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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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The Nightweave module was mainly designed for solo play and I think this is such a good expansion for solo players. I played the solo version included in the base game a few times previously where you play against Rugwort, but this is a much more fleshed out solo mode. 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. Deep within the twisting branches of Mistwood, many secrets lie hidden. The Monks of Mistwood have recorded the tales of heroes past and present, including stories of Everdell’s founder, Corrin Evertail, and other legendary figures from the Emerald Valley’s timeline. Through every season, the monks help to watch and shepherd the fair citizens of the valley. But deeper within the wood, a mysterious threat has been patiently waiting, making plans and sinister plots… Will the fair valley survive the webbed takeover of the clever spider Nightweave and her army of spiderlings?”

Everdell is a board game for 1 to 4 players designed by James Wilson and published by Starling Games in 2018. In the game, players take the role of forest animals building a city over four seasons by collecting resources, recruiting workers, and constructing buildings. The game has been well regarded by reviewers, with its art and components receiving strong praise. The two new Events make sense in that they round out the collection to include all of the most sensible options. Having two extra on the board increases the opportunity, temptation, and indecision over whether and when to secure the points.Regardless of the merits, I knew from the start that Bellfaire would have to appeal to me somewhere other than the player count.

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.I include the laundry list of changes because, in many ways, Pearlbrook created a new game altogether. Don’t get me wrong, I really enjoy this game. But when I’m looking for an expansion, I’m usually looking for one that is less jarring to my sensibilities. The River doesn’t qualify in that regard. Rather than a diverse world and city-building exercise, Pearlbrook feels like a race to build the Wonders. Less a bonus setting, the River eclipses the Meadow a bit too much to rank at the top of my list. Finally, a word of praise for the board itself in all its unorthodox glory. No rectangles here, folks! I applaud the decision to use rounded edges, insets, and interesting contours. I think Everdell feels more like a world right out of the box because the board is so very strange. Even in its unusual dimensions, it is terribly efficient and a fit showcase for the game. Newleaf comes in as the prize of the boxed expansions because it so capably amplifies the world of Everdell and all its charm. Mechanically, the eastern railroad doesn’t overwhelm with only two new spaces. Instead, it’s a series of open doors and, increasingly with the player count, better scoring opportunities. #2 – Extra! Extra! Fear not the absurdly overexpanded play. I doubt I’ll try it again soon, but it was interesting! Settled

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