Grifters
Nexus
Publisher:
Indie Boards & Cards
Players:
2 – 4
Year:
2018
A copy
of this game was distributed by the publisher in exchange for this review.
Recently
I’ve reviewed Grifters here and I’ll briefly summarize a few aspects of that
game in order to give the reader a general idea of the game. After that, I’ll
continue with the difference between this game and Grifters.
In this
game you’re also a crimelord and your task is to acquire as much points or
coins as possible. This can be done by stealing them from the general pile,
other players or by completing jobs. For these jobs to succeed a certain
combination of skills is needed, such as a brain-person, a brawn-person or a
speed-person. Instead of having a ‘wild’-card specialist, that could be any
color, there are now jobs that can take any color when the game is over. The
game ends when there are no new gangmembers to recruit, no new jobs to complete
or no more money to steal.
Various specialists. |
At the
start of the game three specific gangleaders and three random cards are given.
Cards still cycle through the ‘three nights’ system as before. This means that
after you have played them, they can’t be used for three turns and then go back
in your hand.
Now the
main difference between this game and regular Grifters is in the set-up and the
‘Laundering’ mechanic. Laundering money doesn’t give you the coins, but instead
just removes them from the game. In other words, the general pile is reduced by
a small amount every time a card uses this ability.
Various jobs, including wildcards. |
Another
new thing is the different set-up. The jobs are now stacked in the form of a
pyramid, where jobs can only be completed if lower ranking jobs are already
cleared. As in regular Grifters, at the end of the game, the more you have of a
certain card type, the more bonus points you get. Also there are several ‘wild’
jobs, that can go into any category and are a lot more valuable. However, all
the jobs now need a leader and the reward is always the same: only the action
of the leader.
So after
a few plays, and comparing it with regular Grifters, a few things stood out.
First of all, the launder mechanic wasn’t hugely popular. Reducing the general
pile is indeed a possibility, but since the money just disappears, it’s less
attractive than stealing coins from another player or from the general pile. In
that case you at least benefit from your action, in the other case you don’t.
In
regular Grifters people wanted to complete jobs as soon as possible, either for
the reward or to use it at the end of the game for a bonus. In this game,
people generally preferred to use their single specialists, as there was no
benefit for sending a team out somewhere. Jobs became more of an afterthought,
as you might want a specific job, for the end-game bonus, or because you had a
certain combination, but another job was blocking it. You could send your good
specialists on a certain task, but then they wouldn’t be available to use for a
job, which could then be completed by another player.
As a result, the flow of the game
is different. Whereas in Grifters people were aggressive, pursuing the jobs,
and actively trying to interfere with each other. Grifters: Nexus is more
hesitant and jobs aren’t completed as often as they could be. Of course there
are also flaws in Grifters, but they are negated or forgiven, as the game is
light, easy and fun. In Grifters: Nexus, because of these changes, it feels as
it overstays its welcome. It felt a bit as if an annoying acquaintance comes over
for an afternoon and then suddenly decides to spend the night at your place.
Most
outstanding feature?
The
‘three night’ cycle system, where cards return to your hand after three turns.
Also, the artwork is stunning, just like in the other game.
To
compare the two games: I’d recommend Grifters over Grifters: Nexus. It’s easier
and a lot more fun. However, if you’re looking for more of a challenge or think
Grifters was too simple, then try Grifters Nexus.