Review

Pest

Pest gives a familiar Euro framework an evocative plague-doctor setting and a properly lavish table presence. Its pressure is real and its systems are neatly tied together, though the random spread cards can sometimes make the whole affair too generous.

Pest

Pest

Published
2024
Designer
Thomas Nielsen, Kai Starck
Publisher
Archona Games, Across the Board, Cranio Creations
Players
1–5
Playing time
150 min

Pest is an unusual worker-placement game with a pickup-and-don't-deliver bent, and its theme does a great deal of work: wandering Plague Doctors confronting a magical disease across the kingdom. It is a properly substantial production, the sort that fills the table and makes an ordinary evening after work feel briefly like a clinic under siege.

At heart, you place workers and gather what you need rather than simply ferrying goods from one place to another. Its small sub-systems are joined with the care one hopes for in this kind of Euro, so the choices feel like parts of one treatment rather than a collection of unrelated errands.

It is a properly substantial production, the sort that fills the table and makes an ordinary evening after work feel briefly like a clinic under siege.
WhiteColarGamer

The pressure comes from the stream of patients entering the clinic, with an anxiety reminiscent of Messina: you need to keep pace, organise yourself, and avoid taking on more risk than you can carry. Pest is especially unforgiving when players overreach, while the random plague-spread cards each round can suddenly tighten the game for everyone or leave it far too open.

I do not mind when those cards make the game harsh; when they make it abundant enough for everyone to fill every track, though, the tidy satisfaction I want from a Euro starts to disappear. Pest is far from uninteresting, but neither is it essential; it is quietly worthwhile for players who enjoy pressure in their theme and can live with a deck that occasionally changes its mind.

Pest is far from uninteresting, but neither is it essential; it is quietly worthwhile for players who enjoy pressure in their theme and can live with a deck that occasionally changes its mind.
WhiteColarGamer

Source: BoardGameGeek

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