If you’d rather listen to this review than read it, check out this recent podcast episode.
We Forlorn Few is the debut game from Brisbane based company KnifeEdge Games. 3-5 players are pitted against each other in the role of brave pioneers, travelling west across an unforgiving frontier in hopes of a better life. You start on one end of a nine-tile wide board and the first person to reach the other side win! Easy right? Not exactly. Between you and your destination is a harsh wilderness that will test you every step of the way. To make any progress you will need to pay an increasingly high mix of food, water, or wood.
Unfortunately, there’s not enough to go around – so you might need to “borrow” what you need from other players. Initiate a fight and if you win, you can take your pick of your friend’s belongings. You can grab a gun (or two) to raise you chances of winning, but its dice based so losing is always a possibility. Losing, even if you are the attacker, means your enemy gets to take your items. Fighting for resources means risking your own, and sometimes that’s a risk you can’t afford to take. That’s why, the more civilised players will sit down, chat, and trade resources so everyone gets what they need.
I really enjoy the theme of this game because it fits the mechanics really well. A world of unrelenting, unpredictable challenges where people turn on each other out of desperation? What’s a better fit than the pioneer trails?
And I appreciate that it forces players to fight each other. I find that for me, and a lot of my friends, we can talk a big game but are gun shy when we’re actually in game. WFF happily gave us a nudge, by making a good portion of the event cards trigger combat between players. Since no one was choosing to start the fighting, it was easier to get started, and once it had people were more than happy to keep things going to get their vengeance.
But what’s the result of this pointless violence, can you die? Well sort of. Your health in this game is basically the thirst, hunger and wagon damage that I mentioned earlier. Strangely enough you don’t lose health from combat, just your stuff. If you take too much damage, you’ll lose one of your spare lives (or companions), and with each life lost your threshold shrinks. Lose them all and you’ll turn ravenous.
Ravenous players are no longer making their way to Newhaven, all that matters is satisfying their burning hunger. Not only does this mean WFF avoids the awful “You’re dead now watch everyone else have fun” experience, but it also helps the game feel balanced. If you’re too brutal on your way ahead of the pack, you’ll make a lot of enemies who, once they turn ravenous, will have the power they need to get revenge. Or if you’ve had a bad run of luck and lost your chance to win early on, the game gives you a new win condition to pursue. Ravenous characters have their own drawbacks too though. They need to fight (and win) constantly, or they’ll quickly die. It’s a rule that keeps them aggressive, bold, and desperate: right at home on the frontier.
We Forlorn Few is a great looking game. It’s not intricate, polished, or vibrant like some board games but it would be weird if it was. All the art in this game perfectly matches the gritty high-stakes world it’s drawing from. The character art is high contrast with black shading and flat colours. The board tiles are brightly coloured and simple, which is great – you can see what’s happening in the game at a glance.
I will admit, I spent a while trying to find the best way to store the pieces in the box, and I wasn’t able to land on something I was satisfied with. Everything is put away slightly differently each time, but they did provide more than enough plastic bags to keep things secure so it’s a mild annoyance, not an actual issue.
The rule book is well laid out and everything is broken down into the separate steps of gameplay, along with a clear example of how it works. I also loved the centre spread which was a portrait gallery for all of the companions. It was a closer look than the small tokens and gave each companion a job. Not that those jobs made any mechanical difference but gave us something to consider when picking who we’d eat.
I will also give props to the games diverse cast of characters. There are five playable characters to choose from, and I was immediately struck that three of them are women. It’s not a huge deal, there’s only small mechanical differences between the characters, but it would have been very easy to have a majority or all of them be men. So yeah, lets get more women dying in the wilderness?!
I’ve played this game several times and it hasn’t become any less fun or engaging. Because of the randomized challenges, every time is different, so things don’t get boring after you figure out the strategies. I suspect We Forlorn Few’s theme and mechanics might scare off some newer board-game players, but it says suitable for players with all levels of experience, and it means it. So grab your friends, load your wagon, and watch your back!
You can check out We Forlorn Few here: www.knifedgegames.com/