So You’ve Decided to Replace all the Japanese Art in a Japanese Game with Western Art: The Iki Story. Everything has gone from distinctive woodblock ukiyo-e style:
To a much more generic:
And while the game has seen some rebalancing since the first edition, it doesn’t seem to me that a lot has changed. It’s a shame the art has gone for what I presume must be marketing reasons, but the game remains an interesting euro whereby you construct an engine and carry out worker placement simultaneously, but workers regularly retire, and so your engine not only changes with the seasons as different workers become available, but it’s also more advantageous for other players to use your workers, as that is how they level up. Modest elements of set collection and area majority, plus regular fires that can destroy workers and buildings. It’s enjoyable, and I had forgotten just how much it offers in terms of a constant puzzle to hire/retire/buy goods/construct buildings, as they are all offer components of a viable strategy and I believe a mixed approach is easily the most viable, but I’m unsure how much sustained play the game can bear without revealing it’s a lot of parts that you can tinker with, that never coheres into the sort of sustained quality of play I get from other games. Perhaps I’m being unfair. I love Terraforming Mars, and Obsession and various other euros which are accused of being down to luck. Apart from giving me a facial tic, that nonsense hasn’t done me any harm either in understanding or enjoying those games, and Iki is kind of in the same boat.
I do find the regular retiring of workers frustrating, as you may not ever establish a full-blown engine, and for best results you need to use the workers provided by the other players, and you need to feed workers at the end of each season, but you don’t feed retired workers…and at the end I feel like nailing cards to the board in order to have some semblance of solidity in the opportunities the game offers? This transient quality is however completely intentional, and perhaps I just need to get used to it. A popular worker can literally be retired the same round you hire them, which is disconcertingly quick and can also be really expensive to replace, depending entirely upon the card market. You will always benefit, but it’s slightly disconcerting to pay out 7 mon from your stash of 8, hire a worker, and have them provide you with several bonuses as other players use them, then retire to your player board for end game VP and end of round bonuses, leaving that stall on the market you just filled in order to get area VP, empty. The thing you hired that worker for, isn’t what any other players are interested in. And so everyone has a fascinating game of looking at other players, trying to work out what they want long term, in order to hire workers they want to use, and maybe leave the workers you want to use in the market for them to hire. Everyone is interdependent. Again, this is completely intentional. But then, some of those bonuses are really good (I got 10 VP from one worker, when the winning score was 87) so maybe hire that worker yourself, and just use it as much as you can, so your opponent doesn’t get the bonuses.
The game is different at 2P, uses the reverse side of the board with fewer features and spaces. It’s a 4P game all the way. The layout of the board is distinctive, if a little counter-intuitive, and the essence of the game’s Japaneseity remains untouched by the reskin. I’m annoyed and interested by the game in equal measure, when most euros never manage to annoy or interest me at all.