I am a big fan of Shem Phillips' series of medieval worker placement games. Raiders of the North Sea was the first one I played, and is still my favorite, but I like all of them well enough...except for what I thought was the one weak link in the series: Shipwrights of the North Sea. Compared to the other North Sea games, it had a lot of mean spirited "take-that" style game play which I didn't enjoy -- it was an engine-building game where too much of the strategy involved tearing down your opponent's engine rather than building your own.
It came as a bit of a surprise that the designer felt the same way:
"The original had a lot of take-that, and hate-drafting. It had no rounds (which meant it could really drag on with 4-5 players). The drafting was also flawed in a lot of ways. You could often end up with a handful of cards you couldn't use. It was a very tight, and unforgiving game."
-- Shem Phillips, on the Shipwrights of the North Sea Redux Kickstarter campaign page
I was delighted to hear that a redesign was on the way, although the designer contends that this isn't a redesign or "second edition," but an entirely new game that shares some thematic elements with the original. For the most part I agree, but since it was designed to address and eliminate the shortcomings of the original game, it will be impossible to review it without comparing the two.
The core of the game is the same as in the original: players start each round by drafting cards which represent ships, buildings and craftspeople. For those who might be unfamiliar, card drafting is a game mechanism designed to add tactical depth to what otherwise would be a random selection of cards. Each player starts with a hand of cards, chooses one to keep, and then passes the rest to the player on their left or right. They then choose a card from the new ones they've been given and pass the rest on. This continues until all the cards have been distributed. Players should now have a more tactically chosen hand of cards, and especially sharp-minded players will also have a sense of what cards their opponents are holding.
Once drafting is complete, players can play their cards for a variety of temporary or permanent effects. One of the most negative play experiences you can have in any game is feeling like you can't do anything on your turn. Shipwrights Redux alleviates this problem by giving each card multiple uses, so it's easier to mitigate your circumstances if you don't have what you need in your hand.
Building cards are played to the table and make up the game's worker placement element. Each player begins the game with 3 worker meeples and can gain more through card plays. Some cards require the player to discard a worker in order to gain specific resources, but the other main use for them is in conjunction with the building cards, which provide a repeatable way to gain resources over multiple rounds. However, unlike most worker placement games, workers are discarded at the end of each round so you'll need to watch for cards that allow you to gain more workers.
The main thing you are trying to do is to build ships, which happens by first playing the ship card to your player board, and then accumulating and spending the resources needed, which include particular types of craftspeople as well as the usual wood, cloth, iron, gold and money. Another major new element that Redux adds to the game is a progress track. In addition to scoring victory points, building ships allows you to move forward on one or more of three tracks that represent military strength, trade, and renown. Passing certain milestones on these tracks will give you advantages such as more resources from raiding or extra income at the end of each round. It's a clever way to reward players during the game rather than just at the end.
Once players have finished their actions for the turn there is an income phase where players gain resources depending on what permanent cards they've played. In addition, the player who is farthest along on each progress track gains a hero card that gives them an advantage in the following turn. A new round then begins, with players drafting five new cards. The game ends after five rounds.
It is a more engaging and entertaining game that the original Shipwrights, and it feels more in line with the other two North Sea games, and with the rest of Phillips' medieval series (which also includes the West Kingdom and South Tigris series). However, in attempting to mitigate the original game's issues with being too confrontational, it is possible that Redux has gone too far in the opposite direction. Other than the card drafting phase, there is no direct interaction with the other players and very little you can do to affect what they are doing. The game is primarily a race to see who can get the most ships built within the five-round time frame. The main action phase is even meant to be played simultaneously, meaning that players just make all their plays rather than taking turns, which exacerbates the feeling of it being multiple solitaire -- there isn't any reason to pay attention to what your opponents are doing.
Rating: 3 (out of 5) Overall, Shipwrights Redux is a big improvement on the original, but it seems to have gone from having too much confrontation to not having enough. It's still the weakest of the North Sea game series.- Shipwrights of the North Sea Redux official website
- Shipwrights of the North Sea Redux on BoardGameGeek