Review

Wealth of Nations: War Clouds

Wealth of Nations: War Clouds remains a merciless economic game, where no gain is private and every advantage gives somebody else a reason to come for you. With an experienced group, it gets harsher — and, in spite of the complaints, better.

Wealth of Nations: War Clouds

Wealth of Nations: War Clouds

Published
2010
Designer
Peter Hansell
Publisher
TableStar Games, JJ Board Game, Rawstone
Players
2–6
Playing time
120 min

We came back to Wealth of Nations: War Clouds with players who already knew the openings, the traps, and the particular pleasure of watching someone else's plan sink. A newcomer grasped the concept immediately, but the game offered nobody a soft landing: misread a super-industry tile once and you can find yourself behind, watching a labour monopoly run away while capital quietly becomes the most desirable thing on the table.

The economy is built through investment, resources, and monopolies, with labour and capital often taking their familiar places as the engines of growth. But food gets dearer, automation demands the right timing, and farms can turn out to be the investment everyone dismissed too readily. You take on debt, chase position, and try to turn whatever remains into a route back into contention.

You will betray your friends and call it an investment.
TheCuttlefish

Then the military puts its hand into the economy. It checks leads, distorts monopolies, and turns every aggressive purchase or sale into a personal declaration of war. By the final rounds we had armies, collisions, blocks, and that clean, healthy hatred a game produces when everyone knows precisely what you are trying to do. You will betray your friends and call it an investment.

The result was a punishing, nearly draining contest, with a banking triangle unexpectedly putting me back in the running and a quiet player eventually taking the win. WoN is not a game for a relaxed evening, nor for groups who prefer their losers uncomplaining: it is a no-luck economic game full of confrontation, where other players can leave you operating from a badly compromised position. That is exactly why it remains excellent; I simply do not want to play it again soon.

Updated session

The later game confirmed the same impression, only more fiercely, because all five of us now knew the openings and the pace of development. This time, QQjitsu against the armies and investment in farms checked the momentum of the usual labour and capital routes, handing victory to a different approach. The game had not become gentler; it had merely shown that even in experienced hands, it has more than one way to punish you.

That is exactly why it remains excellent; I simply do not want to play it again soon.
TheCuttlefish

Source: BoardGameGeek

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