Galzyr? Gals Where?

This is what the space beyond the edges of the map looks like when you're the character inside a board game.

Cards on the table: despite my affection for Sami Laakso’s Peacemakers: Horrors of War and Dale of Merchants, I still can’t get into Lands of Galzyr, the open-world adventure game he co-designed with Jesús Delgado. Not for a lack of trying. To date, I’ve played this thing one dozen times, mostly with my ten-year-old daughter, who, by the way, recently declared it her favorite board game of all time.

So believe me when I tell you, I’ve tried to like Lands of Galzyr. And tried. And tried.

he's not a kingfisher. he's a princefisher.

A bird in summer.

To be clear, there are plenty of small things that I appreciate about Lands of Galzyr.

For example, the overall format. Set on a sprawling map, these lands are one distant corner of Laakso’s Daimyria, the shared setting for all of his games. Dozens of species rub elbows (and wings, frills, shoulders, and every other anatomical feature), each harboring their own preferences, tics, and cultures. It’s a more developed Hundred Acre Wood. These animals extract coal from hillsides and tinker with hot air balloons. In Dale of Merchants they engage in commerce. In Peacemakers, they wage war.

And in Lands of Galzyr, they do pretty much everything. There are stations where rangers tend to the roads, and merchants who travel between markets, and theaters where thespians put on performances. There are invading armies, but also doctors and teachers and curious inventors.

You, the player, have the privilege of intersecting with any number of these professions. That’s because you are an adventurer, an actual title that some creatures use to identify their choice of career, traveling between Galzyr’s city-states and outposts to solve problems, meet colorful individuals, and get up to mischief. Your goals are… well, they’re somewhat nebulous, if we’re being honest. Lands of Galzyr can be played competitively or cooperatively, but in either case your objective is to carve out a reputation for yourself.

and first player token, but let's keep it real here okay

My character’s skills, items, quests, and companions.

That seems clear enough! But it’s also where Lands of Galzyr starts to peel away from my preferences.

There is no overarching narrative direction to the game, or at least it’s gentle enough that discerning its shape is about as effective as doing a dart toss in heavy fog. Instead, the entire thing is a series of side quests, some with more import or multiple chapters, others closer to bottle episodes in duration and consequence. It’s an intriguing approach. Rather than being bound together by a singular All-Important Quest, Lands of Galzyr is about occupying a place. You’re an inhabitant of Galzyr. An interloper, sure, but also one more denizen of this sprawling territory.

Turns, then, stick to a reliable format. You move your adventurer along the map’s roads — usually arriving somewhere consequential every other go — and then resolve an encounter using the game’s browser-based app. There’s more reading than these games usually require, and the writing is, ahem, serviceable if not especially exciting. Encounters generally require one or two dice checks to determine how well an adventurer fares at some challenge or another. Depending on one’s performance, reputation, gold, ongoing effects, and so forth are doled out.

Things change. Seasons come and go, including the rather nice touch that the board flips to reveal a snow-shrouded Galzyr on its winter side. Your character’s skills might change, but that means change, not develop. You will always have four skill pips, never more and never fewer. Items can be swapped out, but, again, you always carry three at most. Your adventurer might gain a retinue, little side characters who travel with you for a week or so. But they’ll soon go their own way, leaving you alone once more.

Now, at a certain foundational level, there’s nothing wrong with any of this. I want to be clear about that. This approach to storytelling is pleasant, in a drowsy sort of way. One reader compared it to a bedtime story. Since I generally play Lands of Galzyr as a pre-bedtime activity for my ten-year-old, that’s apt. It’s also appropriate in the sense that these narrative strings don’t seem intended to excite. We sit down for an hour, read a half-dozen snippets of narrative, roll some dice, and compare our reputations. That’s Lands of Galzyr in a cowrie shell.

and in the game, sob

The passage of time matters, but not as much as you might think.

Playing the game, however, I keep thinking back on that old truism about how becoming is more interesting than being. And, look, I’m wary of truisms. There isn’t one right way to create art, no single best way to tell a story, no one mode that suits every play experience. And it isn’t as though Lands of Galzyr isn’t working as intended. My kid loves this thing! She asks to play it all the time!

But I keep wishing my story felt more like becoming. When a quest offers me the chance to swap out one of those (adorable) plastic skill pips for another, I balk. I don’t want to swap out a skill. I want to gain a skill. I want to “level up.” The same goes for everything else in the game. I want to make friends who stick around for more than a week. I want items that are better than the previous trinkets I was hauling around. I want to gain influence with one of the factions instead of trashing their influence card the instant I persuade them to do something. I want my gold to be worth something. Most of the time, I earn the maximum twenty gold pieces and then blow it all on an end-of-session tavern party. Why? I’m not sure. Mostly so I can earn more gold next time.

I’m wholly aware that these responses say more about me than about Lands of Galzyr. I’ve always been accomplishment-driven. I keep daily checklists of tasks. I feel guilty if I go an hour without ticking off a box. When I’m sick or recovering from surgery, I devolve into an anxious wreck. In some ways, these are useful traits. I cram a lot of stuff into my weeks!

But they don’t help when it comes to a sedate undertaking like this. Playing Lands of Galzyr makes me twitchy. Sojourning between one city and another, swapping out items and skills, I start to wonder why I’m not getting anything done.

He burned part of the town. I think. I often can't remember what happened in any given session.

A bird in winter.

That’s why I’m not the right person for Lands of Galzyr. In a way, its relaxing pace is instructive. I’m such an omnigamer that I’m sometimes surprised when somebody declares they don’t like something, that they prefer cooperative games to competitive affairs, or that they find timed games too stressful, or that they can’t stomach anything too abstract. What’s the hang-up?

Except I have my hang-ups too. In this case, it’s a pleasant fantasy countryside filled with anthropomorphic animals who are way too cozy for my high-anxiety self. Hopefully I can help my kiddo learn to be comfortable in such a place. That’s the goal, anyway. Maybe I’m ticking off a box every time I play after all.

 

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A complimentary copy was provided.

Posted on December 17, 2024, in Board Game and tagged , , . Bookmark the permalink. 13 Comments.

  1. “Hopefully I can help my kiddo learn to be comfortable in such a place. That’s the goal, anyway. Maybe I’m ticking off a box every time I play after all.”

    This!

    My mom was a very anxious person, for reasons I’ve never understood. My personal goal was to be less anxious around my kids when I had them someday.

    Then, our twins (George and Miles) started us on a year-long journey occupying an ICU in another state. Six days a week my wife or myself would spend time at night in Wilmington DE with Miles, while the other parent worked to care for George in Northeast Philadelphia. We were also both working full-time.

    When Miles did come home, there were ventilators, nurses, wires, alarms, nurses staying overnight to watch Miles (they still do; imagine worrying about SIDS but for 10 years in a row). All the while we had to corral George away from disconnecting Miles from his vent, and prompting a blue spell.

    Needless to say, we exude anxiety much of the time, even 10 years in. If this game helps get my boys in a less anxious space than the one I currently occupy, then I am glad I backed it. Thanks for your honest and thoughtful review, Dan.

    FWIW, as a dad, you’re doing it right.

    • Thanks for sharing some of your own journey, Len! Many of the toughest patches in my life have been borne of my children’s illnesses. I can’t imagine ten years of that anxiety. I hope you find the right games to help them experience as much peace as possible.

  2. Great review, Dan, and it’s pretty much where I’m at. I adore the game’s vibe and its aesthetics but I’m not sure it’s for me, gameplay-wise.

    I can’t help but wonder what Ursula Le Guin would say about Galzyr, and your review. Her “Carrier Bag Theory of Fiction” is all about the pleasures of gathering rather than fighting, and by implication, the pleasures of not having to overcome. My vibe is that she’d love Galzyr.

    I too want to “level up” when playing a game, but I wonder if Galzyr’s joys are precisely in its refusals.

  3. On this note, I’d love to read a review from you of Pauper’s Ladder, 2nd edition. It’s another open-world wandering game, but one definitely more old-school in terms of building up a character. It’s got lots of luck going round, but the potent sense of adventure and worldbuilding — and charm — are making me love it so far. https://boardgamegeek.com/boardgame/263938/paupers-ladder

  4. Agree entirely – especially as I invested in it for solo play – if I’m not excited I can’t feed off anyone else! On my sale pile!

  5. I enjoy the journey, but do agree that not being able to “level up” sometimes can be a bit frustrating. Still, it’s a good narrative along the way and you never get “stuck” by any of your choices in some sort of sense that you lost the game completely. You’re telling a story that changes along the way. I think they’ve tried to work in some of the concerns in the expansion and it does work well to play with the younger folk to tell a story. Trying to cooperate in the game is tricky just because we’re so often in different places on the map. And I still have to find those secret ways of traveling that were hinted at in the forums/discord.

  6. I uploaded some homebrew rules for levelling up in Lands of Galzyr to BGG a while back. Here’s roughly what they amount to:

    Every 25 Prestige you earn while playing, pick one of the following ‘perks’. You can pick each ‘perk’ twice:

    • You gain an additional skill mark
    • You can carry one additional item
    • Once per session you may re-roll a Skill check
    • Once per session you may ignore a Companion timer

    If you feel like you need a larger goal for the game, here are a few I would recommend:

    • Retirement: Whenever you enter a town you may spend any amount of gold and put it in your ‘bank’. Keep a tally of how much gold you’ve saved up this way. Try to save up 60 gold within one year.
    • Glory: Keep track of all the Prestige you earn. Try to earn 150 Prestige within one year.
    • Explorer: Complete at least one quest that starts in each different city within one year.
    • Interesting! I like these ideas. Maybe I’ll run them by my 10yo and see about including them in our campaign.

      • Sounds great! I mainly designed them for solo play but they’ll probably play great in either co-op or a competitive game if everyone gets the same number of perks.

        In my experience so far they haven’t unbalanced the game. I crunched the numbers and one or two additional skill pips has a minimal impact on your overall odds of success, same with items. Overall I find the game a little TOO hard and I feel like a slight sense of progression has made me enjoy the game more; succeeding at a challenge I might have failed thanks to an extra skill pip or a lucky re-roll gives a nice sense of progression but you’ll still fail a lot of the time even with all the perks.

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