Scrabble is a very popular game, having made its way into popular culture; and even though I dislike it, I can't deny the effect it has had. My problem with the game is that the player with the higher vocabulary will likely win; and I've never been a big fan of utilizing obtuse words which exist (I think) solely to be used in Scrabble games! Wordfare! (Pretty Fun Games, 2007) is a game that initially looks like Scrabble and uses the same "build a word" mechanic. However, it also uses dice and movement to create an entirely different type of game - a tactical game of words, if you will.
And I find it enjoyable - if a bit immersive (not much talking during this game!) In Wordfare, a player uses die rolls to move letters around, scoring more points if they manage to maneuver a word closer to their opponent's side of the board. There is luck involved (thanks to the rolled dice), but players can set up words and movement and can even foil their opponent with clever play. The game can play a little too slowly, and four players can cause the game to be almost too sluggish; but it's one of my favorite word games with tremendous quality bits.
Each player takes a set of letter tiles in their color, as well as four dice. Players draw twenty tiles randomly, and place ten of their choice face up in random order along the first row in front of them. The other ten tiles are returned to the piles. One player is chosen to go first, and then play alternates between the players.
On a player's turn, they may take one of the following actions.
Roll two dice, using one of them to move a tile and saving the other for a future roll.
Use a saved die to move a tile (obviously this can't be used if the player has no saved dice).
Roll one die, using the roll immediately (only if the player has three saved dice).
Add a random tile to an empty space in the first row (only if the player has less than ten tiles on the board).
Remove a tile from the board, replacing it with a random tile.
When moving a tile, a player may move it in any direction but must move the exact amount of the number on the die. Players may jump tiles but may not land on other tiles. The only exception to this is that a player may land on an opponent's tile if they form a word with that tile. The tile that is jumped onto is captured and removed from the game.
A player is trying to form words by moving the tiles around. A word must have at least four letters but can be formed in any direction - even diagonally. When a player finishes a word, they score points for that word equal to the number of the row closest to the player times the amount of letters in the word. This means that players who form words close to their opponent will score quite well. Once a word has been scored, that word may not be used again in that game. Many of the tiles are blank tiles and asterisks. Blank tiles act as a "wild" and can be used for any letter, but they do not count as a letter for scoring purposes. Asterisks are the same as blanks, except the owner of the tile declares the letter, which other players must then abide by.
Once twenty-five words have been formed and scored, the game ends. The player with the current highest score is the winner!
Some comments on the game...
1.) Components: The box and components are all really wonderfully produced out of laser-etched wood. It really is tremendous quality - especially the wooden box. The board has holes cut into it to hold the dice for each player; and they fit snugly, looking good. The game comes with a nice pad that is excellent for keeping score; and the piles of tiles (both square and hexagonal) are easy to maneuver, although the tan ones may be a bit hard to read in low light. The game has an almost austere presence and will appeal to those who want a serious-looking word game in their collections.
2.) Rules: The rules are only on a few sheets and could have been formatted a little nicer, but they do explain the rules quite clearly. Players really need only understand how the dice work (how many you roll and save) and how scoring happens. Other than that, the game is fairly easy to understand - especially for folks who have played word games before - especially the growing number of flash word games on the internet.
3.) Scrabble: My biggest problem with Scrabble is that a person with a gigantic vocabulary will likely demolish a person who isn't so good with the word skills. While that's still entirely possible in Wordfare, there are three mitigating factors. One, there is a tactical element to moving tiles around - even to the point of taking out opponent's tiles. Secondly, players who are stuck with their letters have the chance to replace them (albeit at a loss of time). And finally, with all the shuffling of letters around the board, words sometimes will just jump out at players, similar to scrambling the words in a word jumble. These reasons are enough for me to enjoy the game more than Scrabble - especially the tactical feel.
4.) Interaction: The game is a race; because players have to use the dice, which add a certain element of luck. This keeps a player from simply forming a word, as they have to maneuver the tiles into position. Then there is also the temptation for players to move the tiles as far onto the board as possible. This has the reward of a much larger amount of points; but it also allows the opponent to utilize or destroy their letters easier, and it also takes more time to get the word into position. Because of the high point value rewards for words close to your opponent's side of the board, I often found myself more concerned about opponent's tiles, and wondered how I could use them in my words. Using opponent's tiles is no sure thing, of course, since they can easily move them out of the way; but it's still fun to do.
5.) Fun Factor: I've already mentioned what I enjoy the most about the game; and it's the tactical feel, as I move the tiles around the board. Sometimes it takes a while to set up a word to score, but it's a very satisfying feeling when you pull it off. Yes, there can be a devastating moment when an opponent gets rid of one of your tiles, but there are enough blank tiles in the game that I don't mind a minor setback or two. Games start out fairly slowly, as players take a while to get their first word. But once that happens, the game picks up speed, and it's an enjoyable and tense experience.
6.) Players: The game really hits the sweet spot with two players. With four players, there are certainly more letters on the board for each player to utilize, but the chaos and clutter factors bring down the game a bit. Downtime is also higher, as players do tend to scrutinize the board much on their turn. Some people might enjoy the coffee-table-conversation of a four-player game; but I prefer the tactical, chaos-free function of a two-player game best.
I really think Wordfare! is an excellent choice for those who like word games, and it offers something new to the genre. The dice may throw some people off (dice in a word game?) at first; but because a player can save three of them, luck isn't as prevalent as it seems. Great components and smart, entertaining game play make this a solid first game from PrettyFun Games, and one I'll keep in my collection.
Tom Vasel
"Real men play board games"
www.thedicetower.com
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Comped Playtest Review
Tom Vasel April 16, 2008
Style: 5 (Excellent!)
Substance: 3 (Average)
A word game that adds in tactics with moving the letter tiles around and rolling dice. Nice components, and fun interaction - even if the game is a little slow and thoughtful.
Tom Vasel has written 547 reviews, with average style of 3.46 and average substance of 3.39. The reviewer's previous review was of Aapep. This review has been read 534 times. |
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