar with the game. When players are familiar with this game I would always add one or two to a game as it creates a fun new challenge to consider.
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