1 day ago · Gaming · 0 comments

Voyages, the first of Matthew Dunstan and Rory Muldoon’s single-sheet print-and-play roll-and-write games, used three dice. Aquamarine used two. Waypoints continues the trend by using a single die. That’s cool in its own right. But that isn’t what makes Waypoints special. What makes Waypoints special is the way it handles the movements generated by its rolls. Where those other titles — and let’s face it, most board games — featured straight movements, point to point, A to B, nearly every move in Waypoints is the sort of move you might actually make while traversing an open space. Here, I’ll show you. A glimpse of the first map and the many places it might take you. You’ve taken the Internet’s advice to touch grass. And with gusto, because rather than go to the park or something, you’re opting for a four-day wilderness expedition. Hopefully you aren’t prone to hay fever. The gist behind Waypoints is that every turn you’re allotted some number of movement points. The number itself…

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