Works well with just 2: Yes!
Age: 12+
Playtime: 75-150 min
Complexity: 8/10
As a fan of both the original Great Western Trail and its Argentina variation, I had very high expectations when it came to the third and last entry in the series, New Zealand.
Did it live up to its pedigree? Yes and no.
Did it live up to its pedigree? Yes and no.
Cattle is replaced by sheep, the workers you pick up on your journey don't exactly behave the way their predecessors did, but overall you're playing GWT. The main differences are as follows:
1. You can shear your sheep (instead of shipping them off), using their wool value to gain cash and eventually victory points.
This addition works really well, introducing the shearer to your roster of workers, and making it possible to earn quick cash while you're still on the trail, before you get to Wellington (your shipping-off port in this game).
This addition works really well, introducing the shearer to your roster of workers, and making it possible to earn quick cash while you're still on the trail, before you get to Wellington (your shipping-off port in this game).
2. Your train is replaced by a ship that travels to open up new business avenues (similar to the Rails to the North expansion for the original game).
The more sailors you hire, the farther your ship can move; and although you are not required to move your ship, it can provide you with significant benefits you'd be remiss to ignore.
The more sailors you hire, the farther your ship can move; and although you are not required to move your ship, it can provide you with significant benefits you'd be remiss to ignore.
3. Your deck can now be home to a variety of cards that are not sheep, adding a bit more of a deck-building feel to the proceedings.
And it's this change in the rules I'm not convinced I really like. It sure adds variety (the cards are not the same from game to game), but what they actually do is lukewarm at best. Some are sheep (admittedly sheep types you can't get anywhere else, but still), some are objectives (again, exclusive ones, but hey) while others are cards that you play for some resource (gain 1 pound, earn one certificate, etc.) before discarding them and drawing a replacement.
You might see why I'm dubious here: after a handful of plays, I still don't know if those cards bring a vital new mechanic to the game or just add noise to the system, providing resources players could have garnered through other means.
And it's this change in the rules I'm not convinced I really like. It sure adds variety (the cards are not the same from game to game), but what they actually do is lukewarm at best. Some are sheep (admittedly sheep types you can't get anywhere else, but still), some are objectives (again, exclusive ones, but hey) while others are cards that you play for some resource (gain 1 pound, earn one certificate, etc.) before discarding them and drawing a replacement.
You might see why I'm dubious here: after a handful of plays, I still don't know if those cards bring a vital new mechanic to the game or just add noise to the system, providing resources players could have garnered through other means.
So two excellent gameplay twists, and a third one that leaves me a bit cold.
GWT: New Zealand is still a solid game, but it doesn't feel as refined as its Argentina brother—which to me stands as the pinnacle of the whole series.
Most easily forgotten rule: Contrary to both previous GWT games, you don't have to reveal all of your sheep cards when you reach Wellington. The cards you do reveal all need to be different, but you can hold some of them back if you want.
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