Pacts
Designed by: Ben Brin
Pacts is a two-player fight for the dominance of an Ireland inhabited by creatures of mythology: banshees, sirens, dragons and more. Mechanically, much of it is about the I-split/you-choose choice recognised by parents the world over when it comes to cake distribution.
The board – actually a cloth mat – shows Ireland divided into several regions, each of which has a points value for the player with the most cubes in that region at the ends of round 3 and again at round 6: the finale. Each round is quick: five Pact cards are revealed and one player’s job is to divide the both the cards and the go-second token into two options – one of which will be chosen by the other player. As well as activating these cards, both players also have a secretly-chosen Court card of their own to add to the mix.
Activating cards is almost entirely about adding cubes to regions, or moving cubes already present. The other type of card is the Ability , and what this does depends on the Faction each player chose before the game began. The dragons for example can potentially wipe out all cubes in a single region. The Banshees can interfere with your opponent’s court card, and the Fir Bolg can add more cubes to any regions they’re not currently present in, and so on. In a word: chicanery. Or shenanigans.
The dividing and choosing flips from player to player each round, and at round 3 all regions are scored, and then the points token in each region flips to its’ other (more valuable) side. Three more rounds follow before scoring happens again, and then whoever ends up with most points is the winner.
Sam says
For me the best compliment I can give Pacts is that I like it despite not being a fan of I-split/you-choose as a core mechanic in gaming. For me that splitting is headache territory in terms of how opaque it is, how unintuitive and essentially foggy: my brain struggles to decode the possibilities. But that’s no judgement on the game. And I can play Pacts badly and still appreciate it for the speed and duration of play and the interesting, hedge-betting decisions it throws up in the 20 or so minutes it takes.
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Take That!
High!
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Fidget Factor!
Moderate. Careful thought needs to be applied whether you're dividing cards or choosing them, but the options are agonising rather than overwhelming.
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Brain Burn!
There's a fair amount of if/but/then type of thinking here (see Sam Says)
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Again Again!
There are multiple factions to play, with some very saucy abilities, but even without them the game space is utterly unsolvable, and every decision counts



