Review
Keyper
Keyper has a very clever action core and, once you see it working, your mind starts spinning. It is a shame that it hides it behind an exhausting rulebook and ends on scoring far more mundane than it deserves.
- Published
- 2017
- Designer
- Richard Breese
- Publisher
- R&D Games, HUCH!, Red Glove
- Players
- 2–4
- Playing time
- 120 min
Keyper feels like Breese’s latest, somewhat weary visit to the “Key” concept. I felt the game itself has things to say, but the rulebook does everything it can to avoid saying them clearly: tiny references with major consequences, without summaries, sidebars, or other aids. It is one of the most exhausting manuals I have picked up lately, and that is a shame. Across the table spreads the series’ familiar component jumble: large land blocks that serve as fields, colourful workers, a personal board for buildings and Uwe-style barns. Then there are the central boards, Rubik’s-cube-like things that fold and unfold, and they demand their own small ritual of understanding before you stop staring at them as a puzzle.
The central structure is action efficiency. On my turn, I place a worker on a space on the map and, depending on its colour, I receive one or more actions. It is not the kind of system that can be elegantly explained in two sentences — especially not before coffee and before opening a two-page task list. Once you have played it once, though, it starts to make sense and reveal its choices.
The nice twist is that a second player can follow my placement. In that case, we both receive more actions; if nobody follows me, I can return later and take the extra benefit for myself. That small, direct interaction is what makes players weigh not only what they want to do, but also what they are willing to open up for everyone else.
In the end, Keyper is enjoyable and flows nicely. Its engine is genuinely clever, and it is worth persisting until you get past its cumbersome presentation. For me, though, it stumbles on the scoring: it could have been much better, while the ending feels far too mundane for a game with such a lively central mechanism.
Source: BoardGameGeek
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