We review Weirdwood Manor, a cooperative game published by Greyridge Games. In Weirdwood Manor players are trying to stop a Fae monster from rampaging through the mansion.
Welcome to Weirdwood Manor, a house situated at the nexus of our real world and the magical Fae realm. Lady Weirdwood rules the manor and has tasked you to be one of her loyal Wardens. Your job is to help keep the balance in check… however, the monsters from the Fae realm have broken through the barrier and are rampaging through the manor. It’s up to you and your fellow Wardens to protect the manor and defeat the Fae monsters.
Published by Greyridge Games, Weirdwood Manor is a cooperative game for 2-5 players that takes about 120 minutes to play. Weirdwood Manor plays best with 2 Players.
Weirdwood Manor is a game with a simple turn structure but with a lot of exceptions. As the rulebook clocks in at a filled-to-the-brim 24 pages, I’m going to only give you a high-level overview of the gameplay here. If you want the full ins and outs, you can download a PDF of the rulebook here.
On a player’s turn, they first play one of their action cards to their player board. It can be played either face up for its special ability or face down for one of the basic actions (move, fight, gain a resource). Then, depending on which slot it was played into, the time of day tracker is turned to one of the three matching positions (morning, afternoon, evening, night). If the time of day tracker ever passes from night to morning you also advance the day tracker one day.
Then the player takes their action. This may be moving around the manor (to any connected room) and performing the room action, or possibly fighting the monster. Combat is handled via dice rolls, with the player and monster rolling dice and inflicting damage on each other.
At the end of a player’s turn, the monster takes an action. It first will rotate the time tracker a number of spaces (usually from 2-4), and then take an action. This may be buffing
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