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The small island of Kuchinoshima has been hit by a terrible storm, leaving the village with only a single fishing boat. Each hoping to prove themselves the village’s best fisherman, 2-4 players take turns moving the boat marker around the island, collecting any fish tiles they land upon. At the end of the day, the player with the best haul wins, but there’s a twist – with 3 or 4 players, each player’s score is added to the player to their right’s score before determining the winner!
—description from the publisher
Ages | 10+ |
---|---|
Players | 2 Players, 3 Players, 4 Players |
Play Time | 30m – 45m |
Designer | Alex Randolph, Bruno Faidutti |
Mechanics | Area Movement |
Theme | Abstract Strategy |
Publisher | IDW Games |
whitekid
a set collection, light take that, drafting game with a fishing theme... plays really quickly, easy rules, we really enjoyed our first game... in fact, we wanted the game to last longer... the game's components are very nice, the disks are fantastic and the artwork gets a big thumbs up... great game overall, still enjoyable after more plays
Gamelover28
My wife and I enjoy this game at 2 player. Haven't tried at 3 or 4 but assume we would enjoy it. This is definitely a filler game.
_The_Inquiry_
Prior to 2020: 1 play I'm honestly incredibly interested with games that allow for players to influence the actions of others in order to indirectly achieve a future goal that is opened up by the series of decisions in between. In this respect, Tonari is successful: it's a game in which the players are forced to consider what options they leave open for those who follow them, especially considering the score of one's left-hand neighbor is added to one's own for final scoring. This creates decisions where you want to make a move that is both advantageous for one's self, but almost as valuable for the person to follow. Unfortunately, this is really the only unique twist to the incentives of the game, with the rest of the play ending up feeling reasonably dry and somewhat uninteresting (at least at the 4 player count - I could see 3 players being substantially more interesting). It's still quite fun to consider the cascading implications of each move, but one that ends up leaving players with less agency than I normally desire in games of this type. Even still, the pieces are gorgeous, and the game is certainly pleasant to play, but the calculability of the game and take-that tiles really deter this from a much higher score. Overall, a fine, fun game I'd happily play, but one that leaves me wanting there was just a bit more here to mix things up and add some dynamism to a reasonably static design.