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In the heart of the sleeping city, there lies incredible wealth. The city gates are well guarded, but no one is watching what’s under their feet. The dead of night provides just enough cover for you to tunnel your way to untold riches and plunder the city from within. But you must act quickly, because a rival thief has the same plan.
In Prowler’s Passage, you and your rival burrow into the city through a network of underground passages to grab valuable items while attempting to gain control of key districts. Steal the best items, create the longest passages, and control districts to become the premier prowler!
On your turn, you must (1) place a passage, then (2) collect the tile where you placed your passage, and (3) move control markers for the districts adjacent to that passage. The tile you collect will either be an item tile, which are scored in sets during each scoring phase, or a shovel tile, which allows you to move control markers further. You might also steal statues and/or complete achievements on your turn.
Scoring occurs twice during the game. In each scoring phase, players gain wealth in these 5 categories:
PASSAGES: Gain 2 wealth for each section in your longest continuous passage.
STATUES: Gain 1 wealth for each statue you have stolen.
ITEMS: For each set of items of the same type that you have, you gain wealth. The bigger the set, the more wealth.
DISTRICTS: For each district you control (i.e., for which the control marker is on your side of the control track), you gain that district reward.
ACHIEVEMENTS: Gain wealth for the achievements you have claimed. (Final scoring phase only.)
Ages | 12+ |
---|---|
Players | 2 Players |
Play Time | 25m |
Designer | J. Alex Kevern |
Mechanics | Route/Network Building, Area Control / Area Influence, Set Collection |
Theme | Territory Building, Medieval |
Publisher | Renegade Game Studios |
AmandaDesignsGames
I feel like this is a two-player version of Five Tribes. Every move affects 3 things, and evaluating which combinations are more optimal is the point. Options also become rarer over time. I also think the tug-of-war scoring opens up a two-level blocking strategy: do I try to deny them the district, or to limit what they score from it? That you can (almost) tell at the beginning how many steps of which color will be available is also a major part of that.
MeepleMaven
Art is nice, but v v hard to differentiate some of the colors, and scan the regions for color combinations.
jshufelt
I greatly enjoy J. Alex Kevern's games, but this one fell flat for me. The methods of scoring made the game far too opaque, and scoring methods didn't feel particularly balanced. The game didn't present too many difficult decisions, which helps the game keep good pace despite the opaque scoring, but it ultimately left the decisions feel underwhelming for what is ultimately an abstract strategy game - a genre that needs to thrive on interesting decisions.