“Reef” is a mellow game, with a focus on player accomplishments over interactions. The game maintains a steady rhythm, in line with many other titles that are more meditation than competition. But these types of gentle engine builders generally have to find a near perfect balance in streamlining complexity. So, how does the game stack up?
Designed by Emerson Matsuuchi
Art by Chris Quilliams
Published by Next Move Games
In “Reef,” players are tasked with building a reef consisting of four types of plastic pieces on their own player board, a four by four grid. Each turn, a player may take one of two actions: select one of four face up cards to add to their hand, or play a card from their hand. When played, each card allows a player to add two reef pieces (shown on the top half of the card) to their board, and then score points based on a particular pattern on their board (shown on the bottom half of the card). What makes this system interesting is that the pieces provided by the top of the card will never match the pieces used in the pattern on the bottom of the card. This really forces the player to think ahead if they want to score frequently.
I think what really holds back the gameplay is that things feels more haphazard than they should. I believe this is primarily caused by the hand limit (four), which feels either too small, or entirely unnecessary. The entire play mechanism is predicated on your ability to string cards together, and the hand limit makes this very difficult to do in any meaningful way. The end result leaves the game feeling rather lucky, even though it’s not. Unfortunately this really depreciates the experience, especially when revisiting the game.
Let’s get this out of the way: I really dislike it when games have built in methods of determining player initiative. It assumes players are dumb, and there are just better ways to do this. In this case, one player board has a big starfish on it! Whoever selects this board gets to go first.
Beyond that though, “Reef” brings a decent rulebook to the table. It doesn’t feel excessive, and the rules are clear. Occasionally the game uses a plus symbol (+) to represent either “highest” or “equal to or higher than,” and this can be a bit confusing at first. Beyond that, the game’s iconography is very simple to read.
There’s a mixed bag here. The chunky plastic reef pieces feel good in the hand, and look cute stacked up on on the player boards. Unfortunately, they also do an exceptionally good job of resembling a certain line of toys for very small children. The cards feel really cheap, and they’ll probably bend and tear easily. All of this leaves the game feeling like a children’s title, even though it’s not.
Score – 6/10
“Reef” is the board game equivalent of popcorn- it can be good at the right time, but you’re still going to be hungry when it’s gone. I think what really bums me out is that it very likely could’ve been better. It just seems like too much was sacrificed in the name of simplicity. As it stands “Reef” is still a charming game, and it might make a good gateway title due to it’s unassuming appearance; but experienced gamers should probably look elsewhere.