Monday, October 14, 2019

Dave Reviews: Fuck Your Goddamned Werewolves

Silver

Ted Alspach makes the Werewolf games. He can do what he wants with werewolves.

How often does "he can do what he wants" turn out well?


That's a dire beginning, so let me be fair up front and say that Silver isn't a bad game. It's a game where the concept is very, "Wait, what?" Then you play it and it's OK.

So, let's begin with the concept. There's a deck of 52 cards with ranks from 0 to 13. There are two zeroes, two thirteens, and four of everything else. The number on the cards could very reasonably represent the strength of the characters, but your goal is to tank your village's score as low as possible, so it needs to mean something else. And it does.

The number on a card represents the number of werewolves that have followed your villager home.

How, exactly, does this situation not end up with all villages scoring zero because everyone gets eaten immediately? Are the werewolves turning into anthropologists, and they're more interested in studying villagers who live in a constant state of terror? Has all the predatory behavior been bred out of them? Is this the game with werewolves that are like real-life raptors, and they're all the size of turkeys?

Anyway, you start a round of Silver with five cards face down in front of you. You get to look at two of them at the start, but different effects you'll encounter let you look at others or turn them face up. All the cards numbered zero through four have abilities that work when they're face up in your village; you want to keep these cards for their low score, but it's for you to judge whether to try and keep them hidden (face down) or turn them up when the opportunity arises for their extra abilities.

You have three options on your turn: draw a card from the deck, pull one out of the discard pile, or call the round early and hope you'll have the lowest score after each of your opponents takes one more turn. Most cards have an ability you can only use when you draw it off the deck (all the cards five through twelve), and it's the most common way to find cards that will let you replace high cards in your village, so this is what you'll do on most turns. If you don't like the ability, you can discard the card without using it, so you're never hosed by pulling a card and having it force you to do something you don't want to do. Because you draw the card face down, you place it in your village face down, even if you replace a card that was face up.

If a low(ish) card hits the discard pile, you can take it off the pile and put it in your village. Again, because you draw it face up, you place it face up, even if the one it's replacing was face down. For this reason, discarding anything 0-4 is rare and usually to be avoided, but occasionally it has to be done. The final option, calling the round early, is risky; you're usually not 100% sure where your opponents are on score, and if anyone's score is lower than yours, you have to add ten to your score (which hurts a lot). On the other hand, no matter your village score, you take no points if you have the lowest, so it's great if you can call it early and it works.

There is one other aspect of calling the vote early: if it works, you get the silver amulet. Winning the amulet in this way means that, until someone else calls a successful vote and takes it away, you can place it on a card and protect it from being looked at or moved. That's pretty good. However, the rules have you do other things with the amulet that make no goddamned sense at all. Why am I putting it on the table near somebody if they can't use it? If the amulet is on your last card—is that the last card in the village, left to right, or the last card I placed? Later in the rules, it clearly states that whoever gets the low score for a round receives the amulet and is the next starting player. That's great, but then, why does it keep saying earlier that the amulet is placed "in front of them near the deck of cards"? Just say they get the damn thing, and the circumstances under which they can use the special ability.

Once you understand how Silver works, it's fine, especially if you enjoy card counting and sussing out what your opponents have with incomplete information. The mechanic of letting you exchange multiple matching villagers for one new one lets you pop off some massive combos if you get the right cards, as long as nobody calls the end of the round before you can get there, and creates some strategy outside of hoping to draw low cards and using the abilities you come across as effectively as you can. The rulebook needs to be set on fire, though.

Score: Nine tiny werewolves out of thirteen.

No comments:

Post a Comment