Review
Petrichor
Petrichor has a few interesting, inventive ideas, but the design leaks badly. The tension it creates is not productive; it is simply draining.
- Published
- 2018
- Designer
- David Chircop
- Publisher
- APE Games, Mighty Boards, Cloud Island
- Players
- 1–4
- Playing time
- 80 min
I went into Petrichor knowing its particular brand of hipster appeal might send it straight to my trade list. I did not expect it to be this poor. There are interesting ideas here, and a few genuinely novel ones. The vessel is still full of holes.
Its core mechanisms are trying to feel fresh, but they never settle into a clean, satisfying flow. The game does not build tension through its sequence of play; it piles it up clumsily, then asks its troublesome systems to carry the load.
There are interesting ideas here, and a few genuinely novel ones. The vessel is still full of holes.
EdgyJellyfish
Interaction is heavy take-that, but not the good kind where you read an opponent and spoil a plan. Here you take hits from a system already fighting itself, and a session can become so charged that the table needs an actual argument afterwards just to let off steam. The rulebook, apparently, earns a brisk “use a house rule”.
My suspicion is that more care went into making Petrichor attractive on Kickstarter than into making it withstand repeated play. When the response to a design flaw is for players to patch it themselves, that is not flexibility; it is handing the customer unfinished work. Petrichor has ideas, but not the game required to hold them up.
Petrichor has ideas, but not the game required to hold them up.
EdgyJellyfish
Source: BoardGameGeek
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