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Mistwind solo rules

One book to rule them all: week August 7 - August 13


Mistwind transforms you into a pilot of a whale ship transportation company. This pick up and deliver game with a unique spin on theme, beautiful art style and clean graphic designs also sports a relatively simple set of rules to charm a euro gamer.

Mistwind: transport whales
Image source: BGG page

Summed up

The solo game is played over four rounds. Automa in this case is used only to block spaces to simulate player interaction, but doesn’t score. Your goals vary based on difficulty setting, but generally consist of getting achievements, creating specific networks and scoring a point threshold.


You have a set of five numbered discs (the automa uses three sets to simulate three opponents roughly) and before each round starts, you discard one (automa discards three at random no matter the colours). Automa always plays first and uses three. The available actions are:

  • Play an action disc (mandatory) - place on one of the four numbered locations, the number on the disc has to match number on the location

    1. Resources board - get resources on the location

    2. Character cards - pay cost to hire character (four types - instant, one-time effect, permanent and end game scoring)

    3. Labour board - each location has a different ability

    4. Port cards - allows building outposts or ports; or instead gain resource; at end of the round player with disc on top claims special bonuses

For a, b and c once a single disc is placed, the location is blocked for everyone else. Only d can have multiple discs on a single space.

  • Move a transport (optional) - move any number of transports any number of spaces. Moving from a port/transport location is free, otherwise you pay one Krill.

  • Load or unload cargo (optional) - each transport can carry one cargo, you can load it at ports and unload at territory or nation port spaces (for victory points)

  • Claim rewards (optional) - if you fulfill achievements/network cards, you can claim them

At the end of the round you resolve port cards and assign bonuses, claim rewards (if able), retrieve all action discs (included the discarded one) and refresh both character and port cards. Scoring is the same as in a multiplayer game.

Mistwind: player board
Image source: Kickstarter page

My thoughts are revealed

Rulebook

Rules are easy to follow and well laid out. The simple ruleset is accompanied by pictures and examples from gameplay perspective for better understanding. Solo rules are mentioned at the end as “changes to the multiplayer game”, so you’ll have to read multiplayer rules first.


Overall

I’m pretty sure nobody is surprised by this choice. Yet again, a relatively simple ruleset with a bit of a twist catches my eye.


I mentioned that the graphic design is very well done, the board and the static locations match in their simplicity/clarity and simple iconography, while the two randomized rows that refresh each round have gorgeous art and a layout that is still clear, but visually more appealing setting it easily apart.


A very nice twist on the traditional eurogame formula.

Mistwind on the table
Image source: Kickstarter page
 

Mistwind has launched on Kickstarter and the campaign will run for 16 more days. Apart from the physical game, you can also get a whale transport plushie.



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2 Comments


Zerbique
Zerbique
Aug 15, 2023

It sure is a very pretty game, but one that is unfortunately not for me. I felt drawn by the flying whales, and the map is truly splendid. I once backed a game by the publisher and it had been a smooth experience (I thought the game itself was lacking interest though). So if I were a Euro player I would consider it as well.

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SnowDragonka
SnowDragonka
Aug 16, 2023
Replying to

I always thought of myself as a thematic gamer, but as time went by and I got older and thought about things more, I'm leaning thematic euro games. The reason being the mechanisms are more close to my style than most ameri games. What draws me in for many euros are: clean rather simple leaning rules, readable functional board and components that usually use icons way more than text, long term strategies tend to win over short term tactics, mechanical cleanliness. But what I like that's more a staple for ameri games is the theme and thematic integration, scenarios that change the gameplay rather than a few random elements like card shuffles and last but not least cooperative nature that…

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