Review

Raccoon Tycoon

Raccoon Tycoon takes a simple economic premise and gives it teeth with auctions and smart set collection. It is a light gateway game that gets the table watching one another’s money with proper suspicion.

Raccoon Tycoon

Raccoon Tycoon

Published
2018
Designer
Glenn Drover
Publisher
Forbidden Games, Arrakis Games, Pendragon Game Studio
Players
2–5
Playing time
90 min

I have not quite forgiven Mr Drover for the shameless cash-in that was Rebellion, but Raccoon Tycoon had me at the title. Credit where it is due: this is not merely a cute name on an average box. It knows exactly where to put the pressure.

The core is straightforward: production and market manipulation, with everyone trying to make the most of whatever is valuable at that moment. You are always looking at your own opportunities, but also at what your move might make pricier or more useful for somebody else. That is the nice sort of economic irritation.

Without them, this would be a thoroughly ordinary production game; with them, every card is a chance to pay more than you meant to, or make someone else do it instead.
TheCuttlefish

The auctions for the main scoring cards are where the game properly comes alive. Without them, this would be a thoroughly ordinary production game; with them, every card is a chance to pay more than you meant to, or make someone else do it instead. The set collection in scoring gives those purchases a reason to sting in a satisfying way.

It is easy to bring non-gamers along, though it does not coddle them: they will soon learn not to let an opponent take exactly what they want for free. With its auctions and scoring puzzle, Raccoon Tycoon comfortably earns its place among the properly good light gateway games.

With its auctions and scoring puzzle, Raccoon Tycoon comfortably earns its place among the properly good light gateway games.
TheCuttlefish

Source: BoardGameGeek

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