Review
Deep Shelf
Deep Shelf has a sturdy economic 3X core, but it hides it behind rules that demand care. In the right company mix it can work; otherwise its imbalance turns the game into a rather procedural race run at two different speeds.
- Published
- 2023
- Designer
- Richard Keene
- Publisher
- Ninth Haven Games
- Players
- 1–4
- Playing time
- 140 min
Deep Shelf first looks like the sort of overlooked find that justifies the hunt. The art will not drag you over to the table, but there is real weight here: an economic 3X without combat, built around production and expansion, with a satisfyingly solid spine. The rules are awkward, though; C- for the rulebook, because a few small misunderstandings are enough to alter the value of entire actions.
At heart, it is an action-selection game: choose actions to grow your company and manage its production. Progress comes not through fighting but through the economic engine—when you invest, and how efficiently you turn production into a stronger position.
The rules are awkward, though; C- for the rulebook, because a few small misunderstandings are enough to alter the value of entire actions.
EdgyJellyfish
Players face one another as companies with distinct abilities, so the interaction lies chiefly in that uneven development race and in the value of the options each action presents. Our first game distorted several mechanisms through rules errors; the properly played session made one thing much clearer: the companies do not all leave the starting line together.
Green and red appear to sit above the curve, while the expansion company is for people who actively seek hard mode and have already decided to forgive the game. That can produce something dull and procedural, a two-speed game which, once the pleasure of discovery has gone, is left examining its own imbalance. It is respectable. So is an instruction manual that tells you afterwards you assembled the thing upside down.
For veterans of economic games, I would recommend it only with two or three players, either green versus red or the other three companies with green and red removed; otherwise, house-rule away their endgame VP bonuses.
Updated session
The second game, played correctly, changed the first impression substantially. The underlying economic design remains good, but without the novelty of discovering it, green and red's advantage became far more obvious, and the initial hidden-gem glow faded.
For veterans of economic games, I would recommend it only with two or three players, either green versus red or the other three companies with green and red removed; otherwise, house-rule away their endgame VP bonuses.
EdgyJellyfish
Source: BoardGameGeek
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