Rats of Wistar is a game that makes me feel a little torn. Visually it
reminds me of the Tom & Jerry cartoon, and I associate it with a
children's game, but these are not at all what it actually is. This is a
serious strategy game. After some reflection, I realise this should be
classified as a heavy game. Don't let the art or the theme mislead you, as you
might miss something you like.
In this game you are genetically modified rats. You are all super smart. You
have now escaped from the lab and established a colony in the countryside. As
the colony grows, you decide it is time to elect a great leader. The most
promising candidates will compete in a five-day contest. Whoever manages to
grow and develop their family best will be made the great leader of the
colony.
The core mechanism of the game is worker placement. You will collect
resources and make tools. You play five rounds, and each round you will send
three of your team leaders out to perform actions. In the whole game you will
have only 15 turns. The disc at the centre of the board shows 6 different
main actions. The board is divided into three regions - forest, underground
and house, and each region is associated with two of the main actions. There
are six pie-shaped pieces on the disc. They have different numbers of spaces
for worker placement. The icons next to these spaces mean additional
benefits and actions you gain. The pie pieces move to new positions every round,
which means in different rounds the number of spaces for the main actions
changes.
To perform an action, you must place your leader on an empty space. However
this is not all. You also need to have your rats (i.e. your crew) in the
associated region. The number of rats you have determines how effective your
leader is in performing the action. If you have two rats in the forest, and
your leader collects wood, he collects two pieces of wood. If you have two
rats in the house, and your leader explores the house, he performs two
exploration actions. So you not only have to compete for worker placement
spaces, you also need to have positioned your rats appropriately. There are some
supplementary actions and also a resource type which let you move your rats
about.
One more thing you can send your leader out to do is to simply fight for turn
order in the next round. This may seem weak, but it can be crucial if in the
next round there is one important space you must win. When you fight for turn
order, you also collect one potion. A potion is like a joker action. There are
several things you can do with it, but just once. Flexible, but not very
strong. Still, sometimes that flexibility can be very handy.
The player board
There are lots of things you can do in this game. Your player board starts
with many bedrooms not yet excavated and beds not yet built. The two basic
resources in the game are iron and wood. You gather iron so that you can dig
holes and create rooms. You gather wood to build beds. Whenever you build a
bed, you gain one rat. So this is like Agricola. When you can afford to
have a kid (bedroom and bed ready), you have one. More rats means you can get
more things done, or you can worry less about moving rats around because you have them everywhere.
One of the main actions is drawing invention cards. These are tools with
various powers, and many will be helpful. Some offer additional scoring
abilities at game end. The tools themselves are often worth points too. When
you draw a card, it doesn't immediately come into effect. You still need
another action to play it, and you need to pay resources.
Invention cards
Some inventions when played increase your skills - those pentagonal icons.
These are things like strength, agility and intelligence. Some are needed to
complete missions or objectives. Some are prerequisites for playing advanced inventions.
Another important action is to explore the house. Initially all the doors are
closed. It takes an explore action to open a door, and once it is open,
everyone can pass through. The player who opens the door gets a small reward.
There are closed doors between rooms too, and they work the same way. There
are two types of items in the house - mission cards and guest mice. If you
want to invite a guest, you must first have an empty room (no bed is okay).
The guest comes to live with you and gives you some benefit. These mice might
not be genetically modified, but they do give you nice perks. If you flip over
a mission card, you gain a small reward, and after that all three missions on
the card are made available to everyone. It's first come first served.
To complete a mission, you must have your explorer rat in the same room as the
mission card. You must fulfil the conditions specified or you must be willing
to spend the resources required. Each mission can only be completed by one
player. When you complete a mission, you take a cube from your player board to
mark it as completed. Depending on where you take that cube from, you unlock
an ability or receive some bonus.
These are heroes and they are not easy to recruit.
I had one invention which let me score points whenever I took wood (the second
one). I had another which let me score an extra point whenever I scored points
(the fourth one). This was a great combo!
These are the mission cards. Those missions marked with cubes have been
completed.
There is a valuable piece of cheese in the deepest corner of the
basement.
This is a complex Eurogame. There is a lot you can do, but so little time.
The many aspects of the game are interlinked. There are many opportunities
to create synergies. Different things that you do can help build towards the
same goal. For example when you complete a mission and get to remove a cube
from your player board. You can choose the one which reduces your bed cost
from 2 to 1 wood. This is half price! Building beds not only lets you have
more rats, the beds themselves are worth points. The more beds you make, the
higher their point values. Digging rooms works the same way. Sometimes you
do it for the points, not for the rooms themselves.
Many of the inventions offer strong powers. They will steer your strategy.
Utilising the inventions well lets you do things more efficiently. At the
start of the game, three objectives are randomly set up. These are quite
difficult to achieve, but the rewards are attractive. They give you
long-term goals to work towards, if you choose to attempt them.
I have played the game twice. Playing Rats of Wistar feels a little
weird. The first impression I get is this is a light and humourous game.
However, upon playing the game I realise this is a tight and challenging
game which requires much thought. I would be more comfortable with the game if the artwork were more serious, because this is a serious game. The cute art style creates a dissonance for me. The game can be brutal at times. In one particular round I was the start player, and there was only one spot for taking wood. I had lots of wood and I didn't really need more. However I noticed that Han and Jon were both low on wood. I took the wood space just to deny them. Yes, that was mean. If they were desperate for wood, I would be setting them back one full round, which is one fifth of the game! That is painful.
Rats of Wistar is a heavy Eurogame. If you are a fan of Simone Luciani (note this is a co-designed game with Danilo Sabia), don't assume he's switching style to a lighter and more relaxing game. This is very much in his usual style, a game with strategic depth.
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