Review
Key Flow
Key Flow takes the familiar appeal of Keyflower and makes it much easier to bring to the table. It is a lighter visit to the rivers and roads, rather than a whole evening spent unpacking them.
- Published
- 2018
- Designer
- Sebastian Bleasdale, Richard Breese, Ian Vincent
- Publisher
- R&D Games, HUCH!
- Players
- 2–6
- Playing time
- 75 min
I love Keyflower enough to own all of its expansions, which is also why it rarely gets played. Put together, they feel like a very fine but demanding filing cabinet: I know there is treasure in there, but I do not open it casually on a Tuesday after work. Key Flow is the lighter version of that affection.
Where Keyflower uses bidding, Key Flow puts drafting at the centre. The important choice remains, only in a gentler form: take the piece that helps your own developing corner, while knowing that what you pass on is likely to become useful to somebody else.
Key Flow is the lighter version of that affection.
WhiteColarGamer
The engine building has been streamlined without losing the pleasant sense of rivers and roads gradually joining up. It begins, develops and finishes in about an hour regardless of player count, which changes the nature of the invitation entirely; you need not mount an expedition merely to enjoy it.
It made a very good impression because it does not try to replace Keyflower. It gives me an easier way back into its world. A 7/10, but the sort of seven that I already want to put back on the table.
A 7/10, but the sort of seven that I already want to put back on the table.
WhiteColarGamer
Source: BoardGameGeek
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