Recap: Root of Corruption First Impressins and Castles of Burgundy
This week, Root of Corruption arrived. Wasting no time, I got it to the table as quickly as possible to see how the cards changed things up. We played the first scenario, “Hard Choices.” It actually should be called “Curse Choices” as the game was all about gaining and eliminating curses. Plus, I got to introduce another new player to Castles of Burgundy.
Root of Corruption. In complete fairness, I’ve been starting to fall out of love with Thunderstone. Even though I love the theme, and the dichotemy of deck preparation in the Village and Dungeon attacks for points, the game remains bulky. Still, I was surprised at just how good a time I had with Root of Corruption.
In “Hard Choices,” the game is all about managing curses. Several of the heroes can discard or destroy curses, several of the weapons are awesome but result in curses, and most of the monsters can create curses for yourself or your opponents. And, the game comes with new curses. The Curse of Compromise is actually beneficial in both the Village and the Dungeon, but the Trophy effect is to gain more curses. Tempting.
With all of those cards in play, the game experience felt innovative and exciting. There was a new layer of card management and rather than simply build up as usual, there was a separate struggle. In our game, the players who best managed when to gain curses and how to destroy them ended up leading in the points.
At the close of the game, I sat back and marveled at how improved I felt the Thunderstone experience was. I really enjoyed myself (and came in a close second). And this isn’t even counting the cooperative play version that Root of Corruption provides. I’m very much looking forward to more plays here.
Castles of Burgundy. Because we were teaching a new player, we all decided to continue on with the basic boards. With that setup, I pretty much have my strategy down. The large, five tile pasture is too good to pass up. I just kept putting more and more cows in there until the thing filled up – giving me an extra 15 points plus bonus. I focused on getting castles early for a jump start on my board.
Then I tried to compete on the turn order track, though one of my opponents was ahead nearly the whole game. And, unlike in previous games, I decided to make buildings more significant. I ultimately filled in the five space area and focused on immediate game effects like Warehouses and banks rather than simply point buildings or those that let me grab more tiles.
I ended with 199 points – just one away from flipping my point token. It was enough for the victory, but I can say I’m definitely glad for the variety of player boards. While I feel like the starting boards are good for teaching, I can say that I pretty much have my strategy figured out there. I look forward to tackling the other eight boards that come with the game.
Also played. Sentinels of the Multiverse (x2).