So for me, there was no skiing. But we checked out the new scenario at the great local escape room, The Crooked Key, enjoyed some great food and drink, and played lots and lots of board games. I hope to talk about some of those in the days and weeks ahead.
I'll start with a game that may have just been rescued from a crack it fell through several years ago. I brought The Red Cathedral back from a Gen Con some time ago, whereupon my group played it once and then completely lost track of it amid new releases and persistent favorites. But it was a great choice to take on this trip -- a crunchier game in a small box -- and I got to revisit it more than once on the trip.
Players take on the role of builders working to construct Saint Basil's Cathedral under the watchful eye of the tsar. A pattern of cards outlines the base, towers, and spires of the cathedral, with players sometimes using their turn to take ownership of a card -- and responsibility to provide the materials to build it.
Eight actions are arrayed in a circle around a central board. On most of your turns, you will select one of these actions by choosing one of five dice. Move the chosen die clockwise by the number of pips it shows, and the place you land will determine the action you take. But also, the number of dice on the space you land determines the strength of the action. So the game often asks you to weigh getting the thing you want most right now against changing your plans to take advantage of a dice cluster that's just emerged. These clusters don't last long, you see; after each action, the player re-rolls all the dice on the space they used, scrambling the options for the next player.
There are other wrinkles in the mix, such as bonus actions you can take on the different spaces, and extra resources you can collect if you've paid in advance to get a bonus for moving a die of a specific color. The most significant wrinkle is the limited number of "ornamentations" you can build during the game -- on any completed section of the cathedral. The more jewels you earn and set into an ornamentation, the more points it's worth immediately, pushing you to take the time to earn all the jewels you can. But where the ornamentations are placed figures large in endgame scoring, pushing you to move as quickly as you can.
At endgame, each tower of the cathedral is assigned a point value, 2 points for each of its completed sections, plus 1 point for each "ornamentation" that players have built there during the game. Those same sections and ornamentations each provide one point of "control" for the player who built them, with the player who did the most scoring the tower's full value, the second most getting half, and the third getting half of that. So a well-placed ornamentation can swing the ownership of a valuable tower your way.
After replaying The Red Cathedral a couple of times, I couldn't quite understand how it had slipped off our radar years ago. This game seems right at the center of what my group enjoys. The rules set is right about our speed, the play time a compact "hour or less" for experienced gamers, and the number of decisions it asks of you throughout satisfying. I guess I must have brought something else really good back from that particular Gen Con years ago.
I give The Red Cathedral a B+. I suspect that this time around, it may remain in the mix a while.


















