Wyrmspan
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13 Hours & 41 Minutes
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Embark on a journey as an amateur dracologist in Wyrmspan, a world adorned with dragons! Your newfound passion leads you to unearth a concealed labyrinth on your land, the perfect haven for these creatures to rest.
In the game, your task is to construct a sanctuary that accommodates dragons of various shapes and sizes. Commencing with three excavated spaces in your Crimson Cavern, Golden Grotto, and Amethyst Abyss, your sanctuary evolves throughout the game. The goal is to entice dragons to dwell in these spaces, unleashing potent abilities and earning the favour of the Dragon Guild!
Components include rulebooks for both multiplayer and solo play, a dragon fact book to deepen your knowledge, player mats, adventurer meeples, and guild tokens. The game boasts a rich array of dragon and cave cards, dragon guilds, speckled egg tokens, objective tiles, shiny cardboard coins, quick-start cards, and an Automa solo mode for solo adventurers. The components come together in a compact yet weighty box, Prepare for an unforgettable journey into the skies of Wyrmspan!
Player Count: 1-5
Play Time: 90mins
Age: 14+
Awards
Rating
-
Artwork
-
Complexity
-
Replayability
-
Player Interaction
-
Component Quality
You Might Like
- If you love Wingspan and want a more challenging experience
- Lots of replayability
- Very thematic
- Gorgeous artwork
Might Not Like
- Quite similar to Wingspan in many ways
- Can be hard to dig through the massive deck of cards
- Theme theme can be divisive
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Description
Embark on a journey as an amateur dracologist in Wyrmspan, a world adorned with dragons! Your newfound passion leads you to unearth a concealed labyrinth on your land, the perfect haven for these creatures to rest.
In the game, your task is to construct a sanctuary that accommodates dragons of various shapes and sizes. Commencing with three excavated spaces in your Crimson Cavern, Golden Grotto, and Amethyst Abyss, your sanctuary evolves throughout the game. The goal is to entice dragons to dwell in these spaces, unleashing potent abilities and earning the favour of the Dragon Guild!
Components include rulebooks for both multiplayer and solo play, a dragon fact book to deepen your knowledge, player mats, adventurer meeples, and guild tokens. The game boasts a rich array of dragon and cave cards, dragon guilds, speckled egg tokens, objective tiles, shiny cardboard coins, quick-start cards, and an Automa solo mode for solo adventurers. The components come together in a compact yet weighty box, Prepare for an unforgettable journey into the skies of Wyrmspan!
Player Count: 1-5
Play Time: 90mins
Age: 14+
Enter The Dragon…
If you have any knowledge of the board game hobby, it is impossible to have missed the impact of 2019’s Wingspan. Not only was it the launch pad for Elizabeth Hargrave but also kickstarted the theme of the natural world which has become one of the most dominant themes in the last few years. It has sold over two million copies, has a plethora of expansions with more to come and has even appeared on Coronation Street! Does it get bigger than that?! Well, Stonemaier Games know a hit when they have one. Having released the sequel to their second best selling game, Scythe, last year, their announcement for a Wingspan sibling was probably inevitable. Designed by Connie Vogelmann, who had recently published their first game, Apiary, with Stonemaier and developed by Hargrave herself, Wyrmspan was hatched.
The question was simple, what if instead of the natural world we know, we visit a fantastical world but treated with the same delicate love of nature that Wingspan has. The idea was to take the DNA of the winged giant and push it into a slightly more challenging game that might appeal as the next step for new gamers. It also offered the opportunity to explore elements of the original Wingspan base game and develop areas they have since learned from.
Excavating caves…
Over four rounds, there are three core actions that can be taken during the game, each costing a minimum of a silver coin. The coins here work, not like currency as we know it but like action tokens. You will start each round with a guaranteed six but there are ways to both increase and decrease your supply leading to an asynchronous round of actions. On your player board you will see three caves, with their entrances on the left and then delving deeper towards the right. The key strategy of Wyrmspan is to fill these caves with dragons that will give you rewards every time you visit them. However in order to play dragons, you first need to excavate the caves and make them habitable for your scaly friends. This, your first action, excavate, will allow you to place a cave card from your hand, onto your player board, filling left to right and gaining an immediate benefit for doing so.
Enticing Dragons…
As suggested by the title, the game is all about wyrms, dragons and other similar mythical creatures and the game does not disappoint on that front. With 183 dragon cards, all with completely unique creatures on them, there is such a diverse array of creatures to discover. Each dragon is catagorised in a number of different ways from size to temperament and all over end game points as well as abilities. In order to place a dragon card you must entice them into a pre-excavated cave but spending the required resources. Each dragon will also have a preference as to what cave they would like to live in. Some will offer immediate one off effects, some in between rounds or during end game scoring but the majority will reward you every time you explore their caves. The other type of dragon is a hatchling. Completely new to Wyrmspan is the idea of a baby creature. They will always need an egg and milk to be placed and offer ongoing exploration rewards until they are fully grown and then offer a one off powerful bonus.
There is a great synergy between cards and you can really develop your engine to work well but with so many cards in the deck, it can sometimes feel like digging for that one resource type you need or one benefit that would really add to your engine. And sometimes, you just can’t find that card!
Exploring Caves and impressing the Guild…
The final piece of the action puzzle is exploration. By spending a coin (and sometimes eggs) you can send your exploring meeple through a cave of your choice. Moving left to right you collect a mix of resources and cards. However you can only delve as far as you have dragons and so the more you add to the player board, the bigger the reward when you explore. The other new element to Wyrmspan is the addition of the Dragon Guilds. Whenever you pass the guild symbol on your exploration or by playing cards, you will move your piece around a rondel, collecting rewards as you go. There are four guilds on the box and each one offers a mix of additional powerful bonuses you get by traveling further around the rondel and really encourage you to impress the guild with your findings. I love this addition. The timing of when to take guild actions is vital in your gameplay and those one-off bonuses can be huge!
The look of this production is gorgeous. Sumptuous watercolours make up the whole look by Clementine Campardou which gives it a real feel of an explorer’s journal. The only thing missing is a good insert which is something we have grown to expect from someone like Stonemaier. But this is pretty easily resolved with plastic baggies. There are also metal coins and wooden resources available as an optional extra.
If you love Wingspan then Wyrmspan will certainly scratch similar itches, whilst also pushing you with its slightly more complex gameplay. But if you didn’t get on with the former then the latter might well be a better fit as it gets rid of the randomness and adds a lot more control. Whatever your experience with its older sister, I can highly recommend spreading your wings and exploring the land of the dragons, you just don’t know what treasures you might find!
Wyrmspan is the sequel to the popular bird collecting game Wingspan, but rather than getting to know real life creatures, this game allows you to enter the fantasy world of collecting dragons! Once you’ve got your fangs into the multiplayer mode of Wyrmspan, why not dabble in the art of Automa, allowing you to fly solo without the need to gather your usual gaming session flock?
How to Play
The objective of Wyrmspan is to earn the most victory points. In multiplayer, you compete against your fellow players, but in solo-mode you compete against a randomised deck of cards called Automa.
Whether competing against humans or machine, the player’s actions are exactly the same. On each turn, the player chooses from three actions: Excavate, Entice and Explore. When excavating, the player mines a part of one of the three caves (Crimson Cavern, Golden Grotto or Amethyst Abyss), reaping immediate rewards. Cave sections have to be excavated before a dragon will consider making its nest there. When enticing, a player pays the resources that a dragon requires and places it in one of the cave sections that have been excavated. When exploring, the player journeys through one of the caves gaining rewards from the depth of the cave and the dragons that live there. These actions are determined by coins, so there is no set number of actions to be taken each round, as a player can gather more coins on their turn. These coins can also be used to pay for dragons, making it a strategic decision as to whether an action should be sacrificed to entice a particularly good dragon. However, intrepid adventurers rarely go it alone, even if you play solo, and so the dragon gild is there to lend a helping hand: as you increase in prestige, you gain useful resources and when you reach certain milestones, you get particularly excellent rewards. Despite a lack of human opponents to battle with, public objectives are also still in play when in solo-mode.
Automa plays very differently to a normal player. Instead of a human brain, she has a deck of cards called the decision deck, and instead of a player mat, she moves around the dragon guild, gaining face down cards. The different cards that make up the decision deck determine the difficulty, or intelligence, of the Automa and if you add in Ravel mode cards then some of Automa’s actions will be dependent on yours. Automa scores a static value for the cards that she collects rather than any face up values, and as she does not collect other resources, she does not score for those. For public objectives, as Automa does not have a player mat, she instead has a baseline number depending on the round, that you compete with, which may increase depending on the actions she plays.
A Treasure to Behold
Wyrmspan differs significantly from its Wingspan predecessor, and for me, practically all of the changes make the game more engaging. A couple that I especially enjoy are the coin system and the excavation component. The coin system changes how you think about actions, as there is no longer just a set number each round, but one that can fluctuate depending on what cards you have and what cards become available. Where the coin system encourages within round strategising, the excavation component encourages more longer term strategising as it increases the number of steps you have to take to get dragons placed, but excavating caves also gives you instant rewards which may be more useful short-term and so it is a tricky but pleasing juxtaposition to consider.
The style of the solo-mode in these games is elegant. The regular gameplay in Wyrmspan could easily have made solo-mode a simple personal best scoring mode, as there is already limited player interaction even in multiplayer, but Automa adds some real challenge. She feels very much like an opponent, rather than just a weak simulation of another player, and I think some of that is down to the way the decision deck and her actions are so different to a regular player: it is a SOLO mode and the designers don’t shy away from that. I also heavily enjoy the new Ravel mode, as it means your actions are reflected back by Automa, rather than her doing her thing and you doing yours, and only occasionally getting in each other’s way. Wyrmspan is a more complex game than Wingspan, and so solo-mode will have to be more complex as well, although in my experience, the Automa is comparatively simpler than in Wingspan to action. In Wyrmspan, Automa plays a number of the same limited actions each time, whereas the Automa in Wingspan, although it only takes one to two actions each turn, what they are can change depending on card and round which can make it a little more confusing to digest.
A Little Burnt Around the Edges
There is very little that I dislike about this game. It takes everything I love about Wingspan and dials it up. The only change that I am actively disappointed about is the lack of dice. I am simply just a dice goblin itching to hear the sweet clack of cubes falling through a tower, but alas, the sequel does not include this. I understand why the change was made, as there is a lot going on already without another component to think about, but it does remove one of the main elements of randomness I liked about Wingspan. This is also compounded in the solo-mode as Automa is able to thwart your resource gathering in Wingspan, but doesn’t have this opportunity in Wyrmspan, reducing any sense of urgency when considering it.
Does Wyrmspan Automa soar above everything else?
I really love this game and I am so glad that they took the time to design a solo mode as it means I don’t have to annoy my friends and family as much by making them play it over and over. Whilst a knowledge of Wingspan is useful to comprehend Wyrmspan, it is by no means necessary. I played Wingspan before Wyrmspan multiplayer, but played Wyrmspan before Wingspan Automa and it didn’t feel like it made much difference to my comprehension of either. The Automa is also really well put together, making a worthy adversary that gives solo-mode its own unique strategy compared to multiplayer. This game is quite expensive, but it is definitely worth the price tag. I would wholeheartedly recommend it for any fan of Wingspan looking for some added challenge or any fan of dragon based games looking for some new adorable creatures to collect.
Zatu Review components
Overall score: 95/100
Ratings:
Artwork: 5/5
Complexity: 4/55
Replayability: 5/5
Player Interaction: 2/5
Component Quality@ 5/5
Likes:
Not a set number of actions per round
Automa very much feels like an opponent
Beautiful artwork and feel of components
Dislikes:
Takes up a lot of space
Zatu Score
Rating
- Artwork
- Complexity
- Replayability
- Player Interaction
- Component Quality
You might like
- If you love Wingspan and want a more challenging experience
- Lots of replayability
- Very thematic
- Gorgeous artwork
Might not like
- Quite similar to Wingspan in many ways
- Can be hard to dig through the massive deck of cards
- Theme theme can be divisive