Kickstarter Preview: Sojourn

Designer: Philip Loyer

Artist: M. Wayne Miller

Publisher: Wyvern Gaming

Player Count: 1 player only

Play Time: 10 to 20 minutes
A copy of Sojourn was provided by Wyvern Games for this preview. I would like to thank them for their support of Jambalaya Plays Games. All the art and components in this preview are in prototype form.

Kickstarter Preview: Sojourn

In Sojourn, you are a Time traveler who begins his journey in one of the most dangerous periods in time, the Jurassic Period. Your time sphere is broken and you can’t control where you want to portal jump to. To return back to your time, you must locate the four Time Fragments to repair your time sphere. Will you repair the time sphere or get lost in time?

(left) Destination and Timestream Cards. (middle)Your personal health, temporal charges, and the starting destination. (right) Starting hand and risk dice.  I apologize for the quality of the pic another destination is above the Jurassic Period during set up.

Tools For Time Travel

There are two types of cards, Timestream cards and Destination Cards. You will jump from one Destination cards to the next, until you’ve found ones with Time Fragments. In most cases, you will have to Timestream cards and temporal charge cubes to move through the portal to the next Destination card in your timeline.

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You’re going to need Timestream cards to make time traveling smoother and regain resources.

There are five different Timestream cards in the game. Timestream cards make it easier to travel back and forth between destinations, heal your wounds , and restore temporal charges. It’s important to have your hand as close to 5 cards as possible at all times, so you have options for travel and health.

 

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Destination cards have a Timestream card and temporal charge cost. Some destinations are safer than others and if you’re not careful, your risky portal jumping may get you injured

What’s the Gameplay Like?

The gameplay is really easy to pick up. You start in the Jurassic Period and begin your search for Time Fragments by playing Timestream cards or opening a new destination. How do you open different destinations? There two ways to do it. You pay a temporal charge, which is a resource in the game you don’t want to use freely. You only have seven available and if you run out of charges, then the game immediately ends. Destinations also open for free just by moving to a new destination in your timeline.

There’s a cost to move back and forward through time. Each Destination card has a Timestream card and temporal charge cost you have to pay. When both costs are paid, you step through the portal to a new destination AND open a new destination in your timeline for free. The placement in most cases is above your current location. If there is a card above your current destination card then you place to the left or right. There’s a trick to make the game take less table space before it reaches the other side of your table you play area. You can adjust for this pretty easily by playing everything at a slight angle to save room. There are two Timestream cards that make the cost of travel less stressful and prevent you from spending more cards. The loop card takes away all travel costs and risk rolls. The Paradox takes away the travel costs as well, but you still have to roll for risk.

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Land of the Lost

So, you walk through the portal and land at a new Destination in your timeline. Every Destination card has a risk roll percentage to show how dangerous the location is. If you fail the roll, then you receive a certain amount of damage shown on the card. If you’re successful, then you receive no damage. As long as you survive your risky journey, then you gain the amount of Timestream cards as shown on the card. For example, if a Destination card has a risk of 50%, then you have roll a 50 or higher to pass without injury. (see the slideshow above)

There’s No Place Like Home

There are four Time Fragments in the game. When one pops up, a new location card is placed over it. The Destination card on top is treated like any other location except you will also receive a Time Fragment. Once all four fragments are found and you have at least one temporal charge to get home you win. If you run out of charges or lose all your health, you are lost in time and lose.

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Why Should I Back Sojourn?

  • Easy to learn and play a game in less than 20 minutes
  • Has enough interesting choices to make the gameplay shine
  • I love the art even in prototype form

Any Concerns?

  • It’s a bit of a tablehog, but you can play it on a counter or small table if you adjust the set up as you go
  • How much replay value does it have? I’m not sure, but I played 5 times for the preview and I still came away with good vibes

Final Impressions

Sojourn is the 10 to 20 minute gaming experience solo players are always on the lookout for (maybe I’m projecting here). Why? As a primarily solo gamer myself, sometimes I want something quick and with as little setup as possible. I also appreciate games I can take anywhere and just throw them in my backpack. The art is fantastic and it sells me on the thematic gameplay. I like chucking some dice to break up the card play and making or missing isn’t the worst thing in the world. It’s a light game, but not so light that someone would immediately dismiss it as too light. You have a good amount of resources management choices that might make the game end quicker than expected, which is a bit of a bummer, but that’s how the cards and the dice fall sometimes. I don’t think there’s much to add other than the game is pretty solid. I’ll leave the choice up to you. The game is probably going to have a lower price point, so solo gamers will definitely dig that. I’ll leave a link to the KS page when it launches and I hope my preview was informative. Thank you for your time.

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