


Limited hand size - Most deck-builders such as Dominion give you cards that allow you to draw more cards.It's certainly different from other traditional deck-builders though, and here's why: So yes, Fort delivers on the kind of deck-building magic that really makes you feel smart when you pull off something amazing at just the right moment. The great part is that I still have more to learn and have to try incorporating other card powers into my strategy. And then by the third, I was stuffing my Stuff and my Pack with tons of pizza and toys much earlier in the game. Then on my second, it started to click together. My first play felt unsatisfying because I was super inefficient in the way I approached everything. Whereas some games can feel "figured out" after the first play, Fort is a game that I liked more with each session. The thing about deck-building games is that the game grows with you. So, does Fort deliver on deck-building combo satisfaction? Yes-but it's different. A Best Friend card will stay with you and go to your discard pile, while all other cards will go to your Yard and will be available to be snatched away by others. Lastly, you discard the remaining cards from your hand. Then, you end your turn by recruiting (stealing) a friend from another player's Yard or from the common area. There will be combos where you can augment your card action by adding cards of matching suit, generate tons of points by playing a card that combos off of the amount of pizza and toys you've stored away in your Stuff or your Pack, or comboing off of all of the kid cards you've tucked under the Lookout section of the player board. The top action is public and available for others to "follow" (copy) the Leader (you) by discarding a card of matching suit, while the bottom action is private. Your turns are pretty simple where the main action is playing a kid card from your hand and taking the available actions. I immediately thought of when I saw the character on the yellow player board! Before we get into more details, here's a quick overview. Actually, a nice "mini game" for Fort is relating each kid to a person you know in real life. The art oozes with personality and whereas great art in some games can feel flat and shallow (due to a strong disconnect between theme and mechanics), the art in Fort creates an air of lighthearted fun of being a kid. If you're someone whose love for Leder Games is 50% (or more?) motivated by Kyle's art, you'll no doubt like Fort's overall aesthetic.

Art is exactly what you'd expect from Kyle Ferrin. The box is light and compact and it's satisfying to carry it around because there's so much game potential. And similar to Root, this game also uses screen-printed wooden bits to add some personality. There isn't anything particularly wow-worthy in terms of production but the thick dual-layered player boards add a nice touch of quality to the game. So I was thrilled to hear Leder Games marketing Fort as a deck-building game about kids building forts and making friends (more on this later.) Plus, the game would allow plenty of opportunities for players to play off of one another's turns.Īfter about 5 plays in, here are my impressions: Affordable game that doesn't feel cheap.įort comes in a small box (camels from Camel Up 2nd Edition and a piece from Flick'em Up! for sense of scale.) If you own Just One or if you've seen the box from one of your obligatory Target visits to the board game aisle, they're very similar in size. I had always wished for a deck-building game with more theme and player interaction.My wife and I had yet to own a deck-building game.It's funny to say that, actually, because they have a small catalog of games but Root resonated with me like no other

