Excellent medium heavy Euro game with high replayability and a refreshing take on variable player powers: Everybody gets the variable power, as long as the faction is in the game.
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1-4
40'
14
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Greenwood
Greenwood transports you to a magical peninsula governed by druids. As Primordial Spirits, you guide your companions to save Greenwood from hidden dangers. Each turn, choose to use your companions' abilities, others' abilities, or send companions into the forest. A strategic and evocative game for 1-4 players where victory goes to the player with the most victory points.
The magnificent peninsula of Greenwood is ruled by a congregation of druids and is presented as a haven for magical creatures and an ideal vacation destination. That version of Greenwood is a lie.
In Greenwood you play as Primordial Spirits and guide your companions to save Greenwood. Each turn you must decide whether to use your companions' abilities, use those of other players' companions, or send one of your companions into the forest to improve navigation and aid mystical creatures.
In advanced mode each clan has a unique ability: a small additional rule that has a significant impact on the game. The particularity is that players can use the unique ability of any clan in play, not just their own. The game takes place over three nights and victory goes to whoever has accumulated the most victory points.
| Mechanics: | Variable Player Powers |
| Categories: | Fantasy |
| Alternative names: | |
| BARCODE: | 850045365288 |
| This was seen 164 times | |
The magnificent peninsula of Greenwood is ruled by a congregation of druids and is presented as a haven for magical creatures and an ideal vacation destination. That version of Greenwood is a lie.
In Greenwood you play as Primordial Spirits and guide your companions to save Greenwood. Each turn you must decide whether to use your companions' abilities, use those of other players' companions, or send one of your companions into the forest to improve navigation and aid mystical creatures.
In advanced mode each clan has a unique ability: a small additional rule that has a significant impact on the game. The particularity is that players can use the unique ability of any clan in play, not just their own. The game takes place over three nights and victory goes to whoever has accumulated the most victory points.
| Mechanics: | Variable Player Powers |
| Categories: | Fantasy |
| Alternative names: | |
| BARCODE: | 850045365288 |
| This was seen 164 times | |
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I got to try Greenwood (is a Lie) at a board game con and really liked it. The asymmetry gives it great replay value, and the mechanics lock together nicely. Even with all the strategic depth, the game played surprisingly fast and smooth. I especially enjoyed the player interaction with the spies. Using them to copy opponents' action cards felt a lot like the Diplomat card in Concordia. It adds a cool tactical layer without being mean. With its gorgeous art and delightfully quirky theme, it's a super solid title.
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