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Reworld box art

Reworld

Game ID: GID0265336
Game Info
Year
2017
Collection
Rating
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Description

In Reworld, players attempt to terraform a newly discovered planet, and to do that they need to use terrabots to establish new cities and shuttles to deliver materials that will populate those locations.

In game terms, over five rounds players fill the five levels of their spaceship with tiles featuring terrabots, shuttles, material vessels, and satellites. Each round twenty of these tiles are placed at random around the perimeter of a large ship, and each player receives a hand of cards. On a turn, a player can play one or more cards to claim a tile following these rules:

If neither tile adjacent to the desired tile has been claimed, the player can lay down any card next to this tile, claim it, then place it in the leftmost space of the level of their spaceship that matches the number of the card played. If you play a 4, for example, then you must place that tile in the leftmost position of your fourth level.

If one tile adjacent to the desired tile has been claimed, then you must lay down a card of the same number used to claim that previous tile or any two cards of your choice (with those two cards thus serving as a joker). Whatever number is topmost indicates the level of your spaceship on which you must place this tile.

If both tiles adjacent to the desired tile have been claimed and the cards used to claim them show the same number, then you do the same as described above. If the cards have different numbers, however — e.g., 1 and 3 — then you must lay down the same two numbers (1 and 3), one matching number and any other two cards, or any four cards. You place this tile on your spaceship in the same manner previously desired.

Once everyone has no cards in hand or cannot play further, the round ends. Any remaining tiles are thrown away, then you reset the board and deal out a new hand of cards. After five rounds, players now deploy these tiles onto the new planet, each turn playing 1-3 of the leftmost tiles from the row of their choice to create their personal terraformed world. If you deploy a terrabot, which are labeled A-E, you start a new city with this letter or extend an existing city of yours. Material vessels, which come in five colors, can be delivered to the planet's surface only if attached to shuttles, and each city can have vessels of only a single color. Satellites provide bonus scoring when added to a city. Shuttles and satellites can also be used for shields to protect your newborn planet.

Players earn points during the first half of the game for picking up terrabots and having cards left in hand. During the second half, players score for deploying satellites and for meeting targets set at the start of the game, e.g. having a city with eight tiles in it, having a city of each letter, emptying a level on your spaceship, having a certain number of shields, etc.

Once all the spaceships are empty, players score their final points for how well they've developed each city and their shields in comparison with their fellow terraformers. Whoever scores the most points wins.

Description

In Reworld, players attempt to terraform a newly discovered planet, and to do that they need to use terrabots to establish new cities and shuttles to deliver materials that will populate those locations.

In game terms, over five rounds players fill the five levels of their spaceship with tiles featuring terrabots, shuttles, material vessels, and satellites. Each round twenty of these tiles are placed at random around the perimeter of a large ship, and each player receives a hand of cards. On a turn, a player can play one or more cards to claim a tile following these rules:

If neither tile adjacent to the desired tile has been claimed, the player can lay down any card next to this tile, claim it, then place it in the leftmost space of the level of their spaceship that matches the number of the card played. If you play a 4, for example, then you must place that tile in the leftmost position of your fourth level.

If one tile adjacent to the desired tile has been claimed, then you must lay down a card of the same number used to claim that previous tile or any two cards of your choice (with those two cards thus serving as a joker). Whatever number is topmost indicates the level of your spaceship on which you must place this tile.

If both tiles adjacent to the desired tile have been claimed and the cards used to claim them show the same number, then you do the same as described above. If the cards have different numbers, however — e.g., 1 and 3 — then you must lay down the same two numbers (1 and 3), one matching number and any other two cards, or any four cards. You place this tile on your spaceship in the same manner previously desired.

Once everyone has no cards in hand or cannot play further, the round ends. Any remaining tiles are thrown away, then you reset the board and deal out a new hand of cards. After five rounds, players now deploy these tiles onto the new planet, each turn playing 1-3 of the leftmost tiles from the row of their choice to create their personal terraformed world. If you deploy a terrabot, which are labeled A-E, you start a new city with this letter or extend an existing city of yours. Material vessels, which come in five colors, can be delivered to the planet's surface only if attached to shuttles, and each city can have vessels of only a single color. Satellites provide bonus scoring when added to a city. Shuttles and satellites can also be used for shields to protect your newborn planet.

Players earn points during the first half of the game for picking up terrabots and having cards left in hand. During the second half, players score for deploying satellites and for meeting targets set at the start of the game, e.g. having a city with eight tiles in it, having a city of each letter, emptying a level on your spaceship, having a certain number of shields, etc.

Once all the spaceships are empty, players score their final points for how well they've developed each city and their shields in comparison with their fellow terraformers. Whoever scores the most points wins.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 2 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–3 of 3
Video YuUmZjWMLhc GamesNight Preview at 0:00 sentiment: positive
video_pk 65666 · mention_pk 159391
GamesNight - Reworld video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • overwhelmingly positive rating on Steam
  • grown a lot since its early access release with new areas, bosses, and collaborations
  • one of the best survival crafting games you can play today
Cons
none
Thematic elements
  • survival crafting game that sees you control a bunch of creatures known as pals in a Pokémonlike style
Comparison games
  • Pokémon
Mechanics (from transcript analysis)
  • survival crafting — The survival crafting game that sees you control a bunch of creatures known as pals in a Pokémonlike style.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • PalWorld is set to hit 1.0 later this year.
  • Since releasing in 2024, PalWorld has grown a lot since its early access release with new areas, bosses, and collaborations.
  • Despite people being unsure before its release, it's now one of the best survival crafting games you can play today.
  • Stay tuned for more coverage when PalWorld hits 1.0 know later this year.
References (from this video)
No references stored for this video.
Video 3WFXjHRfwO0 Getting Games Review at 0:02 sentiment: positive
video_pk 63569 · mention_pk 157006
Getting Games - Reworld video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Elegant hand management and pool drafting
  • Neat stack-building mechanism with important planning
  • Good thematic integration with colonization and space setting
  • Rich, multi-layered scoring options (Terrebonne, satellites, final population ship, colony capsules)
  • High replayability due to randomized tile bag and tile order
Cons
  • Iconography can be small and hard to parse, making analysis of opponents' boards difficult
  • There is a large amount of data to analyze especially in higher player counts
  • Some feel the early phase lacks clear direction and there could be more variability (e.g., hidden objectives) for variety
  • Some rigid rules (e.g., must use a shuttle to grab certain buildings) may constrain decision space
Thematic elements
  • Colonization and city-building in a space setting
  • Interstellar colonization game split into two phases: orbit around Earth, then arrival at a new planet
  • Two-phase progression with hand-management and stack-building mechanics
Comparison games
none
Mechanics (from transcript analysis)
  • Colony capsules (races) for points — Each of the 14 colony capsules has a condition; the first to meet a condition earns the points.
  • Compound Scoring — Final scoring uses a 'population ship' scoring with six criteria, including largest city and shield counts, plus race-based bonuses.
  • Final population ship scoring and city-majority — Final scoring uses a 'population ship' scoring with six criteria, including largest city and shield counts, plus race-based bonuses.
  • hand management — Players start with a hand of cards (numbers 1-5) and draft from a central pool, placing cards to influence which tile you can take and how it affects future turns.
  • Hand management and pool drafting — Players start with a hand of cards (numbers 1-5) and draft from a central pool, placing cards to influence which tile you can take and how it affects future turns.
  • Layer building — Each time you take a tile you place it into a row corresponding to the number you used, building a stack that you later destruct from the left in the second phase.
  • Pass option and round-end scoring — If you pass, you gain points for unplayed cards; there is a round end with tiles discarded and a new round begins.
  • Shields and alternate scoring options — Shields can be activated by flipping modules, enabling alternate scoring routes and defense bonuses for objectives.
  • Shuttles, satellites, and module deployment — Shuttles can carry up to two modules; satellites launch and score based on their own criteria; modules attach to cities and can be upgraded with shields.
  • Stack-building (row/stack creation) — Each time you take a tile you place it into a row corresponding to the number you used, building a stack that you later destruct from the left in the second phase.
  • Starting player token and round cleanup — Takes the starter token when you place a tile in some ways and triggers end-of-round cleanup.
  • Terrebonne tokens and round-based scoring — Each round has Terrebonne tokens awarding fixed points (4 in early rounds, decreasing in later rounds) when tiles are taken that match the round’s tokens.
  • Tile drafting with adjacency and number-matching restrictions — Tiles are drafted by placing a card on a slot; top card dictates allowed row; to bypass restrictions you can play two cards; the chosen tile is then placed and added to your row.
  • Two-phase gameplay (orbit phase and planet phase) — First phase involves drafting and assembling your Colossus station; second phase involves activating tiles to settle the planet and build cities.
  • Variable Phase Order — First phase involves drafting and assembling your Colossus station; second phase involves activating tiles to settle the planet and build cities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think it's just a wonderfully elegant mechanism
  • I love pool drafting in games in general
  • it's a really neat idea
  • I think this is a really good game all of these mechanics really seem to button themselves up quite well
  • I've enjoyed every single one of those plays
  • heartily recommend you give it a shot
References (from this video)
No references stored for this video.
Video BvKKM9EUWvI The Dice Tower Discussion at 0:40 sentiment: neutral
video_pk 13508 · mention_pk 84281
The Dice Tower - Reworld video thumbnail
Click to watch at 0:40 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • easy to learn
  • family-friendly
Cons
  • limited depth
Thematic elements
  • word construction
  • tabletop word game
  • light, competitive drafting
Comparison games
none
Mechanics (from transcript analysis)
  • word drafting — players draft letters to form high-scoring words
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • One of the greatest experiences I've ever had playing a board game ever.
  • It's all about board games, but especially the people who play them.
  • This is Look Back, a series that I do where I talk about games that I reviewed one year ago, 5 years ago, 10 years ago, and 20 years ago during this time frame.
References (from this video)
No references stored for this video.
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