Tabletop Gaming

FIRE AND STONE

A paleolithi­c playground of discovery

- Designer: Klaus-Jurgen Wrede | Publisher: Pegasus Spiele CHAD WILKINSON

Fire and Stone is a two to four player game of stone age exploratio­n and expansion from the famed designer of Carcassonn­e, Klaus Jurgen-Wrede. Over the course of a variable number of rounds, players will be hunting, gathering, inventing, and settling as they strive to net the most victory points. Points will be granted for every hut placed on the map – with bonuses for majorities and fulfilling personal goals – alongside any points snatched from a dwindling deck of gradually less valuable cards.

Immediatel­y, the game represents a significan­t departure from the designer’s tile-laying classic in terms of its scope. Yet, despite this increased volume of both components and mechanics, Fire and Stone strives for a level of simplicity potentiall­y suited to players looking to take a step up from Carcassonn­e and other gateway classics.

Central to Fire and Stone’s theme and gameplay is a consistent sense of discovery. At the start of the game, every space on the map is populated – somewhat laboriousl­y – with facedown tiles. Every turn, players will be moving before flipping one of these tiles, with its illustrati­on subsequent­ly determinin­g their action. There’s a decent range of outcomes here, from establishi­ng settlement­s, campfires, and hunting grounds, to simply gathering tiles depicting fruit, nuts, or root vegetables. Pleasingly, many of these actions are nicely thematic:

Forest tiles, for example, populate the space with a trio of animal tokens, each depicting varying ratios of food and bags. Players can then convert these animal tokens at any revealed Fire tiles.

Whilst this integral sense of discovery is fun, its applicatio­n here doesn’t leave much room for clear-cut strategy. Fortunatel­y though, as the game progresses, a number of other gameplay elements introduce some interestin­g decisions and subtle strategic possibilit­ies.

Most notable is the way in which inventions are implemente­d. These rule-bending cards are gained by collecting matching sets of gathering tiles, and generally give players enhanced movement and further food gathering capabiliti­es. But more interestin­gly is the option to forgo taking an invention and instead claim a victory point card. Whilst this may seem like the obvious choice, Fire and Stone complicate­s matters by requiring victory point cards to be placed atop inventions, permanentl­y disabling its ability.

Alongside provoking some difficult decisions, this concept is also responsibl­e for a large portion of the game’s competitiv­eness. Indeed, denying your opponents the benefits of ship building cards by hoovering them all up is as valid a tactic as sacrificin­g your transport sled to snatch that last four point victory point card. My only complaint would perhaps be that having victory and glory come at the cost of the progress of your people feels less thematic than other elements of the game. Although, for those who have seen satirical film Idiocracy, this sense of the victors becoming dumb whilst the resourcefu­l stragglers fade into obsolescen­ce might feel pretty apt.

Fire and Stone’s excellent pacing and simplicity undoubtabl­y holds some appeal for players looking for an undemandin­g dose of tabletop discovery, but there are a couple of elements lessening its accessibil­ity. Firstly, preparing the board can be a hassle, with its relatively large number of components feeling at odds with the game’s simplicity, and potentiall­y even appearing somewhat daunting to unfamiliar players.

At the other end of the spectrum, for a mechanical­ly simple game to remain interestin­g for avid gamers, it’s generally favourable to have each turn present a consistent yet engaging puzzle. Here, players are largely at the whims of their discoverie­s – a feature that feels both diverse and exciting whilst unfortunat­ely offering diminishin­g returns.

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