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Pendulum Review: Time’s Up!

Intent: Inspire you to try playing Pendulum

A board game with time as a resource? A real time game in which you have an opportunity to reflect, strategize and not feel rushed? Playing this game allows you to further enhance the process of thinking before you act. Pendulum designed by Travis Jones, illustrated by Robert Leask and published by Stonemaier Games is a real time worker placement and resource management game for for 1-5 players in which you must gain the legendary achievement and compete in power, prestige, and popularity to become the next ruler of Dünya.

Overview

Ruling Dünya is not an easy feat; not only must you compete in power, prestige, and popularity, you must also complete a legendary achievement in order to qualify and let your citizens know that you are a worthy leader. Pendulum has four real-time rounds, in which you will place workers, build up your resources, and convert them into desired victory tracks through worker actions. (The most important rule is you can only place a worker or take a worker off a row with no timer, and you can only take an action with your worker where the timer is, which essentially locks your worker until the time runs out.) After each real-time round, there is a council phase where players have a moment to rest, strategize, and claim privilege through votes. Not only is this game real time, worker placement, and resource management, it is also an engine builder, meaning the game scales up as you make your way through the rounds and you surely feel legendary once the new leader is declared.

First Game Impression

This is the first game from Stonemaier Games, in which I followed the announcement, the design diaries and pre-ordered, so to say I was excited is an understatement. Unfortunately, due to circumstances outside of anyone’s control the game had a turbulent experience arriving here in Canada, thankfully Stonemaier handled the situation professionally and with grace but it did mean I got to practice patience over a few weeks period. During this time, waiting, I’ve read and observed reactions across the world, criticism, excitement and I could not be more thrilled to try this game. I was nervous for it to be a hectic experience as most real time games are.

We initially played the game untimed to get a handle of how the resource management and worker placement works. We were thankful to take the opportunity to play the whole game untimed as it allowed us to learn from our mistakes and support each other in the process (I won the untimed game). We then, quickly dove into the real time game and what a difference! This game is definitely meant to be play timed, and surprisingly I never felt rushed or pressured and rather felt cunning and clever when I took advantage of the time. Tylor did take the victory as I did not make it onto the parchment in our first game but I was definitely intrigued and ready to try again and again.

Thoughts After Seven Games

This game surely lived up and exceeded my expectations, it is such an incredible experience to play this game as it is entirely different from other games we have played. We’re acting in real time but we’re also allowed to think, make strategic decisions and build up our game board to create combinations that really test the time element. The flow is remarkable and often when a game is finished we want to play again to learn different strategies, try different characters (and if we lost seek to redeem ourselves.)

The basic characters were a bit easy as after a few games we were consistently maxing the victory tracks (and trust me we’ve re-read every rule, followed many social media posts and made sure we weren’t making mistakes). The advanced variant was a wonderful progression in the game, we’ve begun learning new characters and strategies, and immersed ourselves in the world of Dünya once again. The balance between the characters is intriguing, we look forward to playing the game more as at this time neither of us have played all of the advanced characters, and as all of them have different stratagem cards, the game experience is different each time.

One element that we noticed later on, is introducing this game to new players when we’ve had a lot of experience is difficult. Although Tylor and I play the advanced variant, we often do significantly better even when we play untimed for a few rounds to help the new players get a feel. This is a game that you get better at, the more you play. Introducing new players, who will have a similar learning curve as us to the game (including not making it to the parchment first game) definitely feels defeating for us and the players as well, as not only did they lose, but they lost while me and Tylor were playing the advanced variant. Now, this problem exists in many games but I think the real time element really emphasizes and creates an even bigger divide between us and the new players, which doesn’t feel good for either party. Playing the game untimed could be a solution but untimed the whole game, frankly just isn’t as fun.

MERIT Report Card

Overall Letter Grade: A-

Strengths: An experience unlike any other, superb balance of worker placement, resource management, engine building, and real time. Pendulum delivers a well designed, delightfully illustrated, highly replayable and inviting game. First real time game I’ve played where I wasn’t stressed, rushed or panicked. The educational element in this game is out of this world, it is a perfect demonstration of the classic proverb of “think you before you act.” Not only do you get learn that classic teaching, but you also get to practice it multiple times and see the progress as you keep playing.

Areas of Improvement: A collection of individuals who’ve played this game many times and players new to the game doesn’t feel right, balance or tips to allow new players to progress and feel accomplished would go a long way. Attention to detail in timers, unfortunately for the first couple of games our green timer was sticking, which hindered gameplay significantly (this was resolved after breaking the timer in.) The theme integration would be really neat as well in a more political lens, explaining each action as part of a council process.

Memorability: A-

How often do I think about the game? Less than I used to, but still a fair amount. The design is just remarkable, there are so many strategies you can take and many variations including the provinces, legendary achievement and council rewards that create a different experience each game. This game certainly tickles my brain.

How often is the game brought up by the individuals I play with? We’ve had a varied response from everyone we’ve played with. Some individuals absolutely love it, while others do not believe it is the game for them. Being a new player with many experienced players is a barrier to this game and we have been brainstorming best ways to introduce this game to individuals so that they enjoy it as much as we do.

How many memories can be built from this game? A fair amount, as the game is softly confrontational. My actions definitely influence and hinder my opponents but I’ve never felt anger or hostility for someone flipping a timer or claiming a spot where I wanted to place a worker, especially with the privilege track (which breaks real time ties); it is rather a feeling of accomplishment or disappointment. Other than that, there are great combinations you can make, big moves that cause you to move plenty on the victory tracks or just clever plays as you manage to flip the timer and move the worker to a new location just prior to the timer being flipped onto the row.

Education : A

Well, thinking strategically with a timer present is not an easy task. Basic mathematics, management of your resources beyond time and thinking ahead are all elements which are crucial to your success in this game. What is quite wonderful is that this game allows you to learn from your mistake and refine your skills and see the progress you’ve made. You often learn from games, but it’s definitely rare to see your own progress, think quicker and analyze the situation better than the previous game. Every move is a move into optimizing your gameplay.

This game really showcases how time is a resource not only in this game but in every day of our lives. The biggest lesson I got from Pendulum is that I don’t necessary need to rush every choice but rather give myself the time to analyze, understand, and make the best decision with the resources and time I have at hand. This is heavily applicable to real life as we all know a time when someone asks a question, we often want to provide the response almost instantly. We don’t take the time to think: Why are they asking this question? What answer would best support this individual? Do I need to ask more questions in order to provide a better answer? Taking a breath and slowing down has been a phenomenal take-away from this game.

I’m heavily impressed with the immersive educational experience in this game. I would recommend it solely on the educational elements! Definitely keeps the brain sharp and improving.

Replayability: A

There are five asymmetric characters, 56 province cards, ten different legendary achievement cards, 25 council reward cards. A combination of all those elements produce an experience where no game is like the other, challenging you to adapt to the circumstances in order to be the righteous ruler of Dünya.

The replayability factor in this game is just right. There is enough variability to change up each game but enough consistency that it is still the same game I love. I’m able to apply concepts I’ve learned, adapt to new cards and continue vowing for power and outsmarting my opponents. The potential for expansions is exciting as well as new asymmetric characters can be developed, new province cards with different abilities, new council awards could make the game even more variable. My guess is that we will certainly see an expansion next year or so, and it will feature new nobles contesting to be the next ruler.

I do not foresee myself getting bored with this game and am guessing that it will be one of my most played games in 2020.

Imagination: B

It is true that the theme in this game isn’t the strongest. Because of so many elements and mechanics including the real time, timers, worker placement, resource management and engine building, the theme simply isn’t at the front of the mind.

However, knowing that this was a concern before obtaining the game we always introduce the game as follows: You are a noble at a council table, playing a game of politics in order to obtain power, prestige, and popularity. If you’re lucky you may even score a legendary achievement and wow your peers!

This introduction helps significantly because it gives us purpose, but I do wish the sections were labelled in accordance to that theme and gave a little bit more pizzazz to connect all your meaningful actions to a purpose.

The experience is still a joy, it’s easy to immerse yourself in the tasks of conquering and vowing for victory in the land of Dünya.

Target: B+

When the game was first announced you could tell it was the mission of Stonemaier Games to promote this game as a “non-stressful” and “non-rushed” real time game. Rightfully so, as many real time games exude that pressure element, which creates a rush for individuals who choose to play those games. This game is significantly different from a typical real time game, and I do think Jamey and the team at Stonemaier Games did a fantastic job of assuring individuals of that fact (or at least they sold me on it.) Travis Jones certainly created a really unique experience and I hope many people get to try it out.

This game like many other Stonemaier Games has the ability to introduce individuals to the hobby, leaving a strong impression. Pendulum contains high production value at an affordable price. This publisher really nailed down the formula for the types of games they want to present, the differing experience they want to offer and the boundaries they want to push with the games they support and develop.

Beyond a few hiccups, I’m consistently impressed with the quality of the experience Stonemaier Games provides as I do believe their company has a strength in introducing more individuals to the hobby and inspiring more people to play games, which is as you know a goal of mine.

Travis Jones picked a great publisher for his game and I foresee this game winning over many hearts in the years to come.

Tylor’s Stars ⭐⭐⭐⭐

When I was first introduced to this game my anxiety spiked, that’s for sure. But I quickly learned that it had these time elements in place to show you optimizing and planning ahead, not to stress you out. I think my biggest selling point on this game is knowing that the possibility of “beating” the game by maxing out the tracks exists. It is a challenge that I gladly accept and when you couple that with the variety of characters and play styles, it’s how I’ve been able to play it so many times and still enjoy it just as much every time.

I think Ilya really hit the nail on the head on a lot of points, especially in terms of teaching this game to new folk and the focus on the mechanics rather than the theme. But nothing too crazy to push me away from playing this game less. Overall, the game is a quick and challenging, offering a sense of accomplishment every time you play. It’s interesting because most games you get better at the more you play, but it feels a lot more obvious for this game and that’s a huge bonus for me!

Final Thoughts: This is a game that will more than likely enter our top ten for the year simply for the brilliant design, illustration and experience it brings. I will continue to learn how to bring more individuals to this game in a positive, fair manner where both of us can come out of the first game feeling good about it rather than me feeling guilty for doing well and them feeling unaccomplished for not being able to match me while I play the advanced variant. Would highly recommend learning this game at the same time with your family, group and/or friends to create for a fantastic replayable experience. The educational element of this game alone is worthwhile for you to try and see how you fare in the land of Dünya.

MERIT Report Card Letter Grade: A-

Will you be the next ruler?

Click here to learn how I review games and the rubric for my letter grades!

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