Rebirth Board Game Review – IGN
Blog Andrew Joseph 11 Jun , 2025 0

If the game is equivalent to a Class A celebrity, then the only person in this honor framework is a German designer Pure knizia. He made a beautiful balance between luck, strategy and player interaction in the mid-90s under the name of great games like RA and Battle Line, so much so that the latter still ranks highly in our draft The best two-person board game today. His competitions are so well received that they will create a memorable legacy for any designer, but surprisingly, the hits keep coming. Last year I saw him have a glory Cascadero And now, at the age of 67, he has put forward the appropriate title to rebirth.
What's in the box
Since this is a tiles game, there are many tiles to play: 144 of them are spanning four player colors. These are the most disappointing aspects of production, small, slightly, slightly fragile counters are easily lost, feeling that they wear out quickly with the frequent treatment required. Each player also has a clan board for storage for spare counters, a score marker and an interesting balloon that flips over when you hit a hundred.
Thereafter, the component mass passes through the roof. The board is double-sided, with a map of Scotland on one side and Ireland on the other. Art is lush green, depicting the nominal rebirth: the theme of the game is a civilization that lives in harmony with nature after the Revelation. This isn't really a mechanic like Knizia – but it definitely comes through speeches.

However, while you can enjoy all the art thriving, the board layout is still clear. The included card deck does not have any artwork, but is still presented in a matching style and is equally clear and available.
To keep it in line with the theme, each player also obtained a set of 3D castle and cathedral works, these Celtic-style buildings intricately detailed sculptures. They are really pleasing, not only for visual aesthetics, but because they are not cold plastics and feel like resins with pleasant textures. In fact, they are RefoodingThis is a new technology that allows recycling of wood, which can be shaped in detail while still being recycled. This is lovely stuff and we hope to see more in future versions.
Rules and how they play

Rebirth is actually two related games in a box. There is a basic version that plays on the Scottish side of the board and a more advanced version on the Ireland side. The rules in Scotland are very simple. It's your turn to pick up a tile in the supply. If it shows food or energy symbols, you can put it on any hexadecimal that shows the same icon and it will equal your number of points to the number of consecutive adjacent match tokens. If it displays one or more house symbols, you can place it in a town that is a delineated area that doesn't score until the full score, at which point it scores the player with the most house symbols in the group.
Many hexadecimal systems are also adjacent to the castle or cathedral. If one of them is placed in one, you can assign a pleasant piece of wood to the adjacent functions. At the end of the game, the castle deserves a 5-point increase, but there is a catch. If another player can have a more adjacent hexagon than the castle you have, they can demolish your castle and replace it. By contrast, the cathedral can be shared. Everyone you are can draw a task card that you can implement for extra points.

It's almost the whole deal. However, in Knizia's near-trademark style, these simple rules have become a series of crazy competition priorities from the first position. The castle is worth the immediate, but it must be defended, and in the long run, the mission grants for the cathedral are worth more, so they can gain more control as soon as possible. Is it worth it to capture a castle or cathedral and extend the tiles and get bigger points? Is any of these more valuable than preventing opponents’ tiles from running or performing task cards? And, we don't even start with the relative merits of when and whether we want to end the town.
All these competing priorities make the process of placing individual tiles more attractive and dynamic than it sounds. Most people don’t have tough answers and get chaotic with experience and educational guesses, ensuring that the game doesn’t get stuck in the analytical paralysis. As things progress and placement options become more and more limited, the race to control the castle and the race to complete tasks ensures that there is no relaxation option as the tension is tensioned. Timed and well-positioned late tiles are essential to determine the overall winner.
Meanwhile, the lifespan of your random tiles per turn is more than you expected to be on the same map over and over again. Due to the chaotic tiling sequence and interactions between players, no two games unfold in the same way. And, while the game does get more fun, and a little longer – as you add players, the two are still fun, but Three players It's a sweet place. However, the simplicity of the basic design begins to show some weaknesses. Once you understand the Scotland map, it starts to feel a little light.

Of course, this is the ideal time to move to Ireland. The basic rules for castles and locations are the same, although there is a larger town and many unmarked hexagons where you can place food or energy tiles as needed. The cathedral has been replaced by the tower, adjacent to it, based on the random tiles assigned to the tower, such as score bonuses or immediate additional turn. The mission cards you earn from the Cathedral are replaced by eight public cards, a game that provides the highest point for the first completed player and provides a more modest reward for those who manage thereafter.
So: When playing Scotland, you still have all the same competitive priorities. But, most importantly, it pours a lot of other things from the first turn to consider: You have eight additional public quests and six different tower effects. While not a big improvement in terms of rule weight, it feels like a huge improvement in depth, especially for the first few games on the new board, where the huge amount of consideration to be considered when placing a tiles is almost damaged. This is a very different depth from the slow snowballing action and resource network More complex strategy board game Because it is preloaded, but it is still depth.

It's almost too much when it comes to increasing decisions, especially for more casual players, but it's an effective way to solve the problem that it's too simple to solve the Scottish board is an effective way. However, it can strangely reduce the sense of competition in the Scottish board space. With many other priorities, the uncertain rewards of stopping other players or trying to steal their castle tend to go backwards. Over time, as you get used to all the competitive requirements, Ireland shows its own rewards, a slower, reflective, but still very attractive version of the game.