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Review: SeaFall

March 11, 2018 1 min read

As we move forward in board gaming's current golden age, new games are coming out at an incredible pace. Even so, many provide only new dressing on existing ideas. Once in a while, something comes along that feels so new and different, it invents a genre. We saw it in 2008 with deck-building, then again in 2011 with the legacy concept.

To be fair, legacy games haven't exploded since Risk Legacy introduced permanence and destruction to a community that values keeping its entertainment in pristine shape, able to be played as originally intended in perpetuity. It wasn't until the past couple years we saw titles like Pandemic Legacy and Gloomhaven release.

But SeaFall was the one I was most excited for. Heck, it was my most anticipated game of 2015 (never mind that it eventually released in 2016). It was going to be the first fully original legacy design (where Risk and Pandemic are already things that existed before their legacy versions) and so it would be designed from the ground up with a persistent campaign in mind.

It looked like it would meet my lofty expectations in the beginning, but holy cow did it fall apart the further in we got.

Review: SeaFall screenshot

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