Freshwater Fly (2019) review
Bellwether Games is a publisher who gained recognition with the game Coldwater Crown. A game rather interesting and perfect about fishing. They are now back with a new Kickstarter, this time, Freshwater Fly. No surprise, it rests in the theme of fishing. While the first game was intended to plunge you into a world tournaments, the second offers a more intimate approach, more solitary. Indeed, in Freshwater Fly you go fly fishing in a slightly mountainous area, with friends. Just that, your whole program. Indeed, I like games that offer original themes. This one is one of those. However, I have to admit, not being a fisherman myself, I have not mastered the jargon specific to this passion.
Freshwater Fly is a game of Brian Suhre. All the visual was done by Darryl T. Jones. The game was available in small quantities at Essen 2019 and sometimes in a few shops. But the stock quickly melted. Hard to get your hands on now. The theme played a big part in the success of the title, especially in a current production that is struggling to renew itself. But what about the game itself?
Freshwater Fly invites you to play as a fisherman. Here, no religion. No, a real fisherman, with his rubber boots, his overalls, his gloves, his bucket hat... In short, all you need to not catch a death by cold from facing the currents. With your fishing rod, you and your friends decided to start a small competition. The subject of the competition: angling. The goal: to get the most points at the end of the game. Simple, basic. Fishing rod in hand, let's go.
Me, I dig my saplings, to go fishing, musette on the shoulder, sausage, cold beer. (french song "LA PÊCHE À LA LIGNE" - RENAUD) Settled in my little corner of paradise, I'm ready. First thing to do, choose my fly. There are six flies available, each corresponding to a color, which itself corresponds to the hatching tokens. It is important to study the game board in order to choose a color that corresponds to your target fish at the risk of telling the story of how the big fish got away. Each player, in the order of the turn, will prepare their rod carefully.
In Freshwater Fly, there is no lap count. You have the time, as this requires practice. Although ... the first to catch their seventh fish, will end the game. It remains a race. Monitoring the progress of others and catching up is a good idea. Just be contemplative and enjoy the water and clean air.
Each player has an individual board representing their abilities and reel. This is not a simple accessory that challenges but represents a real pretty ingenious and well inserted in the theme. The central board corresponds to the whole accessible end of the river and gives you a visual of the catchable fish. And essentially with which bait to catch them.
At each round, you will roll a number of dice based on the number of players. The dice are at the heart of the game. In turn order, you will choose one of the dice still available and perform a force action equal to its value. There are three main actions available: casting, reel or finesse +2.
First of all, you'll need a target, a whipping fish (no Igor, put that whip away!). For that, nothing more simple. The chosen die will show you a column on the board. In this column, you will be able to choose a position among those available (paying attention of the rocks). But for your prey to be attracted, you must have a fly of the same color as the hatching token at the bottom of the river. If this is the case, you must go to the second step: catching your fish.
For him to bite the hook, you will have to show skill ... not in fact, it's more luck but in a controlled way. There is a small deck consisting of four cards. Among them, is a card "fish caught". You mix this deck, and if you have a hook of the same color as a hatch, you draw one. If this famous card is drawn, bravo you can go to the next step. If you missed your fish, do not panic. Concentrate. Do you see your fineness level on your personal board? If you have any, you can spend one (you slip your token one step to the left) to take another card. Still missed? Decidedly, this fish is tough. You can even do it again, if you really lack luck (perseverance is a good virtue).
But what happens if you miss your fish? The current will move your line will drift one step to the left. If you were already in zone 1, too bad for you, you will have to retry your luck on your next action. In other cases, if your hook corresponds to a hatching token you can try again to hook a new fish. Take back the cards, shuffle them and ... this time you do not shoot one but two cards. Yes, it is like that. You want this fish! If, after this second chance, you have not succeeded, your action is lost.
In case your hook does not match the hatch token, it's a little less convenient. If this is your first run, your line drifts down a notch. You can only try your luck if your hook matches the hatch token. If it still does not fit, you still drift one step to the left. With each drift, you have the right to try your luck to catch the fish. But be careful, after the second drift or after the second attempt, your turn is over. Small bonus of a drift, it is not one but two cards that you will draw. Sometimes, going farther can be a good strategy.
Once your fish is hooked, you have it at the end of your cane. It took the fly, which may tend to annoy it. But expert as you are, it's not a problem. So you take the corresponding fish and position it on your personal board according to its color. Each color corresponds to a step in the capture. The more difficult a fish is to catch, the more points it makes. You also take the hatching token (which will serve at the end of the game) and of course you place a fish in the space of the one that your caught. If by chance you have caught it next to rocks, draw the first card from the pile. These are bonuses that will help you greatly during the game. Finally, the reel is positioned on its starting space.
Which brings us to the second possible action. Play the reel to tickle this stud. In short, bring the fish to the surface. Your reel has five spaces. Each corresponds to a specific action:
To use your reel, you will have to select a remaining die. You decrease the value of the die by the resistance strength of the fish and you advance your reel by that many spaces. Once this is done, you can use the power indicated on the space.
There remains a third and last action available, focus. You can take any dice and regardless of its value, to move your fineness slider two notches to the right. This is the best way to ensure future success or desired power.
There are also bonus actions that depend on your rock cards (permanent but once per turn), your speed tile (one-shot) or your situation on your ability (lower your fineness by one step to the left). These actions can be done in addition to the main action.
The end of a round occurs when there are no more dice available. To determine the first player, you’ll calculate the value of each die you used, the smallest total is prime. Being first can be important. This is also one of the ways the author tries to convince you not to just take the big numbers.
The end of the game comes at the end of a round where a player fishes their seventh fish. You’ll then count the points. Starting with the fish, then public goals and after private goals. Finally, the points from rock cards are added and the one that has the most wins.
Contrary to what it seems, Freshwater Fly is not a complicated game. Everything seems quickly logical and the rounds are linked in a rather important fluidity. In front of the small choice of available actions, the wait between turns is quite limited.
Thematically, the game is really exemplary. Everything breathes the theme. That it is the material but also the mechanisms. Special mention to the idea of the reel. We found ourselves with the impression of raising fish at the end of our lines. A little cricket singing in the background, relaxing music with water streaming and you're there.
The rules are in the majority quite clear and the components is relatively correct (some problems may be on some material). You’ll quickly identifies your objectives and the fish that you wishes to catch. Moreover, the idea of having personal boards with asymmetrical objectives is excellent. Everything is well indicated and it is not necessary to go back in the rule book.
The duration of a game is not very long. I must admit that it is sufficient. Longer, the game could have become quite boring. Because yes, it is not free of defects.
Already, the game seems pretty scripted. This feeling finally agrees well enough with the theme, but we quickly feel forced. One of the things you need to do first is hook a fish. When you do not have fish, the rest is impossible. Then, once you have one at the end of your line, you will have to go back up, so you will do almost this action. And so on. Finally, you take a dice, you take a fish, you spin your reel. However, this repetitiveness of actions and especially choices fits perfectly into the theme. How else would you have wanted it? To have wanted to stick too close to the theme, the author may have forgotten that this is a board game and that playfully non-fishermen could quickly get bored.
Luck is present. But it is relatively discreet and most of the time controllable. Once again, you could have liked unforeseen events (fish snaps the line, the wind reverses the current, etc.) which would have broken a little this playful monotony. The dice, in turn, play a role that is ultimately rather minor. The game will sometimes be a race to the one who will be able to take the strongest dice first (hence the interest of being the first player). Collect dice of small values quickly finds its limits.
The replayability of the game is theoretically good. However, it can quickly become a problem if your resistance to do more or less the same is low.
The game offers a solo mode that has the merit of existing and remains interesting. Not convinced by cons, once realized, we return with great pleasure.
I was really attracted to the theme that was off the beaten track. I would have loved to love this game. It is pleasant but unfortunately far from what had sold me, at least in my imagination. Maybe I was expecting too much? Far from being a bad game, it is not unforgettable either. If it had not had its original theme, would it have been so successful? Nothing is less sure.
Freshwater Fly is a pleasant game with a refreshing theme and incredible thematic respect. But even if it has interesting mechanisms, the game suffers quickly from gaps. Shortcomings that will be quickly forgotten if you are fans of fishes, or that will be important if you search more than a theme. This points race could finally be compared to a long calm river. A known place, relaxing but not surprising.
Technical score 8/10
Many good things in this game. The graphics, the material (even if some things are disproportionate or just below the rest), the rules, everything is clear, clear and thematically respected. The reel is a small gadget that has its charm. We hoped for a finish on some elements, for a little less generic look.
My BGG score 7/10
(Good likes from time to time play)
The strength of the game is its theme, rather its thematic respect. On it, the work of the author is remarkable. However, when you touch such a special passion, you have to know how to balance. Focusing on it alone can quickly knock out those who do not have this fiber. Paradoxically therefore, the game suffers from the thematic omnipresence that prevents it from coming out of the currents. A current sometimes too linear.
Combined score 7.5 / 10
And now, it's up to you to play ...
Red outpost (2019) first impressions
(Remember, this is a first impression and not a final review. The game was played on a well rendered prototype, of an upcoming Kickstarter game. These words and thoughts are of a one-time play play with a 3 player count.)
If you're looking for a game with a unique theme and gameplay, here is a game that should pique your interest. Theme wise, Red Outpost is about the Russians winning the Space Race. And instead of going to the moon, they crash on another planet and start inhabiting it. Mechanics wise, this is a worker displacement, resource gathering and and Influence scoring game. Where are all the workers and resources are shared between all players. But this is no “co-op game” by any shape or means. Players are going to be scrambling to manipulate these workers for their own benefits and mainly trying to hold the others back from doing the same. Each, trying to keep their head about the water, at the same, submerging the heads of others.
The ruleset for the game is very simple. You’ll move an unused worker to a unique empty location, place one of your influence tokens on that workers image, possibly change the mood of that worker, before taking the action as indicated on the location. As simple as that. Although so your first game, you may occasionally forget to place out your influence token. This can sometimes screw up the game. Or at least your score, if you forget to do so. But that's an easy player error to make in your first game. Quickly forgotten in this very rapid, slick, elegant game. To help the game run smoother, it has its own simple to read, iconography at each location. This, players will pick up very quickly and make your gaming experience run very smoothly. But with all that being said, this game is easy to pick up and play (with a possible error...lol) but is no easy game to master.
The game is played over 2 rounds, which represents 2 days. Each day is broken down into 5 phases. Morning, first half of the day, lunch, second half of the day and evening. All of the six unique workers will start their day in the barracks, sleeping. Waking up from they're wonderful dreams and preparing for that hard but yet satisfying day of work. In the morning, lunch and evening phase, each player will be able to move a worker to a new unoccupied location. Whereas as in the first and second half of the day, players will activate all available workers until they have all been utilised. This may mean at certain player accounts, some players will activate two workers while others only one in this phase. Here there are some little thematic ideas that play into each of these times of the day. For example, any workers that are not moved in the morning phase will sleep in and instantly be satisfied, augmenting their mood level. That's true in the real world, yes? The kitchen space is only open at lunchtime, but you're not obliged to send a worker out there to elevate their mood. Again in the evening, the barracks is the only place that you can send a worker. And not all workers will go there, but any that do will have their mood increased.
To add a bit of variety to this, the game comes with 3 morning and evening tokens. These can be placed out randomly or in set locations, rendering them closed for that part of the day. Reducing the amount of locations during two phases of a round. This is not as restrictive as it sounds, although it will make a few players feel claustrophobic, as they become first play and have free reign of the board. But that one action they want to do is not available! But it will add a little more to your thought process from game to game. Plus with the restriction of only one worker being able to move to an unoccupied location, will consume a little bit of your grey matter.
Let's talk a little bit about these locations and what they do. Most of the locations will gather resources, like wheat from the fields or coal from the coal mine. A few of them will allow you to draw cards to see whether you collect resources, like whether you catch a fish from the lake. All resources are pooled together the storehouse. For each resource your worker collects, you will move your token on the production wheel. Once it passes a certain space, you're received two points and a crystal, which is its own unique resource. More about these crystals later. If at the end of your turn, you have added a third resource of the same type already stored there, you’ll score some additional points. This is an action that can be stolen from you by other players, so don’t try to think too far ahead. Two of these resources are removed while the other is placed on a resource score track. At first, this track will only give you one point. Over time, as more players contribute to this resource gathering, that score we'll go up to a level before caping itself to a solitary point. Making resource gathering important but at the same time only at certain stages in the game. As the game goes on, players may be forced to collect resources and add them to the pool, which in turn may lead to another player scoring off of that action.
Other locations may require the aforementioned crystals. Going to the beer house will allow you to spend a crystal that will allow you to manipulate the mood tracks of 2 of the workers. While going into the palace will allow you to drop off a crystal to contribute towards the construction. Leading to another way to score. If at the end of the game you have contributed the most, there are some bonus points up for grabs. Going to the storehouse will allow you to use the resources to manipulate mood or collect crystals. Going to the administration will allow you to move other players influence around. This all sounds great and well, but most of these locations also have benefit or malediction depending on the worker that is sent there. Again this ties in with the theme of the game and can lead to some interesting decision making.
Let’s say you send the minor to go mine at the mine (that's a lot of mines). This will benefit you with 2 coal resources and no penalty. As the minor is used to working in the mine and will not be upset with the working conditions. Send any other worker to the mine, and as they are not at proficient as the minor, they only collect one coal. And as they are not accustomed to working in the mind, and their mood will decrease by 2 to. Making them a very sad bunny. And that's how most of the locations work. They will give you something but they also may change the mood of the worker that you have used to do that task. Each space thematically ties in with the worker. Another example is the commissar, who will lose morale if they visit the beer house (dull chap) but will gain morale every time another worker goes to the palace to contribute to the construction.
So I have done a lot of talking about morale, moods and influence. These are all important at the end of each day, as they will also add points to your game. Or lose them! Once the workers have gone to bed, your tally each of your your influence markers that you have used on each of the workers. If you have the most or are joined for the most influence on one of these meeple, you will gain or lose points depending on their mood. This adds an entire heavier level of planning in regards to just sending “so and so” over there to do this or that. It also prevents a player from using the same I'm working over and over again, due to too many of the locations making them sad rather than happy. Added to that is the restriction of only six different workers, which will force players to play dirty. Maybe leaving behind the last worker for you to influence, knowing they are on negative points. Just like real life, if we are all contributing to make this world better, but stabbing each other behind their backs.
This influence and mood scoring track is probably the hardest ball to juggle in the game. Sometimes it feels just like luck that you have been left with a certain meeple to manipulate or a certain location due to others being occupied. But that's part of the give-and-take of the game. Using a character and figuring out how to get a special bonus in a special location but also penalizing yourself we'll have you head scratching for awhile as you search to see if it is beneficial in the long run. But this can be overthrown by another who is quicker or wiser enough to manipulate the workers moods.
Is this all sounds too simple for you, then don't fret. There are also some special cards that you can add to your game that will make your decisions a bucket load more interesting. At the beginning of the game you can be dealt two cards. One location and one worker. Each has its own extra benefit when you either visit that location or use that worker. This variant of the game that we played with, did make the decision making process of your action a hell of a lot more interesting. Adding an additional level of though as you want to use that power, but it may hamper other benefactory ideas further along. Also these cards are open knowledge to all the other players, they may deliberately occupy that worker or location, just say you can't benefit from your special powers. I would definitely recommend playing with this variant if you have a group of experienced gamers.
So this game has a lot of interesting and thematic ideas in tangled inside it's small framework. And left me with the sensation of playing a kind of Mediaeval Academy meets Outlive hybrid. Even though the artwork and theme were reminiscent of Scythe. And a game does seem to be a cold logical puzzle, where you are having to adapt to what is available and whatever the other players are doing. Saying that, one detractor from the game is the luck factor.
There are two small decks of cards located next to the lake and the spaceship. Going to these locations is a bit of pot luck, as some of the cards don't contain resources, but a whopping big red “X”. Meaning there is nothing there and you have practically wasted an action. This can definitely sting you. And players adapted to this by not going to the spaceship or they use the fisherman and only the fishermen to go fishing at the lake. This guaranteed a resource. And then there's the nasty action which a player can take. Sending the bureaucrat to the administration office. Or spending crystals to create mood swings,not only to the workers, but also the players. This then just blatantly let's them move one of your disks of influence from a worker that will probably get you lots of points to another that's going to give you negative points. This can sometimes feel like a real kick in the nuts action to take. Even if it costs a crystal. Points win the games, while crystals can also contribute.
Apart from that, this is a real solid and interesting euro game. It seems well balanced in how you get points. Either from scoring from resource collecting and crystal depositing. To the influence and mood scoring. Though some players may have trouble trying to manage this second part of scoring or losing points, as it is player dependent. Plus it's a mechanism that is not frequently used, worker displacement and influence. Have to play with the leftovers of other players feels refreshing and also a little confusing. Possibly not everyone's cup of tea.
Even for a prototype, the components are very well realised for a euro style game. The rule book was very easy to digest, with a few added corrections and clarifications, it is near perfect. And the footprint of the box itself will not eat up a lot of shelf space. But saying all that, some of that is subject to change depending on the Kickstarter. There may be other components that add to the size of the book. Other rules that will add to the replayability or upgrades. These we will see in time. But if you're looking for a different type of solid and fluid euro, that has you thinking in a different fashion, as well as being fantastic themed, this is one you should be clicking on.
go to Red Outpost KS
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