Pioneer Days comes highly recommended by Buddhima. I have never heard
of this game before. It never made any big splash when it was first released.
Now this is a rare game. It is a solid design. It has an interesting balance
of competition and collaboration, and combo development.
Every round, a number of dice equal to one more than the number of players are
randomly drawn from a bag. They are rolled and the die faces determine the
actions available for the round. Everyone drafts a die to perform actions. The
last die not claimed will cause something bad to happen.
The dice are placed on the board following the icons on the die faces. Notice
on each of the spaces, there is a money amount above the icon and also a
character card placed below it. When you take a die, you have three options.
You take the resource (or action) according to the die, or you take money, or
you claim the character.
This is your player board. It is a reference sheet - equipment abilities are
listed here. The player boards differ and offer different powers and starting
resources. You have a wagon on the right, and this is storage space. Items
like wood, gold, equipment and medicine need storage space. You can spend
money to buy more wagons. Cattle does not take up space. You just place them
along the top of your player board.
Every few rounds, you reach a town, and this is a scoring opportunity. You
trade items in for points. What can be traded and for how many
points is determined by scoring cards. You can see these scoring cards at the
start of each leg of your journey, so you can prepare for it.
This board is mainly a score track. There are spaces for used dice, so that
you can keep track of what's still in the bag.
Let’s talk about disasters. Dice come in five colours. Four of them correspond
to four different disasters. Each disaster has a track of three steps. The
leftover die from each round will move a marker on one of these disaster
tracks. When the marker reaches the third space, disaster happens and everyone
suffers. The marker is then reset. When you claim a die, you need to consider
which colour might be left behind and how badly each of the disaster types
will affect you. Black is the worst. If a black die is left behind, all four
markers will advance. The disaster mechanism creates many interesting
situations. You can intentionally trigger disasters which hurt others more.
You can pressure others into making suboptimal moves in order to protect
themselves from disasters. You plan your resource collection around the
possibility of disasters. Sometimes you need to collect enough money in time
to pay for your cattle and not lose them. Sometimes you try to spend all your
money just before the robber comes so that you don’t have anything to lose
anyway.
Characters give you various abilities, like one-time benefits and end-game
points. However you need to have some medicine ready for each of them.
When disease strikes (it's one of the disasters), shortage of medicine means
some characters will be, ummm, removed from service.
When you dig for gold, you blind draw a token which may have 1 to 3 pieces of
gold.
Player score markers are brown, brown, brown, and off white.
It is scary to see three black dice
Pioneer Days has an interesting dice drafting mechanism which defines
the core game experience. You jostle with your opponents to gather resources
and prepare for disaster. You go through this cycle of accumulating resources
then spending them for points at the next town. The disasters are also a kind
of cycle, but the timing is not fixed. You need to be prepared for when they
happen, to minimise your losses.
Jon, Ji Li, Buddhima and I










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