Saturday, October 12, 2019

Dave Reviews: A Year of Trees (and Dickhead Squirrels)

Bosk

I keep wanting to call this game "Bork", and instead of trees I keep seeing this guy in my head:


Ah well. On to the forest.


Bosk is the most peaceful, meditative game about land domination you're likely to find. Each players on the... role?... of a type of tree—maple, oak, etc. It takes place over four seasons; this breaks down into two play rounds and two scoring rounds, making for a pretty quick game. You get eight trees to use in the spring, and eight giant leaves to use in the fall, each with a different numerical value.

The board has a piece of forest divided into eight sections. During spring, players, in turn, place one tree at a time on an intersection among the grid lines that cover the board. Everyone has two trees numbered 1, two numbered 2, and so on up to 4. The summer scoring season involves adding up the value of the trees on each row and each column, and giving points to whoever's in first and in second.

During fall, a wind board comes into play; the leader after the summer season decides which side of the board it goes on, and thus which direction the wind will blow the leaves off the variously numbered trees. Then players play their giant leaves, one per turn. The leaves have the values 2 through 8, and one with a squirrel. Playing a number means you place that many leaves on the ground, scattering them in the direction of the wind. You want your leaves to end up on the top of any piles, but if opponents have their leaves in a space you want, you have to throw out one of the ones you're placing for each opposing leaf you'll be covering up. Squirrels sit on top of piles and act as a top leaf that can't be covered or moved, but you only have one. Finally, in winter, players score points based on who has the most and second most top leaves in each region of the board.

That's the whole game. It's very straightforward, and the design offers a very forest-y feel—the trees are nicely made and take up a good amount of space, and the board is set up so that about one-third of the grid intersections are filled by trees, which gives it the aesthetic of a forest's actual denseness. (You can grow trees in the river, which is... not real common in the wild, but it's doesn't throw off the game's vibe.) You dive very quickly into the strategy of figuring out how to block opponents from taking over certain lines, whether you should challenge them or go for second place points, or just leave particular lines alone so other people can fight for them. Likewise, leaves are very valuable in the second half, and the board gives you plenty of space to spread out... for the most part. But there will usually be pockets where you need to decide if it's worth fighting for control or finding a way to win by simply maxing out the number of leaves you actually place on the board.

If you're looking for a chilled out but not ultra-casual game to satisfy three or four players, Bosk is good. If you want something relaxing for you and your significant other, Bosk... might be good. It really depends on how you value aesthetic and theme versus more engaging gameplay.

The issue is the scoring system. Whoever has the most of a thing (tree value on a line/leaves in a region) gets first-place points. Second place points, though, vary depending on if there's only one person in second or more than one, and that's not adjusted for the number of players. Therefore, in a two-player game, if someone puts down a single point tree or a single leaf, that's enough to score the second place points. It throws the strategy of the game off, since you're not constantly struggling to balance just how much of a presence you need in a given spot. If it doesn't look like you're going to win something, abandon it with the minimum resources expended. The strategy, as it were, is really to bait the other player into overspending resources on areas, since margin of victory on each line/in each region is irrelevant. But that's less fun than trying to win.

Bosk is indicative of early 21st century board gaming in general. It's well-crafted, aesthetically pleasing, solidly designed (no glaring gameplay flaws), will make people happy if it scratches their particular itches on theme or style, but not extraordinary for the era or something that is a near-universal recommendation for board gamers. Play it if you can, buy it if you like the concept, but if it's not something that seems like it's for you, there are other games you can find which will be a better fit.

Score: Vanilla 7.5/10.

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