A
case study is the initial thoughts the Board Game Ripper has on a particular
board game after only a few plays. This is just my initial impressions and are
subject to change after I feel I have
played enough sessions of the game to give it a proper review.
Lately
I have been going to a local game night hosted at the Library every Saturday in
hopes of increasing my presence among the community and enjoying the chance to
play games that I would never experience otherwise. I really have come to enjoy
the people of this group and have discovered several games that I had passed on
during their initial release that are amazing. This has really been a
wonderful experience for me and has become a highlight of the week.
Unfortunately, I have also discover some games through this group whose first
impression was exactly why I avoided them in the first place. Sushi Go is one
such example.
I
am not a light gamer and it takes a lot for a filler game to impress me. Don't
get me wrong, I do have a small collection of filler games but the vast
majority of them are just not worth the time. I would rather play a full game
with interesting choices and engaging game play that waste an hour playing
several fillers that are quick to play but lacking in any depth. Sushi Go is a
light drafting game that mirrors any other drafting game you may have seen
taking only three rounds to play. During each round, players are dealt a
certain number of cards depending on player count. The game than follows normal
drafting rules as such: you select a card, play it face down in front of you,
reveal it and than pass the remaining cards to the next player. After you have
been passed the last single card of the round and played it, the round will end
and you will score what is in front of you.