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''The Village'' review by Geekinsight |
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''The Village'' review by Geekinsight

For a while, I’ve been trying to find a party game that doesn’t feel
like a party game. The typical board game title only goes up to four or
five players. Six players really cuts down on options. Beyond that,
there’s very little. So, party games exist to allow large groups to get
in on the gaming action. Unfortunately, most party games either break
down into teams, which creates downtime (i.e. Cranium) or merely have
you do the same thing over and over while your side guesses. (like
Pictionary). And while I’ve enjoyed my fair share of Cranium, Apples to
Apples, and Taboo, those games aren’t really the same as a Citadels or a
San Juan. Once you go past six players, most good games are simply out
of reach. Fortunately, along comes Werewolves of Miller’s Hollow to fix
that.
The Basics. You may have played Werewolves under a
different name. At my high school, kids played "Mafia" or "Assasin"
which had essentially the same rules. In Werewolf, everyone is dealt a
card. In a group of ten or eleven, two will be the dastardly werewolves.
Each "night" the townspeople close their eyes. The werewolves secretly
awake and choose a victim. In the morning, that victim is eaten and out
of the game. The remaining villagers (which include the werewolves
masquerading as innocent townfolk) must then choose one among them to
lynch to punish for the crime. The werewolves try to eat all the
villagers while the villagers try to lynch all the werewolves.
The
players pick one among them to be the moderator. He calls for the town
to "fall asleep" each night and directs the werewolves to awaken and eat
someone. He also directs the other special characters to use their
powers, and guides the discussion of the town during the time to lynch.
At
first glance, the game seems a bit childish. For example, at "night"
when everyone "falls asleep," the players simply close their eyes. The
temptation to peek is there, and one peeker could ruin the whole game.
But, this isn’t so different from any other game where cheaters can ruin
things. A mature gaming group can keep their eyes closed. Moreover, the
lynching discussions are where this game truly shines.
Accusations
begin to fly, denials flood in, and desperate villagers shouting to
keep their heads begin to sound suspiciously like werewolves hoping to
stay alive to eat another innocent. The game is the ultimate exercise in
bluffing, misdirection, and simple volume. Plus, unlike the "Assassin"
game you can play at home, Werewolf comes with a number of special
villagers who have a unique power. As one example, the Matchmaker can
choose two individuals who fall in love. The Lovers must protect each
other throughout the game, for if one dies, the other commits suicide in
grief. Thus, there is a separate alliance on the board as well that
alters the dynamic. Each game will include a mix of special villagers
and regular ones - or what my group termed "Vanillagers."

Components:
3.5 of 5. The roles are on durable, thick cardboard stock. It also
comes with a drawstring bag that can hold the pieces, so you don’t
necessarily have to lug the whole box around with you to a party.
Everything is serviceable, and I couldn’t be more pleased with the
components. The rulebook, on the other hand, is a nightmare. The
translation is horrible. Sentences end in the middle, some cards are not
fully explained, and there is a lot that the Moderator must interpret. (Note,
my copy is the Village which
reimplements the base game. The rulebook from the base game may be
different).
Luck/Strategy Balance: 5 of 5. Luck comes
in which role you get, but after that it’s up to the player to bluff,
posture, and even do some sabre rattling if necessary. In our group, one
guy could not keep a straight face when he drew the Werewolf. In fact,
the first time he was a werewolf, he (unconsciously) actively stroked
his chin while staring hungrily at the other players. He was the first
to be lynched.
Mechanics: 4 of 5. The game works
flawlessly. While I’m not usually a big fan of games that have a player
sit out when he loses, Werewolf moves so quickly that it doesn’t really
matter. With twelve players, each game plays fairly rapidly with the
longest taking fifteen to twenty minutes. The only other negative is
that the game doesn’t provide a chart or suggested composition of
villagers/werewolves based on number of players. Something that was
playtested and recommended would have been helpful.
Replayability:
4 of 5. My group played Werewolf about ten times that first night.
Each time, we hoped that we would get a new role to play and we were
eager to see if the Werewolves could pull off a victory, or if the
villagers could lynch them all in time. The Village, which re-implements
Werewolves and adds an expansion allows players to vary the game
further on repeated plays.
Spite: 3 of 5. Werewolves can
pick players they don’t like to die first. There’s no getting around
that. Similarly, the Hunter can shoot anyone he wants upon his death.
However, the natural alliances between werewolves and villagers keeps
the spite low. Besides, so many games can be played in a single evening,
that spite will dissipate quickly.
Overall: 4.5 of 5.
This is an outstanding party game. It’s important to judge it in this
category. While it might not have the depth or strategy of an Agricola
or a Battlestar Galactica, it can go up to 18 players. 29 with the
expansion. It keeps everyone entertained and clamoring for more. In
fact, when my group last played it, several individuals commented on how
their cheeks were hurting from smiling and laughing so much.
You
can also see this review (with pictures!), along with discussion
topics, news, and other board game geekery at Giant Fire Breathing Robot.