SILOS Review

6 days ago 12

SilosReiner Knizia is a designer I hold a lot of reverence for, even when some of his titles can feel underbaked and simultaneously overwrought. However, with the help of publisher Bitewing Games, some of Knizia’s lesser-developed titles are being reimagined and reworked to bring them up to the caliber they should have been from the start.

Let’s take a look at SILOS, a reimagining of Municipium.

Gameplay Overview:

The goal of SILOS is quite simple: collect five sets of four different human figures by controlling different area-control spaces. The game has a unique twist on the area control mechanism, in that during set-up, each player places all of their alien figures out onto the board, and they cannot be removed through any actions in the game. Instead, on your turn, you may take up to two movement actions: moving two figures once, or one figure twice. Then, the current player flips over a card from the Common Deck and executes whatever the card states.

Silos CardsThese four simple cards drive the chaos engine of the game.

There are four different types of cards in the deck, of varying quantities: UFO Advance, Marked Specimen, One Power, and All Power. All of these cards, these actions, are randomly drawn. They make the locations on the board worth fighting for. When a UFO Advance card is drawn, the UFO marker advances, and the player with the majority of figures in that space gains a cow, which counts as a “wild” for the sets of humans required for victory. A Marked Specimen refills each location with more humans to collect. One Power and All Power cards activate one or all locations on the board, letting players do special actions if they have the majority of figurines in that location.

The game is one with randomness, but the randomness of this action deck is tracked, in the sense that each card drawn is placed around the board, so there’s clear information as to what cards are left in the deck.

Control power spaces, target the leader, and have a little luck with the action cards to win SILOS.

Silos Gameplay Even amongst the chaos, the stellar production help the game remain readable from a distance.

Game Experience:

I have enjoyed the “bones” of this game since its implementation in Municipium. However, the original version of the game falls victim to one of my least favorite things in board game design: Proper Noun Salad. Every single location, piece, and position has a Roman-themed label, with those labels sometimes changing depending on where a piece is placed! Between the overused Roman theming and the singular color of brown used in the original art, it was impossible to get anyone to play the game with me. But with SILOS’ theme of alien abduction and deluxe components, it’s finally possible to get this delightful game to the table!

Silos AliensIf you think the deck won’t be in your favor, play one of your one-time use cards instead!

Also, the changes made to SILOS from Municipium are delightful. The game was always about card counting, but having a card counting track on the outside of the board makes that aspect of the game crystal clear to all players, instead of just experienced ones. In addition, each player gets a Leader figure, which is worth an extra 0.5 “control points.” This means that if another player and I have two figures in a location, and I have a leader there, I have 2.5 “control points” to the other player’s 2 “control points.” Finally, the last addition to the game is optional location powers that overwrite the original ones to add some variety to the game.

Ok, so we’ve discussed the new art and the changes to the design, but what about the game design itself?

Silos meeplesLook at these Meeples. I mean, c’mon, double-sided to reveal the aliens underneath? Brilliant!

I absolutely adore this design. I enjoy area-control games and Knizia designs, so it shouldn’t come as a surprise to anyone who has read my past reviews. But also, because I’ve played so many different area-control games, it’s difficult for a game to impress me. The main factor that makes SILOS stand out is the lack of ebb and flow of the fullness of the map. From the very beginning of the game, the whole map is filled with each and every player. Each area’s majority space is busy and often won by a single figure. This tightness is unmatched by nearly every game out there, unless it’s in the final round. Starting the game where most other games end really makes this game stand out in a crowded field.

The other factor I enjoy most about this game is that not every space is worth winning all the time. Unlike gems like El Grande, where giving up a space is inherently a loss of points, SILOS spaces may have an action attached that doesn’t help you, so that you can focus on other spaces. This really lifts up the social aspect of the game, forcing you to read the game state and predict what other players will do. But also, there are times where getting second in a majority contest may actually be better for you than winning the location, adding even more to the depth!

Final Thoughts:

An intense, random, crowded area control game, SILOS shines at bringing some new twists to the area-control genre. While the board may be crowded from the start, each space doesn’t always have value to everyone, brilliantly combining the randomness of the card draw with the uneven spaces. If you’re looking for a short, fierce game that can be taught in a few minutes, look no further than SILOS.

Final Score: 4 Stars – Aliens are so much better than Romans.

4 StarsHits:
• Beautiful production & components
• Smart, engaging thematic implementation
• Intense gameplay from minute one

Misses:
• Too random for some
• Analysis Paralysis prone
• Too cumbersome to read the board state

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