Wavelenght: the review, the party game you must have at home

Wavelenght: the review, the party game you must have at home

Wavelenght

Wavelenght: a captivating and "fresh" party game able to entertain around a table up to twelve players ... an element that will be really important as soon as you can reopen homes for friends and playrooms! A new generation of game designers is rising on the board games and role-playing landscape, a generation that, while recognizing its own heritage, wants to distance itself from the more obsolete mechanisms of the genre to create fresh and affordable experiences. of all. Here, then, emerges a triumvirate that unites Europe and the United States, all with the ambition of giving life to a party game like never before. Wavelenght is born from the efforts of Alex Hague, Justin Vickers and Wolfgang Warsch, a game with a sophisticated look and bright colors, but also surprisingly fun and convivial above all expectations. A true inclusive party game, absolutely without compromise, that Asmodee has recently distributed in Italy and that we now have the opportunity to tell you about.

Wavelenght - the conceptual basis

The gist of the whole experience is elegantly summed up in its own title: "wavelenght", wavelength. Many of the most popular party games try to grab the general public with nonsense drifts, with delusional illustrations or with ground rules that are initially immediate, but then require the reading of every single card. Not Wavelenght. He abandons any formal premise to deconstruct the usual playful-convivial dynamics, focusing instead on the only real element that makes evenings with friends great: empathy. A game of Wavelenght is first and foremost hinged on the ability of the players to be able to understand each other, to test each other's degree of knowledge and to discuss new and unexpected issues. Participants are invited to interact actively, always, plus there is no obligation for any physical interaction, a game element that for some people can be harassing and that tends to be abused by some homologous titles.

The “rules”

The rules are more than essential, they are in fact almost entirely limited to reference tracks, while the more “technical” parts are so didactic that they can be used at a glance. The game, on the other hand, revolves around "tuning in to the same wavelength" as your teammates, or deciphering their point of view. The application of the rules serves to calculate the points and little else.

The players are divided into two groups, the right hemisphere and the left hemisphere, which in turn use a Device on which a Moving target that is hidden behind a blackout screen. The goal is to place the Game Indicator as close to the center of this target as possible, all with the help of your Prompter, the only team member who is allowed to see the Target before it is eclipsed.

How does it work? Simple: the Prompter must offer a single clue to his companions, a clue capable of making understandable the position of the Target within the spectrum that ranges between two opposite concepts and which are randomly drawn at every single turn. If the card imposes the silent / loud dichotomy, for example, the Prompter might say "a ninja walking in a storm", so his companions must discuss at what height to "tune" the Response Indicator. Obviously the opposing team is not obliged to sit idle.

The non-active team can not only participate in the confrontation, perhaps with the deliberate intent to sow the seed of doubt, but can also bet if the final response offered by the opponents is either below or above the center of the target. Once the team has decided their answer, the screen is revealed, the results are revealed, and the corresponding points are awarded. The first team to reach 10 won the game.

Wavelenght leaves a lot of freedom on how to approach the game experience, however it also provides a number of recommendations on how the Prompter should act in providing clues. If desired, there are also a couple of optional rules to integrate: the recovery rule, which allows the disadvantaged faction to play more consecutive turns, and the cooperative rule, thanks to which it is possible to enjoy the title even when there are two of you. or in three.

In this case, the game system requires players to try to accumulate the highest number of points within seven game rounds. Obviously, the enjoyable part of the title is that of the debate, a phase that gives the best of itself when lived within a large group (8-10 players), however even the two-player matches can guarantee some nice implications, offering a a “filler” experience that can easily fit into everyday moments of relaxation.

The materials

Considering the price range to which it belongs, Wavelenght manages to amaze even for its components. As we have already mentioned, the design is of exquisite workmanship, the result of the highest Danish minimalism by the duo Nan Na Hvass and Sofie Hannibal. The game designers then managed to make the most of the few materials they had available, using the box itself as an integral part of the game board.

In practice there is the Target, some cardboard tokens and a couple of packs of cards, divided by difficulty. On a theoretical level, everything could be replicated with cardboard discs and a sample holder, but those few elements present are created with such care that mere domestic reproduction would not be able to give sensory satisfaction anyway. The blackout screen locks with a gratifying click, the target ring emits thrilling clicks and the reading slot where the cards are deposited offers the perfect inclination so that the text remains clearly visible to all. I know, they all seem trifles, but they are all clearly conscious game design choices and, once layered, they end up generating a feeling of pure pleasure.

Game suitable for…

Everyone , without any exclusion. The box suggests limiting the experience to a relatively adult audience, but the concept behind it is well digestible even for young children, just be careful not to include cards with concepts that are foreign to them in the games and remember that the difficulty consists in "tuning in" to the reference points of an infant, which could be very different from those of an adult. How hot can the sun be for an infant? Do you mean the solar surface or the heat of a summer afternoon? From our point of view it does not matter, the debate is still hilarious.

The almost total absence of rules obviously does not make it a product that will end up at the top of the lists of the most experienced and demanding players, however Wavelenght is fresh and addictive, suitable for anyone, even the most adamant hardcore gamer will not resist his sympathy if he enjoys it with a good group.

Conclusions

Judging party games is always a task difficult, many exponents of the category are literally non-games, playful gimmicks designed to quickly entertain those who want to have fun with a light mind. At worst they are battle titles, cheap, that frequently expire in clumsy banality, at best they are fun, but not alien to stumbling blocks and technical imperfections that wear down their longevity. Wavelenght is the classic exception that confirms the rule: bring a few elements to the table, but all well chosen.

If you want a party game that really livens up the evening, forget about Trivial Pursuit and Cards against humanity, rather recover Wavelenght . The cost is affordable, the style is admirable, the components are satisfying and, above all, it is truly enjoyable to play with friends, relatives and acquaintances.





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