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Starling Games | Everdell: Mistwood Expansion | Board Game | Ages 10+ | 1-4 Players | 40-100 Minutes Playing Time

£27.995£55.99Clearance
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With an expansion stretching in each compass direction, it sure seems like we’re closing the book on Everdell (in terms of game production, anyway) , and the critters are at home on many a kallax around the world—probably on top, though, because of the sheer size of the box. I suppose it’s time to start evaluating the full panoramic experience.

Spirecrest proved its worth admirably. The Big Critters were a massive help in the wider affair, and the Weather effects forced the same sort of strategic adjustments along the way. We were still able to pull off most of our Expedition targets. For what it’s worth, the new saddles (if any out there know the frustration of the first edition’s troubles) work beautifully—we were so happy to finally mount up the critters properly. But wait, there’s more! I am so very grateful for two additional perks that accompany the expansion, and they collectively form my second reason for placing Mistwood higher on the list. I suppose they could have been included anywhere, but they were in this box, which only served to secure the ranking. First, more Legends! I LOVE the Legends. My emotional spectrum experienced a thrill ride with this particular module. Second: the Through Every Season farm cards. With eight identical farms in the base game, I am smitten with the decision to diversify the farms so that they now both spark a tough decision and produce an I- knew-that-would-pay-off moment at the turn to Autumn.I was worried the Visitors would turn into a late-game dumpster dive, but the mechanism is preventative. With a one-worker limit on the location at a given time, the stars must align to pull multiple cards in a given season. Plus, with all the work being done in the city, there isn’t always time to spend a worker gaining the card. Instead, they are a pleasant temptation and an occasional competition. Nicely done! Without hesitation or doubt, Legends is my favorite expansion concept to grace the big board. Available from the first cards in the Collector’s Edition, this set has been further expanded by the occasional promo and in the Mistwood box to its full potential, and I honestly love every last bit.

The modules added in this expansion are fine but they are not the reason to buy the expansion, just a nice bonus. The reason you are buying this expansion is the solo mode which is head and shoulders above that of the base game. I didn’t really enjoy the base game solo mode because it felt like I wasn’t playing the game in the same way as the multiplayer experience, and this completely rectifies that. Now I can play the game how it is meant to be played and this will be hitting the table a lot more solo now. I really like the solo modules as well which not only increase replayability but also makes each game a different puzzle with you having to outthink Nightweave in different ways. An essential expansion if you love the base game and play it solo out of the box often, giving a better smarter opponent for you to compete with. My daughter even passed me her Rugwort cards as part of a card effect. It was a sweet gesture, because she knew I would just discard him at the first opportunity in favor of resources, points, or anything else. Elderkin, Beth (September 11, 2018). "Pandemic Infects Rome, Tales From The Loop Heads to the '90s, and More Tabletop Gaming News". Gizmodo . Retrieved January 18, 2019. Law, Keith (December 18, 2018). "The Best Board Games of 2018 Party games, town-building, reissues, and more". Vulture . Retrieved January 18, 2019.First, I recognize how important solo gaming can be within the hobby. I know the original Rugwort solo experience was viewed with mixed sentiments. Too punishing: I think that is the common phrase that accompanies the rat. With Nightweave, however, there is now a solo experience that feels more like the actual game with several twists. After this climax, the four animals continued to lead their lives… in great joy and contentment, undisturbed by further risings or invasions.” My first play of Everdell lasted three hours. I was new to so many of the concepts in the base game that we were wide-eyed throughout the experience. Three of us played that first game. With Bellfaire, the invitation was set for up to six players. Six players! On the one hand, that’s so exciting. But on the other hand, every time a new player comes to the table, the length of the game jumps inordinately. Until recently, I’m not sure I had ever had six people around the table at once who knew how to play. Those that did weren’t looking for the extended experience. The card mechanics are interesting and come with elevated depth via the Plots and Plans for those who prefer a more storied encounter. I appreciated the variety of actions on the cards, and I thought the progression of options was easy to follow and administer. There is a variable and viable opponent in Nightweave, and for that, I celebrate the solo offering. If nothing else, Mistwood might entice more players into the Everdell world. There are clearly laid out procedures to integrate every other expansion with the spider’s lair. Across the board, there seems to be a lot of love in this particular expansion.

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