Petrichor.

I got my first look at Petrichor back at GenCon 2017, where the APE booth had a prototype of the game and both the stunning artwork and the clever theme (players are clouds? Sign me up!) caught my eye, although there wasn’t much available yet about the actual mechanics. The game finally hit U.S. shelves this summer, and it didn’t disappoint, with a smart combination of individual strategy and direct interaction between players, plus the replay value of a modular board that can alter the tenor of each play depending on what tiles are available and how they’re aligned.

Players in Petrichor aren’t actually clouds, but they get to place clouds on the board, adding their own rain drops to clouds to try to gain the most points from watering the various crops shown on the board’s tiles. On a typical turn, a player will play a card from his/her hand showing one of the four main actions – create a new cloud with one of the player’s own raindrops in it and place it on the tile, add two raindrops to a cloud the player is already in, take one or two of the player’s raindrops from clouds and make them ‘rain’ on the tiles below, or use the wind to blow a cloud to an adjacent tile – and then cast a vote for the weather for the next round. There are four types of weather actions, and the player can vote for the kind shown on the card s/he played, or can vote for the next weather type after that (clockwise) on the board. The player can also skip the vote and choose to reduce the value of one of the three harvest dice to bring the game closer to the next harvest; that action brings the player one or two points immediately, and the Harvest itself is when all crops are scored and raindrops on the board are cleared.

Players continue taking these actions, potentially taking a second action by playing two cards of the same type, until someone passes, after which the remaining players may take one final action before the round ends. At the end of a round – there are six rounds in the full game, or four in a shorter game – the votes on all weather spaces are tallied, and the two with the most vote tokens on them are used; the player with the most votes on each space moves up one on the weather voting track, which can be worth quite a few points at the end of the game, enough that you ignore it at your peril. Those actions can upgrade light clouds (1-3 raindrops) to thunderclouds; cause thunderclouds (4-7 raindrops) to rain; allow each player to double his/her drops in one cloud; or allow each player to move one raindrop of any color to an adjacent tile. (A cloud with 8 or more raindrops ‘overflows’ immediately, raining those drops directly to the tile underneath.)

Most tiles begin to grow once the minimum number of raindrops shown on the tile, one to seven depending on the crop, is reached – counting only drops on the tile itself, not those still in a cloud – and the tile is then eligible to score at the next Harvest. Some crops just reward points based on each player’s raindrop count on the tile. Wheat tiles give three points to anyone with drops on the tile, no matter how many, except for the person with the most drops on it, who gets two points plus a special wheat token; at the end of the game, the player with the most wheat tokens gets 12 points. Potato tiles give 7 points to the player with the second-most drops on them, but only 3 to the player with the most. Coffee and rice plants must first be sprouted, and then award more points when they develop into full-grown plants. Thus a huge part of Petrichor strategy is figuring out where best to place or move your raindrops to maximize your point total and potentially reduce those of your opponents.

The wind action is a big part of that strategy as well. If you use a wind action yourself, you can move a cloud on to a tile with another cloud on it, which causes them to merge – a way you can snipe points from an opponent who might have thought s/he had that tile’s bonus locked up already. If one of the two weather spaces activated by vote at the end of a round includes the wind, you can also use this to change the scoring of tiles, often significantly, as a sort of sneak attack. That makes the two ways the wind appears in the game particularly useful for a player who’s fallen a bit behind – more so if the player can stack up enough votes on the wind space to gain the voting bonus for the round as well.

At the end of the final round, there is always a Harvest regardless of what the dice show, and all four weather actions are activated, although only the top two are scored in the voting. Players then add the value they’ve reached on the voting track to the points they’ve acquired throughout the game, as well as the bonus for wheat tokens if the wheat tiles were used in the game, to determine the winner. Games take 45-60 minutes, and while the strategy can be quite involved because you’re searching for moves that will benefit you without helping your opponents, and possibly taking points away from them, the mechanics themselves are quite simple to learn, enough that younger players should be able to play along with the adults.

There’s also a solo mode available called the Southern Winds variant, where the board comprises six tiles (with certain tiles unavailable in this mode). You play against a neutral player, whose moves are controlled by a special nine-card deck that allows that player to make moves unavailable to you and tends toward the aggressive, which requires you as the solo player to play quite differently. The solo game goes four rounds, and the neutral player still gets to vote on weather and to reduce Harvest dice values for points, with a Harvest guaranteed at game-end. The neutral player is strong, but it’s also ‘dumb’ enough that it can’t adjust for the presence of weird tiles like the potato (second-most raindrops gets more points) or wheat, so you might want to remove those tiles from the possible layout. Solo play becomes a bit more of a puzzle, or even a bit like programming – you can work through the likely set of moves for the neutral player, and then counterprogram with a set of potential moves for yourself to set yourself up to capture the majority of the scored tiles in each Harvest. I’ve found it’s easier to focus on the tiles than the voting in the Southern Winds, and have beaten the solo player outright before giving myself the bonus for wheat tokens.

Petrichor also comes with many variants in the rulebook to further enhance play, most notably a card-drafting option to replace the random card draws of the base game, which assumes players have some experience and will further lengthen game times. It’s solid with two players, better with three or four to get more clouds on the tiles and more chance of players interacting with each other (even though you make the board slightly larger). And the artwork is truly stunning, some of the most appealing I’ve seen this year, boosted by the choice of white backgrounds for all components to brighten the table and the clear glass beads that represent the players’ raindrops. It’s well worth seeking out if you’re looking for a midweight game that’s quick to learn but can provide you with the strategic depth of a slightly heavier title.

Stick to baseball, 2/16/19.

No ESPN+ content this week, but my entire prospect ranking package is now up for subscribers, including the top 100, farm system rankings, and in-depth rankings for all 30 teams, with at least 15 prospects ranked in each system. Before my vacation I wrote up the J.T. Realmuto trade. I also held a Klawchat this Thursday and another back on February 6th.

My most recent board game review for Paste covered the light, fun engine-builder Gizmos, by the designer of Bärenpark and Imhotep, a very family-friendly title with no text to worry about that takes the engine-builder concept and boils it down to a simpler game that plays in well under an hour.

I also resumed my email newsletter, so feel free to sign up for that if you just can’t get enough Klaw in your life.

And now, the links…

Stick to baseball, 1/26/19.

I had one ESPN+ piece this week, on the three-way trade that sent Sonny Gray to Cincinnati. I also held a Klawchat on Thursday. The 2019 top prospects package begins its rollout on Monday.

At Paste, I reviewed the cooperative game Forbidden Sky, from Pandemic designer Matt Leacock, who adds a fun STEM element to the same framework he’s used in Pandemic and the other Forbidden titles.

And now, the links…

Stick to baseball, 1/19/19.

Nothing new from me this week, between prospect writing and a trip to NYC the last two days to attend a MEL magazine event. The prospect rankings will start to run on ESPN.com on January 28th and will roll out over two weeks.

And now, the links…

Stick to baseball, 12/15/18.

This week’s MLB winter meetings weren’t great, but I did write up a few moves: Cleveland’s trades for Carlos Santana & Jake Bauers, the signings of Joe Kelly and Jeurys Familia, the Lance Lynn signing & Tanner Roark trade, the Rays’ signing of Charlie Morton, and the Phillies’ signing of Andrew McCutchen.

On the board game front, I wrote up every game I tried at PAX Unplugged for Paste, and reviewed the Terraforming Mars app (on Steam) for Ars Technica.

I resumed my free email newsletter this week, after a longer break than I wanted due to those same stupid meetings and stupid prospect calls getting in the stupid way, but you should join the over 5000 current subscribers for even more of my words.

And now, the links…

Stick to baseball, 12/8/18.

I had five pieces for ESPN+ subscribers this week, on the Robinson Cano trade, the Paul Goldschmidt trade, Washington signing Pat Corbin, the Yan Gomes trade, and the Jean Segura trade. I did not hold a chat this week due to other demands on my time.

I have updated my annual posts of recommendations of cookbooks and gifts for the cooks in your life. My top board games of the year columns for Paste and Vulture should both go up next week; I’ll post my year-end music rankings here the week of the 17th.

And now, the links…

Stick to baseball, 11/17/18.

My one piece for ESPN+ subscribers this week looked at some major names on the trade market this offseason. I also held a Klawchat on Friday.

I appeared on the Pros and Prose podcast to talk about Smart Baseball and other topics related to the book and reading/writing in general.

I’m back to sending out my free email newsletter every week to ten days or so, as the spirits move me. The spirits usually include rum, of course.

And now, the links…

Kahuna app.

Kahuna is on the old side for a Eurogame, debuting in 1997 under another name and appearing in its current form in 1998, making it one of the earliest titles in what is now known as the Kosmos two-player series, which includes Lost Cities, Targi, and Jambo. Kahuna hits a lot of the right notes for a two-player game, requiring a lot of interaction between players with a nice balance of strategy and luck, as the players compete to control areas of a map with twelve islands on it by playing cards that allow them to build bridges between islands or to blow up the other player’s bridges. Kahuna got the app treatment earlier this year from USM, the same publisher behind some of the Catan implementations, and it’s a great-looking version of the game that could use a much stronger AI opponent and a simple undo function to make it great. The iOS version appears to have come out first, with an Android release in August; both are $2.99.

The Kahuna board has the aforementioned dozen islands, with names that start with each letter from A to L, and various links connecting them on which players can build bridges. If you play a card with the name of any island, you can place one of your bridges on any link that has one end on that island. If you place your bridges on a majority of the links from any island – ranging from three to six total links depending on the island – you gain control of it, placing one of your stones on the island, and then removing any opponents’ bridges that connected to that island. You may also play two cards matching the islands connected by an opponent’s bridge (two of the same island, or one of each) to destroy it, which may in turn cost your opponent control of one or more islands. You can play any number of cards on a turn, but you are not required to play any cards at all, so you can stockpile cards up to your hand limit of five and then drop as many of those as you’d like for a power move that might, for example, blow up an opponent’s bridge and then steal control of one or more islands in one fell swoop.

The game has three rounds, and at the end of each round you compare the number of islands controlled by each player. Each round ends when the draw deck – there are 24 cards total, with three on display at any time – is exhausted. The leader after round one gets 1 point, after round two gets 2 points, and after round 3 gets a number of points equal to the difference in number of islands controlled, so a player can drop the first two rounds and still make a furious comeback in round three (although I don’t recommend this as a strategy).

The app version ran very smoothly for me through a few dozen plays, and the graphics are bright and clear, with just a minimum of text required to play (you just need to be able to identify the islands by their first letter to follow the game). The UI is simple: to play a card, you tap it once, and the screen shows you your options for building; tap a second card and it will show you any bridges you can destroy by playing both. You draw a card from the three face-up options or the top of the deck with a single tap. There’s no undo option for anything, however, which is dangerous when an errant tap can make your move, or if you tap something to try to see your options and end up playing a card instead.

The tutorial is pretty thin, and the app forces you to play through about a dozen AI opponents of increasing difficulty before you get to the hardest opponent, which I could still beat regularly despite coming into the game with zero playing experience. I think it took me three tries to beat that AI player for the first time, after which I’d win 80-90% of the time (not counting draws, which aren’t uncommon in my experience). The app should allow players who know the game to jump directly to the hardest AI opponent, and it looks like even that hardest AI player often misses opportunities to take cards that would give it control of certain islands in the center of the board. It’s aggressive, just not aggressive enough in a game that seems to require it. If the developers improve that hardest AI opponent and give some kind of undo function – especially when you draw a face-up card, which effectively ends your turn – I’d give the app a top rating. For now, it’s a fun diversion, but I’d have to use the online multiplayer option to get more out of it.

Stick to baseball, 9/22/18.

For ESPN+ subscribers, my annual list of players I was wrong about went up on Thursday, including Matt Chapman and Harrison Bader. I also held a Klawchat this week.

Over at Ars Technica, I reviewed the new digital adaptation of the complex board game Scythe, available now on Steam. I don’t love the underlying game of Scythe but the implementation here is spectacular.

Here on the dish, I’ve set up a new index page for all my board game reviews in alphabetical order; there are 160 there now and I’ll continue to update it as I post new reviews here or on other sites. I reviewed two more games here this week: Mesozooic and Founders of Gloomhaven.

I sent out a new issue of my free email newsletter earlier this week; it’s irregular in timing and content, but hey, it’s free.

And now, the links. I do want to warn anyone who might be triggered by such stories that there are quite a few links here relating to sexual assault.

Mesozooic.

Mesozooic seems to be flying a bit under the radar among new releases in 2018, coming in a small box from a new designer from a publisher (Z-Man, now part of Asmodee) that has many larger and higher-profile releases in the second half of 2018 … but it’s actually kind of great, a really fun, quick family-level game that has a strong mix of skill and luck, plus a timed aspect that generally leaves people laughing by the time each round is over. It’s available to preorder right now with a scheduled release date of September 30th, although it was on sale at Gen Con last month.

Players in Mesozooic try to build the most valuable dinosaur ‘zoos’ of cards that they can from hands of 11 cards that they’ll lay out randomly in a 4×3 grid and try to rearrange to maximize their point totals in the 45 seconds while the game’s little hourglass drains. Each round combines the 11-card deck from each player – they’re functionally identical but differ in artwork – with the 12 neutral cards used in every round; the complete deck is shuffled and each player is dealt 11 cards, with the remaining cards left out for the round. The game incorporates a common card drafting mechanic (think 7 Wonders), where each player chooses two cards from his/her hand and then passes the remainder to the left or right, until eventually each player is passed one final card that they keep to bring their hands back up to eleven.

At this point, each player then shuffles his/her hand and lays the cards out in a 4×3 grid, leaving the bottom right space blank. The players then have 45 seconds, measured by a little timer, to rearrange their zoos to try to align cards to maximize their points. If you remember those annoying little puzzles you had as a kid where there were tiles numbered 1 through 15 in a 4×4 grid, and you had to try to get them in order by shifting tiles around into the one empty space, then you understand the core mechanic in Mesozooic. (There are certain game states that you can’t achieve even if you had no time limit; in the classic 4×4 puzzle, for example, if the 1-13 tiles are in order, but the final two tiles are reversed so the final row reads 13-15-14, the puzzle can’t be solved.) The official rules say you can only use one hand to manipulate the cards, but we’ve dispensed with that rule as superfluous and frustrating – plus, when we’ve played with younger players, it puts them at a needless disadvantage. When the timer runs out, you take your unique Director card, which has a small truck icon on it, and put it in the empty slot in your zoo, wherever that ended up.

The basic game’s scoring is fairly simple, with four ways to earn points. If you can create enclosures across two adjacent cards – some are left-right, some are top-bottom – you score six points for each completed one. If you connect roads on adjacent cards, you earn four points per connection (not per card – that was a bit unclear in the rules). Every card with a truck on it that is adjacent to a giant blue dinosaur attraction earns you two points, and every topiary card (a large shrubbery trimmed into a dinosaur shape) is worth one point. The enclosures are generally the best path to victory, but every player is trying to grab those in the card draft, so you’ll end up having to balance out the cards you select with other ways to score. The draft is largely where the round’s winner is determined; the arrangement phase is the fun part, although obviously you can screw yourself over if you don’t get the cards in order before the time runs out. You play three rounds like this, and add up each player’s two highest scores to determine the winner.

Mesozooic cards

The core game also comes with a set of ‘advanced’ cards that offer different ways to score points that blunt the power of the enclosures to dominate scoring. With the advanced cards, you ditch the neutral cards, and then shuffle in a number of advanced cards (random or selected) based on the number of players. The advanced cards include ‘double enclosures,’ cards with enclosure halves in both directions, allowing you to potentially score 12 points off 3 cards (the double plus adjacent cards in both horizontal and vertical directions). T-Rex cards score 5 points if you get one into the two central spaces in your zoo. Gift Shop cards score four points if you get one into any of the four corners. Gate cards score 3 points if you get a top gate card on the top row or a bottom gate card on the bottom row. And then there are the VR Simulator cards, which can copy the feature of any adjacent card of your choice and score for that – a clever twist but also a harder one to manage when you’re moving fast to rearrange your zoo. Z-Man has already announced another expansion with three new card types, a rules twist that allows you to flip certain cards to change how they score, and variant rules that let you play with up to 12 players at once (I have no idea how this will work, to be honest).

Mesozooic plays two to six players; we’ve played with two to four and it works well with any number, with the obvious changes in the card-drafting phase that will be familiar to anyone who’s played a game that uses that mechanic (mostly that you know you’re more or less likely to see a card again in the phase). It’s fine for ages eight and up, and I see no reason players as young as six couldn’t play along if you granted them a little more time in the arranging phase. I bought this on a whim at Gen Con, since it was only $20 and the box was so small (space in my suitcase was at a premium by this point), but it’s hit our table many times already and I’ve brought it to many friends’ houses where there are kids, since the rules are quick to learn and the bright, goofy artwork is an instant hit with younger players. The luck factor is probably too high for hardcore gamers but I think it’s perfect for family game night.