![]() Because the use of certain templates will grant a bonus, the little plastic strips become a battleground all their own. If a player wants to claim a template from an opponent, the bank issues a crisp, cool cone for their forethought. Players hold their templates between turns, creating another arbitrary opening for points. By that final round, there are a half-dozen considerations confounding players’ attempts to suss the value of a shot. Other objectives suggest the placement of the photographer, the use of specific templates, the aim of the shot, or even reward certain failures. “Perfect shots” involve capturing objects in tiny punch holes in the templates. With each round, an objective card introduces new possibilities for scoring. Of course, you’ve got to see it all in your mind’s eye And then there are harmony tokens, conifer cones assigned based on an increasing number of objectives and a bit of arbitrary fortune. ![]() The panorama cards provide a score if they are strung together in proper order throughout the game. Animals give a set number of points along with a bonus based on the variety captured. Players take the card at which they have aimed and tokens representing the objects their shot template covers. The board is divided into a panorama of backdrops and littered with flowers, trees, and mobile animals. Having committed to the template, players then employ their selections, first moving the photographer into place, then capturing the moment, which is occasionally only the shattered dream of the intended moment, on film. Redwood’s distinct pleasure is in the success and failure of the eyes-and only the eyes-in predicting possibilities. The rules make no explicit prohibition of the ol’ thumb-and-forefinger measurement, but exploiting that technicality saps the game of its most thrilling anticipations. Players select two templates under a strict look-but-don’t-touch restriction, one a ribbon for movement, the other a range-finder for their camera lens. The game is an exercise in spatial estimation. Redwood utilizes templates-components of specific shape and size-both for movement and a wholly different sort of shooting, creating a fairly immersive experience. I do not know what inspired him to reassign the mechanics of a wargame for use with nature photography, but it just works. ![]() Christophe Raimbault’s ( Colt Express) design takes the occasional monotony of board game acquisition by the ears and tosses it out on the doorstep with style. Before affixing my critical goggles in place, I will say from the beginning: Redwood has been one of the most refreshing titles to hit our table in months. ![]()
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