Tonight’s Menu: Honeycomb, Abraca*what?!*, Century: Golum Edition, Carcassonne: Star Wars Edition
Tonight’s players were Rhodri, Cassandra, Lucy, Heather and Tatianna- the majority of players girls, for the first time since I started Game Night! It was a great night, and the kids really had a maximum of fun together. Tatianna was new but learned how to play and get on with the games and other players very well. Rhodri seemed very well-focused with the female influence, and everyone got a chance to shine. Now here is a worthy review of tonight’s featured game, Abraca*what?!*
Publisher: Korea Boardgames
Time: 30 min
Review by: Nathan Beeler
Open, Says Me
Abraca…What? can be an enchanting experience for those who are receptive to its charms. Laughter and merriment tend to fill the aether when the game is played by a spirited group. But the converse is also true: those approaching it with a dry analytical mindset may win the game, but in the end they’ll lose all the magic. Abraca…What? seems to reflect back and amplify what its players bring to it. Speak fun, and enter.
A La Hanabi
Players take on the roles of rival wizards, competing to be the first to climb to the top of the cursed tower and claim victory, or so the rulebook would claim. Somehow the act of temporarily killing one of your fellow mages lets you climb the tower faster, but nevermind that. The point is that you and your friends will be hurling spells around in an attempt to undo each other. Thankfully, there’s no player elimination because as soon as someone “runs out of life” the round ends, points are awarded, and everything is reset for the next round.
Spells in the game take the form of the wonderfully tactile spellstones, which are placed face-down in a communal pool. Everyone takes five of the generally hurt you/heal me spells as their own. The twist in Abraca…What? is a literal twist taken straight from the pages of Hanabi and Code 777’s spellbooks: no one is allowed to see the fronts of their own spellstones. Your stones are turned to face the other players. By looking at what everyone else has in front of them, seeing what’s already been cast, and possibly factoring in what other players aren’t attempting to cast, you can make educated guesses about what your own spellstones are. The communal pool means you can’t be certain, so your conjuring is left with a bit of conjecture. Guess correctly, and you successfully cast the spell. You can even try casting more spells. But guess poorly, and you end up whacking yourself for a life point, possibly even killing yourself.
Staying alive in a given round is good. Being the wizard to deliver a coup de grâce is even better. Casting all five of your spells on your turn is the best of all, when it comes to scoring. Whichever way the round ends, player tokens are moved closer to the top of the cursed tower. If someone reaches the very top, they are the winner of the game.
Hocus Pocus Focus
Spells have numbers which tell you how many of them there are in the whole game, and to some degree how strong they are. This ranges from the one potentially powerful Ancient Dragon to the eight tepid Magic Drinks. If you don’t see either of the two Dark Wanderers and you’re relatively healthy, you might take a shot at summoning one. Since your spells have to be cast in ascending numerical order, you can’t really play it safe and heal up before going for the presto-gusto. That nifty little rule amps up the danger and tends to shuffle people a little quicker toward their doom. Play it safe and the best you can hope to do is stay alive, which is not a recipe for ultimate success either. Plus, it’s just more fun to try the stronger magics.
The fun factor really shines through in how you cast a spell and how you react to its success or failure. “I cast 6. I failed? Ok, next.” plays very differently than wildly waving your arms as you incant a freezing death ray on your left hand neighbor with a cry of “Enjoy my blizzard, scum!” I’ve been assured that you don’t have to play it up that much to enjoy the game, but the one time I saw the game truly crap out was with players who were having none of the role-playing aspect. It feels important to me.
Technically, there isn’t a whole lot to the game. It’s a little bit of deduction and a whole lot of whimsy. Decisions are not generally difficult, and luck levels are about what you’d expect for a shorter game of this sort. Even still, there’s something to it that I find very appealing. Maybe it’s the artwork by Marie Cardouat, of Dixit fame. Maybe it’s the make-believe the game encourages. Maybe it’s some other bit of witchcraft. Whatever it is, consider me entranced.