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This is how it all begins! Look how pretty, and neat and tidy it all is[/caption]Game: Waggle Dance
Designer: Mike Nudd
Artist: Mateusz Szulik
Publisher: Grubblin Games
Player Count: 2 - 4
Runtime: 30 - 90 minutes
Waggle Dance is a term used in beekeeping to describe the moves a bee performs when returning from a bountiful trip out in search of nectar. Upon returning to the hive, said bee communicates through the method of dance the location of these wonderful flowers, allowing the other bees to further aid the hive in success. This game is not about interpretive dance, it’s about working really hard and really smart to make loads of honey.
Once the very beautiful array of low polygon art cards are laid out, running A - G, and colourful cubes of nectar are positioned and the exquisite dice are handed to up to four players you can set to work increasing your beehive, your workforce and ultimately making honey. Your worker bees are dice, and at the beginning of each day/turn you’ll roll them all, and then start to allocate them in turn. With the exception of the central six flowers, each action card has six available slots for workers to be assign, numbered one through six, meaning you can only assign your number two worker to the number two spot, but on any action.
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Whatever you roll, there is an opportunity to do some actions, you just have to get there early[/caption]Alternatively, you can always place a worker on one of the six types of flower, again numbered one through six, however this time, it comes down to more of an area control thing, as the more bees you have on any one flower the more nectar you take, and the more you deprive your opponent bees.
Of course, you’ll want more bees, as more bees means more actions, more dice rolling, and as every gamer knows rolling more dice is better than rolling fewer. But, to get a new worker you first need to get your queen to lay an egg and then you to incubate and nurture that egg in order for it to hatch, not only that, but an egg takes up a lot of space in your hive, very valuable space needed for honey. Managing your hive is an extremely important part of this game, making your hive bigger is easy - providing there is space on that action card for one of your dice, getting an egg is easy, again assuming you can get one worker to that action.
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Already this hive is getting full, extra bees will help...I hope[/caption]Hatching an egg, making honey or moving nectar around your hive are all slightly trickier actions as it requires not only you to roll a double; any double will do (they’re just like dreams that way), but then you have to allocate that double to that task instead of monopolising on some precious nectar. Yet converting nectar to honey is the whole aim of this game, and as should always be the case with great games, that should be easier said than done. Honey can only be produced when you have four types of the same nectar in the same honeycomb, making the whole process of collecting and organising the nectar, followed by turning it into honey not only a time consuming and laborious task but also very fitting.
Bear in mind though that each honeycomb of the hive can only support up to four pieces of nectar or one egg, and if you are only able to snag bits and pieces of nectar and not consolidate the types your hive will end up in a hodgepodge mess of colours and cubes. Further to this, once nectar has been converted into honey, the honeycomb can’t store anything so playing this game means you have to be diverse, you have to play the long game, having a lots of workers or a big hive are great, but only if they can be supported, and there's no point doing that if you’re not bringing in any of the much-needed nectar.
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Time to make some more honey![/caption]Waggle Dance supplies choices hand over fist; with but a few cards and a few dice from the first turn to the last each turn you’ll be questioning not only what you will do, but how and when you’ll go about doing it. Since this game has perfect information you can see and try and gauge what your opponents will be doing, and that is part of the brilliant and beautiful puzzle Waggle Dance presents. One of the things I love most about this game is the move away from the “issue” normally presented by dice chucking games, luck, although there is still a degree of getting the dice you want when you want them, this is significantly mitigated by the fact that rolling a one in Waggle Dance is just as good a rolling a six. It is more of a question of the array of dice rather than any individual die roll. If you’ve seen this game and thought to yourself “I don’t really like dice games” then stop, look closer. This is a worker placement game with a great twist.
All of this choice does come with a sting in the tail however in the form of Analysis Paralysis, more so in the early turns, players can become overwhelmed by choices and figuring out what to do, when and how can be a little too much. As the game progresses though this does flatten out somewhat, yet the possibility for it is ever present in this type of game.
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I love the vibrant colour of this game, bring on the Summer![/caption]Another thing you might be surprised to hear of though is the player interaction, not something terribly common in worker placement games, yet Waggle Dance does provide this too in the form of the Queen cards. These cards present special abilities ranging from getting a temporary worker bee, to being able to mix your nectar or to giving one of your opponent’s bees a bug so the call in sick (I know, hilarious right?). These Queen Cards can cause a little confusion, in a bid to make the game language neutral there is no text beyond the rule-sheet, which will need to be heavily referenced by all players until they are very familiar with what all these cards mean.
Now, let us not forget about how flipping beautiful this game looks. Just putting this game out on the table is an open invitation for summer to arrive, the vibrant colours, the minimalist low polygon art and the dice – true story, I played this at my FLGS one Saturday afternoon with my other half, as soon as she saw the dice she told me I had to buy the game, so I did. The pips are honeycombs, the one is a bee, they’re so bright they could easily be confused with sweets.
I do wish the Queen cards had text on them so they could be more easily understood, and I’d love to see a board or better yet a cloth/neoprene play mat for this game, mainly so I could play it in a beer garden at the height of summer and not have to worry about the wind blowing the cards away. Once you get past the AP, once you dive in and start making decisions and doing the work this game shines. The rules are slick and simple, roll dice, follow the order of cards, make honey. Everything else, all the magic and charm of this game is in the playing of it - as all great games should be.
Waggle Dance is my favourite worker placement game, beautiful, fun, and it scales perfectly with player count and game length, I know I’ll never have trouble getting it to the table!
Disclaimer:
This review was based on a full-priced retail copy of the game and was paid for out of my own money from my own pocket.








My super-cool spaceship with big meaty engines![/caption]
Bonus Tiles - three of which are used each game[/caption]
Engine dice - these dictate how powerful your engine is.[/caption]
Not every Mision requires engines, these few are easy pickings for Science & Biotech ships[/caption]
Missions aplenty for your would be tech companies to attempt[/caption]
Winning the game comes with a little winner card - which is nice[/caption]
He really wants that piece...or are all of those low bids, it could be 4, or 11[/caption]
Enter a caption[/caption]







those cards to build your steampunk engine or discard them for power represented by the one-hundred-and-eight-dice in blue (Steam), red (Fire) or yellow (Electricity). Alternatively, you can discard your cards for Cogs, which allow you to change the pips on a die, and give you the all-important re-rolls. After Venting the previously built up pressure in your machine (lowering and hopefully removing engaged dice) by discarding Cogs, you race; which is where you’ll roll all of those dice you’ve just collected.
Do not be fooled by this game’s cartoony exterior, this is not the light race game that it looks like, far from it in fact. Although each of the mechanics, as a standalone tool are straight forward enough, the combination of them in the context of the race is not only a hot molten mess of mechanics, it's counter-intuitive. There is a faux-strategy to this game, it makes you think you are making worthwhile decisions; that you are presented with choices that need to be weighed, measured and carefully considered – which incidentally is what I think a game should do. But you are not doing that at all, you pick the best of the hand you are given – and at the beginning that is only four cards, and not only are your choices limited, so too are the outcomes; power, cogs or parts.
are doing those things you’re not really moving very far, or very fast; which, for a race game is, well…counter-intuitive. On the other hand, if you build a super lean, economic machine built for movement, you then face the trouble of building up your defence to overcome the terrain, so you stop moving; which, for a racing game is, well…counter-intuitive. And then when you finally get to the finish line, when you have reached the end of the game, beaten off your opponents to cross the finish line first…everyone gets another go, and the actual winner is the person furthest past the finish line – literal moving goal-posts – which, for a racing game is, well…counter-intuitive.
player interaction in this game, you will pass cards to one player, and another will pass you their cards to you. That’s it. You’ll roll your dice, they will roll theirs. They move their standee and you’ll move yours. Out of politeness, you may well declare what you are doing, but it won’t really affect them in any way at all really. There are of course some weapons in the Boost deck, but they are few, far between, very limited and, basically you need dice and cogs more than you need a weapon that doesn’t do much.