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Valley of Green Mystery Fury (2nd Ed.)

Lookin' slim, second editions.

As those who know me can attest, I abhor repeating myself. Which is why I can’t even begin to fathom doing individual reviews of all the new editions, deluxe boxes, and standalone expansions appearing on shelves this time of year. Thus, rather than subject myself (and you) to a plodding second refrain of things I’ve already covered in the past, what follows is a breakdown of six excellent new versions of older games. Take a look.

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I'm always confused by those Eskimo weapons. Are those sci-fi twin-launching crossbows? A compound bow with a pointy barometric gauge? Or what?

Like so many of Phil Eklund’s games, including the hit Pax Porfiriana, the cards transform after a couple games. At first, they’re cluttered with text and competing symbols, so many that they’re nearly impossible to parse. After sending your tribe to hunt polar bears, you’ll reach out to pick up your failed rolls for another try, only for another player to bark at you, “What are you doing? You can’t reroll those.”

“Yes I can!” you’ll insist. “It says so right here.”

“That’s a Sage,” they’ll point out. They might even reach across the table and tap your tribe elder card. “Your Sage lets you reroll fours, yeah, but only for metallurgy rolls. See? See the difference? You’d need a Tracker to reroll fours while hunting on land.”

After a while you’ll spot them, the tiny symbols that represent metallurgy and land hunting. You’ll nod slowly, staring at the cards spread across the table. Then your opponent will clear his throat. “Oh, and hey, threes mean the polar bears ate your guys. So you just lost two hunters.”

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