This past month I played Unearth. This card and dice game surprised me in a good way. I'll explain and share more about my thoughts on Unearth. Overview of Unearth A quick overview of Unearth. A row of 5 ruins cards is placed on the board along with wonders hexes and cards. Each player is armed with a set of dice (delvers) in their color. A players dice set consists of three 6-sided dice (d6), one d8 and one d4. In turn, players indicate which ruins card they are exploring and roll dice to "delve" at that location. High rolls make it more likely to claim the card while low rolls earn stones from the location. Players collect sets of various colors of ruins cards for additional victory points. The stones collected from cards are hex-shaped and are placed in the tableau area in front of each player. As players' stone formations create enclosed hex circles of six stones they can then discover "Wonders" which are placed in the center. If the colors of the encircling hex stones meet the requirements of certain unique wonder cards the player may choose to claim it. These wonder cards provide special bonuses during gameplay. Once the ruins cards are exhausted, the game ends and points are tallied. Comments & Thoughts I have to admit... I didn't think I would care much for this game. I saw people playing Unearth at Gen Con the last couple of years and just couldn't get into it. I admired the nicely illustrated cards, however I thought that the gameplay may not appeal to me. Well... I was wrong. After having a chance to play this game, I can say that I enjoyed it. It's certainly not a deep or long game, however it fits nicely into the category of shorter games with a medium-to-light difficulty and strategy. Unearth reminds me a lot of a couple different games: Roll for It and Century: Spice Road. This game takes some of the mechanisms from the two and creates a new game of its own. Unearth utilizes a process of assigning dice rolls to specific cards in a "market" area on the board and competing for acquisition of the card with other players. Though there are some modifications, it reminds me of Roll for It. The set collection and meeting requirements to attain specific wonders cards is similar to gameplay in Century: Spice Road. The weight of this game is probably classified as medium. The rules and mechanisms are within the grasp of all different types of gamers, yet offers all an opportunity for some strategy. I found the game enjoyable for what it is. It's too deep and a little long to be considered a "filler game". I would suggest that it's a lighter medium-weight game for those times you aren't in the mood to slog through a 3-hour gaming session OR if your group likes to play a game a couple times in a row to really get the feel of it. It does lack a game board which for me is usually a turn off. For some reason, I prefer the graphic nature of a game surface. It may have been one of the reasons I didn't think I'd like it, though this is not a big deal and certainly wasn't an issue while playing. If you've played either of the other two games mentioned and like them, then you definitely need to check out Unearth for a bit of a twist on those mechanisms. I would recommend Unearth for everyone to try. I can see a wide range of people finding something of interest in this game. If you'd like to read more on the publisher's site, including a gameplay video click here. To see the Board Game Geek page click here.
I hope you found my description, thoughts and comments about Unearth helpful. Keep checking the King's GameNight Gaming Blog for more articles about tabletop gaming and follow the King's GameNight Facebook page. Game on!
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