Forage is a new roll-and-write from Flatout Games’ internal design crew, the same folks who brought you Verdant, Point Salad (and sequels), and TEN, where players fill out three types of cards by selecting from a huge set of dice rolled on each of the game’s thirteen turns. As in most good roll-and-writes, you’re trying to chain bonuses and get extra plays, which exist in Forage but aren’t that easy to come by.
In Forage, players try to gain victory points by completing goal cards, spending time to use journey cards, and from bonuses on the cards they’re filling out from the dice rolls. Players will fill out Pantry, Gift, and Exploration cards, gaining bonuses for finishing the cards, and in the case of Pantry and Exploration cards for finishing parts of the cards – sometimes giving a victory point or two. Players also gain and spend time, using it for extra dice actions, extra icons, or to invoke a journey tile that gives a bonus action and/or points.
Each round starts with the roll of eight dice, seven normal ones and one special one that is special because the wood is dark like chocolate, and chocolate is special, especially when it’s dark. Whoever rolls the dice separates them by the symbols showing; if there are any groups of dice with the same symbol, they go to the left of the central foraging basket card, while unique dice go on the right, and the special one goes on the basket card itself. This grouping matters tremendously in how you play the game.
Dice on the left, in groups, can be used for the Pantry cards, which show rows of jars of three different colors, which I believe is always 16 jars per card to complete. Dice on the right can be used as an entire group – including the special die – for the Exploration cards, which show paths between these symbols and bonuses between the paths that you get when you mark off all the surrounding symbols. For the Gift cards, you can use any one group on the left, or use all the dice on the right, again adding the special die if you wish.
Time is the main currency within Forage, and, as in life, there is never enough of it. You start with two time units on your dry-erase card, and you gain a time from completing any card. You can fritter and waste your time in many offhand ways, such as spending two to take an additional dice action as described above, or spending one to add any icon you wish to the dice you selected. The big use of time here is on those journey tiles, which mark the passage of time through the game – you start with three revealed, then reveal one per round. The first ten of those will allow any player to pay a fixed amount of time, three to nine units, for an immediate benefit that may include victory points (9 time yields 12 VP, which I think is the most) and/or the ability to mark off various things on your cards. The last three give you some kind of instant benefit instead as you approach end game. There are also knowledge and experience symbols on your scoring crd that score 1 point apiece, or 5 for each pair (one of each, that is).
If it sounds a little point salady … I think that’s fair, as even after a few plays I still had to put the knowledge/experience part out of my mind to focus just on the cards in front of me. I love the way the dice work, so that you aren’t facing three equivalent choices among the cards, a mechanic that spills over into extra dice actions as well. Completing these cards is pretty hard, though, and that’s where I struggle with Forage: It is not an inherently complicated game, and you will always have something you can do, but either I’m really bad at this or chaining bonuses is quite difficult here, so my plays have been equal parts fun and frustrating.
I do think Forage is a good game, and I would probably like it more if I kept playing it and learned some better strategies to use early in the game. Right now, I feel like I haven’t fully grasped how to play it well, which isn’t usually how roll-and-writes go for me, for whatever that’s worth. It’s a grade B for me, but I admit I could be too low because my brain refuses to cooperate when playing.