A-

Mystical cats and Tetris shapes make for family fun in the board game Wispwood

Reed Ambrose's first design is a smart strategy game for families.

Mystical cats and Tetris shapes make for family fun in the board game Wispwood

I’m a pretty simple guy when it comes to board games. I want to think while I’m playing, and I want to enjoy myself. If it’s not fun, then it feels like work. If I’m not thinking, then I might actually prefer working. That usually means I gravitate towards games that do something new, whether it’s a mechanic or idea that I haven’t seen before, or a new way to use familiar rules or concepts found in other games.

Wispwood, from first-time designer Reed Ambrose, fits well into the latter category. The game feels instantly familiar, as its core concept of taking polyomino tiles (think Tetris) and using them to cover a grid on your personal board is a popular one; Wispwood reminds me quite a bit of Cartographers, and there’s some Cottage Garden here as well. Where Wispwood varies the formula is in how that’s implemented in specific turns, from tile selection to the small decisions you make that affect your scoring for the remainder of the game, as well as the way you mostly reset your board after each of the first two rounds.

In Wispwood, players will select ‘wisp’ tiles from a shared market that has polyomino shapes written in the spaces between the wisps. When you choose a wisp, you also choose one of the two polyomino shapes bordering it, and then place one-space tree tiles on your grid to match that shape, with your first placement of the game going next to your start tile, showing your cat (because of course it shows a cat). You then select one of those trees and replace it with the new wisp, usually wherever you’d like, to try to maximize its scoring at the end of the round. In the first round, players fill a 4×4 grid, which goes to 5×5 in the second round and 6×6 in the third. If you can’t or don’t wish to take a wisp, you can select three tree tiles and place them anywhere on your grid. A round ends once one player has filled their grid, with a small bonus if you filled yours in that round. At that point, you score everything you’ve placed, including all four wisp types as well as scoring for your trees, and then remove the trees—but not the wisps—to start the next round.

Wispwood board game

Each wisp has a different color and icon, and each comes with five scoring cards to allow you to vary the game with every play. Most are straightforward; the green witch cards limit where you can place your wisps, but otherwise all are at least easy to understand, with an appendix in the rules that explains the more involved ones and a companion app to help you score.

The wisp market has eight slots, and you don’t replace wisps when they’re selected. Once there is only one type of wisp remaining, regardless of how many there are, the active player may choose to discard them and replenish the board. You can also activate your cat to wipe the wisp market, turning your cat tile over until you refresh it. The cat also allows you to choose a wisp and a polyomino shape that aren’t adjacent. You refresh your cat tile when you take a tree-only (no wisp) turn.

The brilliant part of Wispwood is the resetting of the board between rounds, because it forces you to balance the scoring this round from your wisp placement against the constraints that wisp might put on you in future rounds. You can move your cat to start each round, but not your wisps, so it is entirely possible that you’ll create spaces you can only fill by taking a tree-only turn, thus depriving you of a chance to take an additional wisp.

Turns move quickly—unless you have an analysis-paralysis type at the table, as there’s certainly room for someone to overthink matters here—and the play itself is simple, with most of the game’s complexity coming in the scoring. Wispwood improves on Cartographers because the scoring is more intuitive and placements less restrictive, without some of the punitive (or challenging) aspects of that very popular game in the Roll Player universe. It’s a very strong family-level strategy game, with high replay value, and enough crunch to it to satisfy the more serious (or annoying) gamers at your table.

 
Join the discussion...
Keep scrolling for more great stories.