Review

Periorbis

Periorbis is a middling indie production with several strong ideas and an honest, low-luck challenge. It never quite takes off, though, mainly because it feels shallower than I wanted and offers little room for players who fall behind to recover.

Periorbis

Periorbis

Published
2017
Designer
Jase Allan, Dave Morton, Gareth Newton-Williams
Publisher
Perihelion Games
Players
2–6
Playing time
120 min

Periorbis is not the most striking indie production you will put on the table, but it has some good elements and a clear identity. It goes somewhat against the spirit of the times: it is worker placement without the usual “point-salad” approach, with progress coming through a fairly specific—and at times tiring—way of farming points.

At its core it is not particularly heavy, nor does it rely much on luck. What it asked of me most was broad, long-term planning: looking ahead at the rotations of the planets, the positions of the mines, and the available pilots, so that my placements would not merely solve the immediate problem but also set up the next phase.

Interaction mainly comes from that shared pressure on the map and its available options, rather than from especially aggressive play. At four players, the difficulty I felt most was keeping staff wages in balance; I suspect the game may gain a more interesting tension with five or six players.

It is by no means a bad game: it pressures you honestly without burning you out. I simply wanted a few more layers of complexity and more paths to victory—something like ore refinement, a little uncertainty in mining, or more variable orbits. As it stands, catching up is very difficult, and the result is good rather than fantastic. A second edition or an expansion might give it precisely the extra meaning it needs.

Source: BoardGameGeek

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