Skip to main content

Review #12: A Few Acres of Snow

# of Players: 2
Playtime: 2-3 Hours
Core Mechanic: Deck Building/Area Control
Theme: 18th Century North America
Type: War
Weight: Heavy
Year: 2011

Rating: 8*

After discovering how fantastic a two-player game could be with Twilight Struggle, I was in search of something similar.  Around this time, A Few Acres of Snow was released and had just made its way into the Top 50 on BGG.  There was a lot of hype surrounding this release and I gave in, especially as people were calling this Martin Wallace’s take on Dominion, which was a game that I really liked at the time.


Set in North America during the 17th and 18th centuries, one player is the British Empire while the other player is France.  The game is played over a map with each player building up a deck of cards consisting of either empire or location cards.  Location cards will be used to settle new villages, upgrade villages, build fortifications, and siege your opponent and whereas empire cards allow you special moves, such as fortifying, and give you military strength and settlers.  Location cards may also be used to meet resource requirements for other cards when doing certain actions, such as settling.


You add location cards to your deck by settling into the villages of the same name on the map or capturing them from your opponent while empire cards are either drafted or purchased.  The cards available to each player are different as the game plays asymmetrically.  Depending on your strategy, you will likely want to focus your deck on either expanding through settlements or through military might.  Eventually, like in all deckbuilding games, you may need to begin trimming down your deck as it becomes watered down with earlier cards that are no longer useful. This feels quite thematic as the more you stretch out your empire, the more spread out your resources become and the harder it is to draw what you need or your military is busy with a seige elsewhere on the map.

The game ends if particular locations are captured, awarding automatic victory to the player who captured the location.  Otherwise, if one player can capture a certain number of villages, towns, and fortifications from his or her opponent or if one player manages to place all of his or her villages and cubes, the game ends and victory points are tallied, which can be gained from settling certain locations and are modified by whether or not you have a town.


When I first got this game, I played it many times in a row.  However, during those plays it definitely did not give me the same feeling that Twilight Struggle had delivered.  Although it felt like there were a lot of interesting choices to make, towards the end game it felt like I was just drawing cards until I had what I needed, making the final moments drag out and feel quite anti-climactic.  Now, it has been quite some time since I last played it and maybe over the years as I have been exposed to more games I may appreciate the mechanics of this game more, but until it gets replayed, it sits quite far down in my rankings.

Then again, I don’t know when I will actually decide to play it again when there are so many other two-player games out there, both better ones that have become some of my favorites and new ones I really want to try. I recently found out that yucata.de has this available for play online and it might just be my best chance at getting to play it more. Until that happens however, I can't really say that this game stands out for me and unfortunately it will be the first game that does not make any collection.

Comments

Popular posts from this blog

Review #27: Ultimate Werewolf: Deluxe Edition

# of Players:  5-75 Playtime:  30-60 Minutes Core Mechanic:  Deduction Theme:  Werewolf Type:  Party Weight:  Light Year:  2014 Rating: 7.5* This was the first social deduction game that I played and the most memorable social deduction moments may have come from playing this game - and I may never play it again. I'll elaborate on that more in a bit, but it in no way reflects on the quality of the game, which is very, very good. This game opened up the entire genre to me which is now a party staple and most deduction games can probably trace a big part of their game back to Werewolf. I might have played Mafia a couple times with a deck of regular playing cards, which is very similar to Werewolf, but the fact that I'm not certain just shows how much of an impact Werewolf had by comparison. There are two teams in this game - Werewolves and Villagers. The goal for the villagers is to eliminate the werewolves while the goal for...

Review #2: Hive

# of Players: 2 Playtime: 0-30 minutes Core Mechanic: Tile Placement Theme:  Insects Type: Abstract Weight: Light-Medium Year:  2001 Rating: 8* Place a tile or move a tile you've already placed. Protect your queen. Surround your opponent's queen. That's it. Very simple rules but underneath these rules is a very deep and tactical experience. This abstract tile placement game has held off most newcomers and as of this review sits just outside of the Top 10 Abstract Games and Top 200 Games of All-Time on BoardGameGeek over 15 years since it's release. Impressive. This game is themed around a hive of insects protecting its own queen and attacking the enemy's (by surrounding it). As mentioned already, you and your opponent will be alternating turns, either placing a new hex tile into hive or moving an old one, until all six sides of one queen is surrounded either by friend or for and loses the game. With the exception of the first tur...