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At the end of 1135, Henry I, King of England, died unexpectedly leaving no male heir to reign in his stead. Henry's daughter, Empress Matilda, believed she should rule by succession. However, the late...
I went into The Anarchy with mixed expectations: it's a Bobby Hill design published by Garphill Games (with Renegade Game Studios and Tesla Games), tagged for 1–4 players and recommended for ages 13+. My single play was with three players at a lively board-game café and lasted about 90 minutes (despite the box suggesting a 75-minute play time). We were a mix of familiarity levels; some of us had watched the tutorial videos beforehand and that made the rules crystal-clear going in. Overall I’d rate the experience a 5/10 — enjoyable in places, frustrating in others, and ultimately middling for my group.
The game sits in the medieval city-building category and blends a curious mix of mechanics: chaining, income, multi-use cards, a paper-and-pencil track element, tech trees/tech tracks, and track movement. It can be played solo, as a scenario/mission/campaign title, but our three-player session was the immediate focus. The game positions itself as a light, thinky-analytical experience, and that checks out: rules are simple, decisions are compact, and downtime is minimal. However, the balance leans toward mostly-luck, which undercuts some of the strategic choices for players seeking a deeper plan-and-execute city-builder.
If you’re the sort of player who enjoys light strategy with some crunch, minimal downtime, clear iconography, and the occasional direct conflict, you’ll find things to like. If you prefer heavy strategic depth and low variance, you’ll likely be disappointed. I’m the sort of player who fits the ideal audience for this game — I appreciated the pacing and theme — but I can already see why others might not.