Bloodstones Review

An old-school approach to high fantasy, using only tiles for area control.

Enter the world of Fal, as you spawn one of 6 armies from your bags of tiles. Spawn you army, use special units, construct/defend villages, and win combats to get the most points! This area control is from 1-6 players, at about 45 minutes a player.

Video published March 19th, 2024

Story

We’re gonna talk about every single player count, although our review will have a bit of a 4P lean, since we played with that the most.

  • 1x 1P (Necromancers 1st mission)

  • 2P (TTS)

  • 1x 3P

  • 4x 4P

  • 1 5-6P

Last thing to know before jumping in, you can currently only get this game if you backed the Gamefound campaign, and there’s only one package which is $100 bucks.


Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!


Component Pros

  • Nice bags with embroidery

  • 6 silk maps that are allegedly machine washable

  • Have nice map details to spice up the art

  • Linen blend booklets feel nice and will likely last longer

  • Included thin gym bag lets you easily transport game

Art Pros

  • Core units look relatively similar with slightly different details

  • Differing ships, castles, citadels, villages for each faction

Accessibility Pros

  • So easy to setup: Give everyone their 2 bags, then unfold map

  • Rulebook is generally smooth with nice TLDR areas

  • Nice player aid on back

Gameplay Pros — Crunchy & Elegant Combat system

  • Fighting influenced by 3 things:

    1. Quantity of units (more better)

    2. Actual strength of unit (provide raw fighting power?)

    3. Can replace combat tile with 1 from hand

  • Have to be constantly look at armies’ location, quantity, special abilities

    • e.g. skirmishers only get value in forests

    • e.g. castles give 3 value but can’t move

  • Having more cavalry prevents retreat, so they are more impactful to position

    • Cavalry only give strength on plains

    • If can box someone in, they cannot escape after combat so lose all units

  • Terrain matters for movement

    • Deserts kill units that end turn there and can’t hold villages

    • Hills are 3x effort to go through

  • 1 point per unit defeated can massively swing game

    • Provides discouragement vs. turtling & death balling

      • Stacking army in 1 place is high risk low reward

  • Unit movement paid for individually makes moving very nuanced

    • Ships are bridges between areas, allowing huge movement swings if control seas

Gameplay Pros — RNG Mitigated Combat System

  • Each combat bag has 8 tiles, pairs of 2-5 (2, 2, 3, 3, etc.)

  • Increase odds by having more units to draw 4 tiles instead of 3

    • Thematic and rewards good positioning

  • Can always replace one of tiles from one with hand

    • Worst you can get from 3 tiles is 10, which is above expected average value for not replacing

  • If you’re +2 over opponent, you should win fights

Gameplay Pros — Loose Turn structure enables big turns

  • Can attack and move as much as you can pay for

  • Attack someone, see how they retreat, then attack again

Gameplay Pros — Hand management really matters

  • Tradeoff between playing tile as unit, to move, or to discard for villages

  • “Reverse” bag building

    • Playing units on board shrinks bag

    • Think about what you want drawn for the next regroup phase

    • Depleting bag faster allows you to score villages faster

    • Depleting bag slower lets you have final turn but map will likely have less of your stuff

Asymmetry Pros — The 6 Factions

The more “normal ones”

1. Hill Folk

  • Can go on mountains (no one else can)

  • Have 2 hill trolls who are worth 2 power and always draws 4 combat tiles no matter what

2. Horse Lords

  • More cavalry and leader

  • Have 7 tiles letting you have more firepower

3. Dragon Riders

  • Have 2 dragons

  • Dragons fly over terrain and is worth 4 power (crazy strong)

  • Dragon after attacking dies

More asymmetrical factions time

1. Corsairs

  • Run away every time attacked next to ships

  • +1 power to fighting at sea

  • +1 VP for every fight win

2. Necromancers

  • Necromancer unit spawns undead

  • Undead moves for free every round, doesn’t care about terrain/deserts

3. Chaos Horde (craziest one)

  • No villages or citadel

  • Spawn ANYWHERE they have units

  • Capture villages during turn as opposed to beginning

  • Can capture when opponent is there

  • Captured villages worth 2x

All factions have slightly different bags/units

  • e.g. Chaos horde has 20 units that only benefit off of attacking

  • e.g. Hill folk have 7 castles instead of 5 (and are 1/2 cost)

Progression Pros

  • Placing more villages to get points eventually means conflict is inevitable

  • End game you take whatever villages your units are on for free

    • Late game very tense to anticipate where opponent moves onto you, you snipe their villages

  • More units you have the more decisionspace increases exponentially

Replayability Pros

  • 6 different factions where you get to choose opening spawn every game

    • 9 tiles in hand to choose from

    • How close you are to which opponent, water around you, dictates entire game

  • 6 maps

    • Different terrain/water/shapes

    • e.g. Sorcerer’s Crucible is a huge island with water surrounding it, ships can move you anywhere if set up

  • Solo mode has 3 scenario mini-campaign for each faction (18 scenarios)

    • Setup very straightforward (only tried Necromancer 1st scenario)

Theme meets gameplay well

  • Factions all make sense

  • Corsairs hang out by the water and run away

  • Dragon flies over the map and is great at burning down citadels

  • Chaos horde is literally chaos

  • Horses only good on plains, prevent retreat

  • Skirmishes camping into forest trees is like Robin Hood

Component Cons

  • Army Bags could’ve been better for constant use

    • Tassels easily break off

    • Bags too small where refilling it with tons of tiles at least twice

      • Cannot shuffle if stick hands in

      • Combat bag with 8 tiles is ok

  • Cannot smoothly tell what is going on with army strength

    • Maps too small

    • Armies don’t stack well, falls over mid game

      • Supposed to be flat by looking at campaign page

    • POTENTIAL FIX: Use War of the Ring army markers if army doesn’t fit in area

  • Rivers too confusing for being pure decoration

    • FIX: Remove them, make less prominent, or add bridges

  • Tiles don’t stand up very well to use to keep hand secret

    • Can use card holder with varying success (tiles might not fit)

  • Combat tiles weirdly not double sided

    • Accidentally flash opponent when taking out of bag

    • More time consuming to take tiles out of bag

    • Fight a LOT in this game so friction adds up

    • FIX: Make double sided, convert player board into player screen

  • Player aid has issues

    • Too wordy for units

      • e.g. dragon ability

    • Misses crucial combat mechanic about cavalry withdrawal

    • Some other misc. errors

      • e.g. corsairs need to specify land combat for stop opponent retreating

Rulebook Cons — Capturing villages?

  • Doesn’t clarify if you an capture village if opponent has units there

  • Usually won’t matter, except for Chaos Horde, who always captures with enemies on

  • We used BGG thread to clarify belief that doesn’t have to be empty

Gameplay Cons — Concerning Faction Balance

  • Horse lords too strong

    • Extra leader which is one of best generic units in game

    • 7 tiles provides so much

    • See more tiles

    • More resources to win fights more often

    • With tons of cavalry, can just run down opponents

  • Dragon Riders’ Dragon unit feels out of place

    • Dragon’s wild strength goes against game’s mantra of winning fights by careful margins and managing hand/bag better

    • Dragon drawn early is amazing, if drawn late sucks because it’s all that Dragon Riders have

    • Drawing it late maybe doesn’t let you spend it in time for your next regroup

  • Horse Lords & Dragon Riders can both get an early lead and just keep it

    • Or snowball further with horse lords

    • These 2 factions allow deathballing and can easily take citadels

    • Chaos Horde also good at deathballing

    • Deathballing bad because just becomes bigger stack wins and removes cool positioning

Gameplay Cons — Minor Faction Balance Concerns

  • Corsair countered by chaos and dragon riders

    • Chaos have 10 horses to frequently run away

    • Chaos take villages without a fight

    • Goes against corsair gameplay of leaving villages open as bait, then swooping in from sea

    • Dragon prevents any unit from running away, so can wreck Corsairs in crucial fight

  • Hill folk

    • Lady of the lake has no good starting areas

    • “Remains of the Past” only has 1 good starting area

Balance is a big deal because this is a tight war game that is won on the margins. Can use a draft system to draft starting locations and factions.

Player Count Cons — 3 and 4 Player strains the system

  • Tends to have distinct fronts with armies at borders, and villages behind armies

    • If someone spawns away from everyone else, villages harder to get to

    • Leaders don’t punished because is always easier to attack neighbor for VP

  • Someone will try to death ball into another citadel to cinch game, or take random inconsequential fights

  • Hard to come back in 3P, since 1 person gets utterly beat down and 3rd party doesn’t have enough VP via villages to win (winner of big fights gets tons of VP)

    • In 4P, person who got beat on is still out of the game, deciding who else wins the game

    • Clarification: Kingmaking is always going to exist in area controls on some level, poison is in the dose (last turn is ok)

    • Kingmaking here is why lots of modern area controls have ways to scale VP up (e.g. Blood Rage, TI4, Rising Sun)

  • Cannot do traditional area control alliance b/c too incentivized to attack neighbors

  • 5-6 Players issues doesn’t happen because way more borders

    • Game hinges much more on diplomacy: cannot cover everything

    • If death ball, leave too much open for 3-4 other players

  • 4P can play with chaos horde, because totally blow game wide open by taking villages like crazy

Time Length Inaccuracies

  • Gamefound description: “2 Hours”

  • 1-3 players is probably shorter than 2.5 hours

  • 6 Players we played is 4.5 hours

    • Game state gets way more complicated with more players

    • Hard to plan ahead with sheer possibilities for movement

    • End game shoots up length with lots of fights (contest to gobble up villages)

  • FIX: Just say 45 min/player

Recommender Score: 6/10 Above Average

OH MY GOSH are the tiles on the map is such a janky system for a game where you’re supposed to be carefully analyzing troops, and worry about terrain! Like was this game not tested in person?? I guess maybe it was from seeing the designer diaries photos?

For the gameplay, the more we played Bloodstones, even with all the asymmetry and 6 maps, the more we settled on, yeah this is just an OLDER feeling game, and yeah by reading the designer diaries, this idea came to Wallace in 2010, and the old school vibe rings true everywhere.

The teach is fairly easy for the depth, buuuut the game front loads a TON of information with all the units to learn, with decent asymmetry to boot. And gameplay is really punishing, where winners are hugely rewarded with points, you’re incentivized to beat up losers when they’re down, and point payouts don’t scale up. The fact that you can spawn your citadel ANYWHERE, which gives you agency and replayability, also means you can get your teeth wildly bashed in as a noob. Every choice super matters, and if you don’t know what you’re doing it’s easy to “feed” someone accidentally and give them a ton of points through a pivotal fight.

Heck, this reminds us of Tigris and Euphrates, another old school game that came out in 1997 (27 years ago), where a noob can foolishly wage a bad war and just feed the winner of that a bunch of points of a certain color they needed, and the game is ‘thrown’ for others.

The core of Bloodstones is VERY simple, with nothing to do on your opponents turns, there’s not really anything to incentivize table talk because diplomacy is pretty minimal with asymmetry not being something as nuanced as root, there’s not really any phases or ages, so the responsibility to win is to track well from the get-go. This lends to possibly TONS of analysis paralysis, even from the get go, as you squeeze from your hand… this game is not forgiving like more newer designs.

There’s also people calling this a “Wa-Euro”, or a War Euro, because of how village spawning works, where “oh shouldn’t I just spawn as many as I can to scale up in that way”, but I suspect they feel this way because of how 4P just doesn’t work that well for the combat incentives without the chaos horde in the mix. Also, perfect village placement only gets you 40 points, and to win you will need at least 55+, so yeah you DO need to be winning meaningful fights and so this leans more way more WAR game than euro.

Bloodstones is lifted up from the 5/10 score just because of how much content there is, and if you’re ok with the tiles there can be a lot of tight war gaming value here. Even though the 2 player only gives you access to 4 of the factions, since you can’t play with chaos horde or corsairs, with 6 maps you can still go to town.

Then get a bunch of people together to do an all out brawl at 5-6P, and unleash chaos into the world! If you really want to play at 4, remember, chaos horde is your friend, but man everyone hates them as they burn the world. And then solo has many hours of game.

The fact that solo is such a big selling point nowadays, had us think… what if there wasn’t a solo mode though? What if you took these old school mechanics and had them not in this contemporary content deluge of maps… and just had 1, maybe 2 maps? If 1 or 2 maps were REALLY refined, like like they had more points of interest to fight over, like maybe giving payouts for holding certain areas in a king of the hill aspect, would that not work better for this tight war gaming angle? But yeah we got big content instead and you can experiment how you may in multiplayer.

One Sherlock moment from reading Wallace’s design diaries, he says he wanted to create Bloodstones because he saw a FFG production in 2010 that had tons of components, and I can suspect that from the timing that the game is probably Chaos in the Old World. And so Bloodstones is his alleged anti-FFG, that also has a strong theme and deep gameplay. And by reading the rest, I also suspect that the dragon was a something he REALLY wanted to have, and with theme being a his grounding factor behind the design, and so maybe the game should’ve done more to accommodate its swingyness?

Is Martin Wallace actually achieving what he set out to do in the first place, to have a thematic playground with minimal components where a dragon works?


Old-school area control meets clever “reverse” bag-building.


Recommender Score

Daniel’s Personal Score

Ashton’s Personal Score

Want more analysis? Watch the Video Review! 

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