Welcome To…
Designed by: Benoit Turpin
In Welcome To… you are developers building your own estates. Everyone – in theory, the game plays as many people as you have pens in the house – begins with their own sheet and pen, and each sheet shows three streets of houses – currently imagined, but – in theory at least – to be built.
At the start of each round, cards are flipped over showing three sets of numbers and improvements.
First, each player must assign a number to one of their houses. Numbers have to ascend from left to right, so you’ll be assigning low numbers on the left, whilst giving yourself room – ideally – to add lower/higher numbers around it later. Then everyone may take an improvement (from the card they chose a number from) and assign it to their sheet: these might be parks, pools, fences, or duplicate numbers (allowing you to fill in otherwise-impenetrable number gaps!)
Once everyone’s done, three new cards are flipped and the next round begins. You have twin objectives: one is to have as many numbers, parks and pools as you can, as the more spaces filled the more points you’ll score. But you also want to fence in your houses to a certain arrangement, as doing so (especially before anyone else does!) fulfils City Planning cards – which score points!
You don’t have to take an improvement, but if you can’t legally a assign a number you have to cross of a Building Permit Refusal on your pad. The game ends either one any player has crossed off all three Building Permit Refusals, when a player has numbered every house in their pad, or a single player has achieved all three City Planning cards. Scoring is kept track of during play across the categories at the bottom of your sheet, for the aforementioned pools and parks, the city plans, and the size of each of your estates (how each street is broken up by fences) and minus points for permit refusals.
Sam says
Welcome To… is well-designed and lovingly-produced. For me though, although it takes the premise of a roll-and-write game (where dice are rolled <or cards are flipped> and makes it a bit fiddly compared to what I usually enjoy about them: the speed, simplicity, and comic drama of options running out. That’s what makes them fun, and although Welcome To… certainly has the latter, I don’t feel either of the former attributes. It’s more complex and thinky. And some may prefer it for the exact same reason I didn’t, but we found this a mechanical exercise, lacking drama, interaction or even a huge amount of fun. I actually think it’s probably best as a solo game for that reason.
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Take That!
None. There's no direct interaction at all - as many players as they like can take the same number and improvement.
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Fidget Factor!
Depends who's playing. Early on the game will move reasonably quickly, but it may slow a little as options start to narrow...
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Brain Burn!
Nothing too heavy - rules-wise it's very light, but the winner is the one who is best at spinning the multiple plates of the various scoring categories.
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Again Again!
The cards come out randomly, and each player has three streets to fill so can pursue different strategies.
