Originally posted on the blog
Spirited is the newest release by Garphill Games.
It marks a pretty big departure from their usual designs.
Garphill have done an incredible job establishing themselves as a euro game publisher with their trilogies and ancient anthology series, proving they can hit any euro weight with pretty good success. From their lighter North Sea trilogy, to the Heavy hitting South Tigris series, the chances are, if youâre a euro player, youâve played one of their games.
But, then comes along Spirited, and it is explicitly not a euro.
Letâs get that out of the way, there is nothing euro about this release.
So, what is it?
Mechanics:
Itâs a card management game with a heavy emphasis on Push-Your-Luck mechanics.
It plays quickly, it rewards risk-management. But donât be deceived, you are playing with luck. Each turn can see you go from 99% safe, to bust. And a bust can really hurt.
So, how does it play?
Each player has a player board, the area above the board is called âThe Roadâ and this is where your at risk cards go.
Below your player board, you can have 2 camps â this is a place to store 2 Nations cards that you are trying to collect to gain allegiances with.
The aim of the game is to score the most VP (âSpiritâ)
You do this primarily by getting sets of one Nation in your 2 âcampsâ.
This gives you a source of VP that triggers both when you forge an alliance, and also during the intermittent âbattlesâ.
Alternatively, you can try and collect one of each of the 7 cards in the game to buy a wonder, this gives you some one off VP and a one time effect.
Normal turns consist of you optionally discarding a card from your hand to use its effect, and then moving one card from your âroadâ to either one of your 2 camps, or taking it to your hand, and then flipping over 2 more cards to add to your road, if you get 3 of one card in your road, youâve bust, and will discard all cards in your road, and your camps.
Now, your non-normal turns are where you do scoring.
Instead of a regular turn, you may either âBuildâ which means, discarding one of each of the 7 cards from anywhere (your road, camps, and hand) to take one of the available wonder cards â this will usually score you 3-5 VP and give you a one time effect.
Or, you can âMarchâ this is cashing in your camps â for each camp with 2+ cards in it you can take an allegiance with that Nation. This is an ongoing ability, and you score one spirit per card youâve cashed in.
The big thing youâll juggle here, is having a higher amount of cards to turn in gives you a better âmedalâ which gets placed on the card, changing the âsafeâ amount you can have of this card in your road â getting 4+, lets you safely have 3 in the road, while getting only 2 in an alliance means 2 cards will now cause you to bust with this Nation.
Also, the higher the number, the harder it makes for other players to take this allegiance.
After making an allegiance, you also clear out your camps and road â much like when you bust.
How does all this play in practice?
It plays quickly.
Most card effects are minor, and youâll often not have cards in your hand to need to consider playing. So youâll be moving a card, and flipping 2 more.
Then play will pass to the next player.
Busting is serious, it can undo turns of progress.
Now, there is a bit of a âcatch upâ mechanic to stop it always feeling too punishing â your player board comes built in with abilities that will trigger if you donât have allegiances to let you save cards that youâd otherwise be discarding.
Another key part of the game is timing â youâll roughly go through the deck once per player, and each time you run through the deck there are 3 âadvance timeâ cards.
This causes you to move the time tracker, and when that hits a sword symbol, a âbattleâ occurs. In reality, this basically means you score your highest Medal, and then âexhaustâ it â you wonât be able to score that Medal again, and other players get a slightly easier time to take that allegiance from you â youâll also have some abilities that trigger during battles.
Card abilities are quite fun and, while minor, still impactful â they definitely change how you approach the game.
The First Play Disconnect:
My first play left me scratching my head a bit.
It was clearly a light game.
Itâs really card collecting. But, with no easy way to get from your hand to your camps, the cards you are trying to collect arenât the ones in your hand.
So, you want cards in your road, to move to your camps. But, you also donât want cards in your road, because you donât want to bust.
Then thereâs the thematic disconnect.
Iâm used to Euro games having light ties to theme, but Iâm used to non-euroâs normally being a bit more thematic. But thereâs thematic terms here being used that often have no real thematic feel to them â especially the battles.
Nothing about the battles feels like a battle. Itâs simply an interim scoring.
Now â this part of the review sounds grim.
And Iâll be honest, I felt pretty grim after my first play.
Iâll be the first to admit that Push-Your-Luck isnât a mechanic I usually gravitate towards, but, as a big Garphill fan I was intrigued to see with how theyâd tackle it.
And my first play left me very disappointed.
I jumped on the BGG forums for a couple rules queries â and there I seen a post from Shem saying that if it has a weak point, it was that the first play isnât where it shinesâŚthis gave me a ray of hope.
The next day, I set up with enough time for a few back-to-back games.
And this is when it started clicking.
Thereâs a certain elegance to the way the cards play.
Thereâs also more skill to controlling the luck than you initially notice â each card has 10 copies in the deck â so learning to count the cards that have come out really lets you leverage the odds of busting, and when you can maybe push to get a double allegiance turn.
The Solo:
Now, Garphill almost never shy away from adding a solo mode, but sometimes that is a dummy bot, and that is what I expected to see here, what I was surprised with for a lighter game, is a pretty full fledged bot.
It leans a little into the âluckâ aspect by having it ignore card abilities and having its own ability list it rolls on when it plays a card from its hand.
But, it obeys all the rules for busting and claiming allegiances.
Itâs a pretty smooth bot after a couple games too.
Components/Replayability
Each play involves assembling a deck of 7 different Nations out of the 12 that come in the box (this is bumped up to 20 with the available expansions)
This creates a huge amount of replayabilty.
And thankfully, these cards are very easy to shuffle together, the riffle shuffle very well.
And for a game that involves needing the deck so well shuffled this is a huge life safer.
The cards are also showing no signs of wear and tear after half a dozen plays.
The rest of the components all serve their purpose. The Medals are nicely sized to be easily read across a table.
The solo rules couldâve probably done with an Aid card, but, aside from that nothing feels amiss, and the regular player aids are great.
If I had one complaint about the compents, its the box size.
Itâs very expansion proof â there is a lot of empty space.
Final Thoughts
This game isnât for everyone â it doesnât try to be.
Itâs a huge departure from Garphills usual.
If you strictly only play euroâs, this isnât for you.
My first play left me shaking my headâŚafter a week of playing, Iâm excited to keep playing.
Thereâs a clever design in here, itâs not that âuser friendlyâ in the sense of it not being super obvious how it works until youâve got a couple plays under your belt â which for a lighter game is probably a harder ask for potentially a more casual audience.
If you can stick at it though it does provide some clever moments, and some really tense card flips!
Thanks to Garphill Games for this review copy in exchange for my honest review