Tabletop Gaming

WONDERLAND’S WAR

We all go a little mad sometimes

- Designer: Tim Eisner, Ben Eisner, Ian Moss | Publisher: Druid City Games

Aristotle famously said “No great mind has ever existed without a touch of madness,” – a quote perfectly befitting, perhaps even underselli­ng, Lewis Carroll and his work of literary nonsense. But, the premise of Wonderland’s War threatens this sentiment. In this bag-building area control game from Druid City Games, the looking glass has shattered, draining the land’s inhabitant­s of madness and ushering in completely sane tea parties and cleanly calculated warfare. Regardless of Wonderland’s fate, only one will emerge as the realm’s new leader.

Wonderland’s War follows a clean two act structure for each of its three rounds. First players will attend the tea party, securing the help of allies, Wonderland­ians, and various other abilities, with the general aim of bulking out their bags with various chips and placing followers on the board. Following this, players march into battle in each of the board’s five regions. A strong start is dependent on the strength of a player’s leader (an upgradable stat on player boards) as well as any castles and recruited

Wonderland­ians. But the meat of the War Phase comes down to the bag drawing.

Here, players will simultaneo­usly pull a chip, reveal, and add the indicated strength to the Battle Track alongside performing any associated abilities. Abilities from ally chips can vary from game to game depending on which set of ally cards are used, whilst other unique abilities can stem from unlocked abilities on player boards or Wonderland­ian cards. Amidst all of these moreish chips though is the lurking threat of madness. These chips are added to players’ Madness Track, with each banishing a number of followers from the battle. If all followers are evicted from the region, that player busts. Providing all goes well though, players in first and second place will score the points depicted on the region, complete any fulfilled Quest Cards, before moving onto the next battle – albeit with a slightly lighter bag.

Excuse the cliche parlance but this really is Quacks of Quedlinbur­g on steroids. Quack’s addictive drawing and chip selection – alongside that

ever-present fine line between luckfuelle­d joy and greedy foolishnes­s – is here, bulked up with beefier mechanics, unruly aggression, and an increased appetite for ’just one more chip‘. There‘s also the added anabolic side effect of mood changes with whatever sense of whimsy shared between the two games becoming somewhat more chaotic and malicious in the case of Wonderland‘s War.

Whilst these parallels might point toward Wonderland’s War lacking originalit­y or possessing a mechanical framework at risk of crumbling under a heap of new rules, the game ultimately manages to stand on its own legs – a feat made all the more admirable and improbable when first beholding the borderline garish smorgasbor­d of content and colour the game bestows upon the tabletop.

Indeed, Wonderland‘s War is big, bold, and beautiful – at least when studying the game‘s wealth of art in isolation. Viewed in its entirety though, the game displays an incongruou­s merging of heavily violettint­ed gaudiness but surprising­ly tight readabilit­y. Gathering five players around this generous piece of tabletop real estate might be a challenge, but, somehow, its size, clear iconograph­y, and deceptivel­y simple layout lessens the chance of in-game confusion.

Mechanical­ly, the game feels tight and smooth thanks in large part to its engaging pace. The distinctio­n between the tea party and war phases conjures an undulating rhythm which, whilst occasional­ly running long, gives the game a dramatic bounce despite the lack of a traditiona­l narrative. Tense, fun, and full of character – you’d be mad not to try it.

CHAD WILKINSON

❚ WE SAY

Its aesthetic might not be to everyone’s taste, but its addictive fun and interactiv­eness more than makes up for it whilst somewhat erring on the long side.

TRY THIS IF YOU LIKED EVERDELL... If guiding a community of cute critters through a year of growth sounds comforting, this is a no brainer.

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