Tabletop_Gaming__Issue_27__February_2019

(singke) #1
tabletopgaming.co.uk 79

that gave them the chance to move a
whopping 30 spaces in a single turn
with no chance for the other players
to stop them, letting them place half
of the cubes needed to win in one
move. It was complete luck, and left
the rest of the group feeling more than
a bit mied. Adding to the issue is the
ability to place unlimited cubes on
a single scoring track, removing the
need to balance which colour you
focus on – in one game, none of our
players progressed from the starting
spot on one of the tracks.
ere are absolutely things to admire
in J. Alex Kevern’s solid design and its
eye-catching presentation, but Passing
rough Petra ends up wearing out
its welcome. Like passing through
the rocky walls of its namesake, it’s
fascinating to observe at rst – but
spend too much time in its midst and
your enjoyment might start to erode.
MATT JARVIS

TRY THIS IF
YOU LIKED...
COUNCIL OF 4
Council of 4
features a similar
pushing aspect to
its gameplay, but
adds in a fun chain
combo system that
makes it a little
longer-lasting.

P


assing rough Petra certainly
makes a statement. With 3D
plastic walls that protrude from
its board, the game strikingly recreates
the Siq – the straight gorge that leads
to the ancient city's iconic treasury,
here represented by a at cardboard
standee that completes the eective
diorama, even if it’s a good deal less
impressive than its entrance.
Visual panache aside, the rest of
Passing rough Petra’s board also
excites. ere’s a three-by-three grid on
which players move pawns, the direction
in which they move dictating which of
the four core actions they perform. It’s
an innovative and intriguing take on
action selection, with the opportunity
to perform some actions twice or nd
yourself accidentally hemmed into a
corner – and therefore unable to do
half of the actions that turn – oering
up some interesting decisions and the
need to plan ahead.
e actions feed into the main loop
of acquiring multicoloured tiles from
the Siq – or the more open plaza at
the end of the gorge – to add to your
personal board, where they push
their way into a line of tiles one end,
squeezing out tiles the other. Build
up enough in a column above your
board and they can be combined with
another colour in the row underneath

to propel your marker around one of
the four tracks on the board, scoring
points (here simplied as placing your
nine cubes fastest to win) and gaining
various other bonuses as you go.
It sounds promising, and it
is – to a point. e payo of lining
up scoring combos between your
columns and rows is rewarding, and
the grid-based action selection is
straightforward but thinky enough
to throw up some tricky situations.
e problem is that, like the four
markers that continually circle the
same scoring tracks, turns end up
feeling very samey. Being able to gain
secret objectives for extra ways to
score and villager cards with abilities
that spice up the standard collect-
squeeze-combo helps to avoid total
monotony, but – depending on which
tiles are drawn from the bag to ll the
Siq – it’s easy to repeat the same set
of actions turn after turn and score
big. e action-selection grid and tile-
pushing quirks are curious enough to
provide a few rounds of fun, but they
don’t do enough to keep the hooks in
for an entire hour-ish playthrough.
At other points, the tight loop
of working toward combos and
objectives can fall apart completely. In
one extreme case, one of our players
happened to draw an ability card

Passes the time


PASSING THROUGH PETRA


60m 2-4 14+ £58

WHAT’S IN
THE BOX?
◗ Game board
◗ Five canyon wall pieces
◗ Four player boards
◗ Treasury card holder
◗ 22 influence cards
◗ 24 villager cards
◗ Four reference cards
◗ 85 trader tiles
◗ 20 permanent
settlement tiles
◗ Five gold trader tiles
◗ 12 building tiles
◗ 30 camel tokens
◗ 10 market extensions
◗ Four merchant pawns
◗ 20 marker discs
◗ 20 workers
◗ 36 influence cubes
◗ Velvet bag

(^) PLAY IT? MAYBE
Not a bad experience by any stretch,
Passing Through Petra is a clever
design that falls short of being
something special. All the elements
are here – original gameplay,
easy rules, striking visuals – but
it’s hard to escape the feeling of
repetition that ends up wearing
down its impressive aspects.

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