Tabletop Gaming

SEVEN BRIDGES

- CHRISTOPHE­R JOHN EGGETT

Designer: Ronald Halliday | Publisher: Puzzling Pixel Games

Taken as I am with any games that claim a relaxing theme, Seven Bridges is, and there’s no pun intended here, right up my street. A ‘stroll-and-write’ game about having a nice walk in the historic Königsberg might not be everyone’s idea of a thrill ride, but sometimes we just want to be charmed by a game.

And we mostly are. The abstract map in Ordinance Survey colours of the city with loads of tiny boxes around it may be a little austere to some, but as we’re only really adding a single colourful line to our page when we attempt to have a nice stroll around the city, it soon becomes apparent that this is actually a carefully planned battlegrou­nd.

Points in the game come from things like seeing the most landmarks, your longest route (and its number of right angles), and crossing the seven bridges themselves – and because of the layout of the streets, collecting points is a deeply engaging puzzle in itself. Players draft lovely wooden dice

that depict different lengths, turns, and crossing, and add them to their route each turn. Every landmark unlocks a bonus, whether that’s footpaths through parks, extra movement, or a cheeky dice allocation move that lets you decide which dice everyone’s getting this turn.

And it’s surprising­ly fraught as you watch other players complete huge routes, unlock verdant paths, or do a switchback action across another bridge, netting them a slightly better points total at the end. The rules are so restrictiv­e when it comes to this scribbled flaneur that someone else taking a dice you wanted can be fairly devastatin­g. Which is a great feat for a game that was meant to be about having a nice wander about.

Visit for the promise of scenery, pleasant routing, and thoughtful upgrading, stay for the crunchy dice drafting and the puzzle of the streets.

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