Review

Patchistory

Patchistory has not yet given me a full game from which to deliver a final verdict, but it already looks like a serious contender for four players. Its scoring balance needs to be tested through the third era.

Patchistory

Patchistory

Published
2013
Designer
Yeon-Min Jung, Jun-Hyup Kim
Publisher
Deinko Games, Arclight Games, DV Games
Players
2–4
Playing time
120 min

Our first encounter was useless as evidence because we played it wrongly; the second was correct, but ended after only two eras. So I am not going to pretend that two partial runs have solved Patchistory. I have seen enough, though, to want it back on the table.

The game stretches across three eras, and the third-era tiles appear capable of rearranging everything you had built towards. That matters: without that final section, you cannot safely judge either the finished shape of the game or the real weight of your decisions.

That is where the good stuff is hiding.
TheCuttlefish

Across the first two eras, scoring seemed to point firmly towards wonders, then culture, with war some distance behind. Players therefore do not merely chase points; they must decide whether that visible hierarchy is truly the route to victory, or merely bait before the powerful third-era tiles arrive. That is where the good stuff is hiding.

For now, Patchistory goes straight into that small but valuable category: good CIV games for four players. If the third era really does what its shadow suggests, it may be more than that.

For now, Patchistory goes straight into that small but valuable category: good CIV games for four players.
TheCuttlefish

Source: BoardGameGeek

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