Aboard the Ghan: Gaz chats about his luxe outback adventure across Australia

John Piggott

In August 1929, an eager crowd gathered at Adelaide Railway Station to witness the first journey of The Ghan to Alice Springs. It was the start of an epic service that captivates travellers to this day.

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The Ghan's early days were challenging, with the steam-hauled train battling extreme conditions like flash floods and intense heat, often leading to irregular service.

One time, the train was stranded for two weeks, with the engine driver resorting to shooting wild goats to feed the passengers.

This year, the famous train service, which now runs right through to Darwin , offers a more luxurious experience, though many onboard still feel they're on a very big adventure

Among them was loyal reader and traveller Gaz.

"We had 245 passengers on board, with The Ghan consisting of 29 carriages, one motorail and two locomotives up front doing all the work,"

After checking in the Pajero 4WD with the motorail valet. they were showered with champers and nibblies before boarding at 11am.

"We were in Berth 9, Car K so it was easy to remember: K9."

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Although there had been a mix-up with their cabin request, luck was on their side as the receptionist confirmed they did indeed have a forward-facing cabin.

After the train departed at 12.15pm, Gaz said it was time for pre-lunch drink in the lounge car. The fare included all meals, alcoholic and soft drinks as well as three off-train experiences.

"When I ordered I automatically pulled out my wallet and then I remembered that everything was free, or already paid for. I just have to remember to pay for my drinks when I get off The Ghan!"

Thirty minutes after departure,Gaz and his partner were seated in the Queen Adelaide restaurant car for a sumptuous lunch.

"You had three choices of entree, main meal and dessert accompanied with a great selection of wines and beers."

Gaz said there was a great choice of mains, from crocodile dumplings and braised buffalo curry to kingfish and lamb

As the train moved through the rugged landscape, the memories of The Ghan's historic struggles seemed far away.

The three off-train excursions included in the fare added to the sense of adventure.

"There was a very nice sunset as we passed through Port Augusta and the next morning we had an early stop at Marla to watch the sunrise while chewing on a bacon egg slider (small roll)."

In Alice Springs, Gaz joined the Alice Explorer tour, visiting the Reptile Park, the School of the Air, and the historic Alice Springs Telegraph Station.

A sunset cruise through the scenic Katherine Gorge was another highlight, offering a glimpse of the wildlife that calls the Red Centre home.

As The Ghan pulled into Darwin, the Pajero was already waiting.

"We arrived about 5.15pm and by the time we disembarked my Pajero had already been unloaded and was waiting for me at the front of the station.

"I cleaned the windscreen because it was very grotty from the grimy diesel smoke emitted from the two locos.

"In fact, the entire 4WD was so dirty that the first thing I did the next morning was give it full wash before the grime did bad things to the duco."

Gaz said to ensure you get a berth on The Ghan, you must book 12 months in advance.

He said to remember that the motorail for carrying vehicles is only available on certain trains. Ensure it's included when booking if you want to take your car.

John Piggott

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Video game black myth wukong explores traditional mythology.

Vincent Acovino

Katia Riddle

The new video game Black Myth: Wukong is one of the most popular video games in the world — and yet another adaptation of the classic Chinese novel Journey to the West.

darwin's journey game review

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darwin's journey game review

Planned Release Date: To be announced

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Larry Levy:  Review/Preview of Darwin’s Journey

Darwin’s journey.

  • Designers: Simone Luciani, Nestore Mangone
  • Solo Designer: David Turczi
  • Developer: Pierpaolo Paoletti
  • Artist: Paolo Voto
  • Publisher: ThunderGryph Games
  • Players: 1-4
  • Time: 60-150 minutes
  • Times Played: 5, with review copy

Darwin's Journey Box Cover

Let me start this review by sending a big shout-out to a fellow OGer, Steph Hodge.  My buddy Ben got to go to his first Gathering of Friends this year and naturally was on the lookout for new things to try.  One of those was Darwin’s Journey.  Fortunately, Steph had her review copy of the game there.  Ben played it with her and loved it.  He asked if he could borrow the game and she not only agreed, but told him to keep it for a few months if he liked.  As a result, I, and the other members of our group, got the chance to try this much anticipated game out prior to its release.  Thanks, Steph—you’re not only a good gamer, but a great gaming citizen!

That generosity allows me to write a review that also serves as a preview, as the game isn’t scheduled to hit the streets until early next year.  So you’re getting two articles in one!

The reason we were so looking forward to checking out Darwin’s Journey (heretofore abbreviated DJ) was primarily the name on the box cover.  We’re all huge fans of Simone Luciani’s previous designs, so we were hoping for more of the same.  This time, his co-designer is Nestore Mangone, with whom he previously collaborated on Newton and Masters of Renaissance, two other successful designs.

The theme of DJ is a little unusual.  It’s based on the momentous voyage that a young Charles Darwin took aboard the HMS Beagle to the Galapagos; his findings there were the basis for his eventual theory of evolution.  It’s a very attractive theme, but for some reason, the game is based on Darwin’s recollections of the voyage (as you can see, the box cover shows Darwin in his later years).  Thus, things are based on Darwin’s diaries , and not the active cataloging work he did.  I’m not sure why they felt this was necessary—maybe they realized that there weren’t actually competing scientists on board the Beagle!—but all the trappings of the initial voyage are there and it’s easy to immerse yourself in the expedition itself and ignore the peculiar sidestepping.

The game board is a big one and it needs to be, as it includes a crapton of stuff.  The board’s upper portion shows a large number of action areas, some of which change from game to game.  Most of them are organized into half a dozen diary sections , which are basically groups of related actions.  Below that are three of the Galapagos islands, with tracks where the players’ explorer tokens can move along.  Each player begins with one of their explorers at the start space on the first island.  Finally, at the bottom, are the ocean spaces near the coasts of those islands, where the player’s ships (and the good old Beagle) can roam.  Each player starts with their ship token at the beginning of this watery track.

The focus of the game are those action spaces.  Most of Luciani’s games feature Worker Placement, which usually isn’t my favorite game mechanic (it’s really been done to death).  However, he always seems to find a fresh twist for it and DJ is no exception.  Each player begins with 4 workers (with the possibility of unlocking a fifth) and each of them is different.  There are four main action types in the game (academics, navigation, exploration, and correspondence) and each is associated with a different colored seal.  Over the course of the game, you’ll be assigning one or more seals to your workers.  This is important, because for most of the action areas, if you want to choose it, your worker must have a certain combination of seals assigned to it.  In addition, you can sometimes get extra benefits if your worker has enough seals.  So not only are the workers all different, you get to decide how to differentiate your workforce.  It’s a very clever system and it works marvelously.

The game lasts five rounds and in each round, the players take turns putting a worker on an action space.  Once all the workers are assigned, a few benefits are gained, the players reclaim their workers, and then the next round begins.  At the end of the fifth round, endgame VPs are earned and the player with the most points wins.

Of course, since this is an Italian-designed game, things aren’t quite as easy as that.  Some action spaces are limited to only one worker per round.  Most of them aren’t, but if another worker (even one of your own) is sitting on any of the spaces of that diary section, you have to pay a placement penalty of a few coins.  So even if your chosen action space is vacant, if another worker is sitting on a related space, you might have to fork over some bucks.  Needless to say, money is tight, so you always have to take that into account.

That’s all well and good, but what do those spaces do ?  Most of the actions revolve around the four seal type categories, so let me talk about those first.

When you place your worker on a space in the Academy diary, you get to add one or more seals to some of your workers (any of them, not necessarily the one you just placed).  At the beginning of each round, 12 randomly drawn seals are available to be chosen.  Some of these are free, but as the supply dwindles down (they’re not replenished until the end of the round), more expensive ones will have to be purchased, particularly if there’s a specific color shield you’re interested in.  In addition, the later slots for each worker have costs associated with them when you cover them up.  Hey, no one said education was cheap!  But your more highly trained workers will be able to activate more action spaces; there are also some benefits associated with workers who have a bunch of seals.  So educating your workforce can be well worth the effort.

Spaces in the Navigation diary allow you to move your ship token a certain number of spaces.  There are two principal reasons why this is desirable.  The Beagle will move forward to specified ocean spaces at the end of each round and there are benefits for keeping up with the Mother Ship.  In addition, if your ship crosses a certain threshold, you get to place an explorer on the second island; we’ll soon see why this can be valuable.  There’s a second threshold which allows you to place another explorer on the third island.  So ploughing the waves can set you up for some lucrative actions.

Spaces in the Exploration diary let you move one of your explorer tokens a certain number of spaces.  Land movement tends to be more involved than sea movement (there are some choices to where you move your ship, but most of the time it’s just full steam ahead).  On the islands, though, there are quite a few branches leading to one-way paths (so once you decide to take one path of a fork, the other path is off limits to you).  There’s all sorts of goodies available if you land on certain spaces, including earning money, VPs, and triggering actions (such as the right to buy seals or move your ship).  One of the more interesting possibilities is discovering specimens .  There are 16 different specimen tokens in the game, which represent plants, animals, and fossils unique to the Galapagos.  These are randomly distributed face up at the start of the game.  If you land on a space that contains a specimen, you mark it on your board and can make good use of it later (more on that in a bit).  Overall, exploring the islands can result in some extremely valuable rewards.  The second and third islands have even greater payoffs than the first one; in addition, there is usually less competition on them for discovering specimens and earning VPs (some spaces only reward VPs to the first player to reach them).  That’s why getting your ship far enough along to let you start on one of the later islands can be so worthwhile.

The spaces in the Correspondence diary let you send off letters, which is more significant than penning notes to your loved ones saying “Contracted Yellow Fever—wish you were here.”  At the start of the game, three envelope spaces are chosen at random.  Each of these gives a different reward to the player with the most stamps on them (stamps, envelopes, diaries…sometimes this game is a little too precious for its own good!).  Each space in this section lets you place a certain number of stamps on one envelope.  At the end of the round, the player with the most stamps on each envelope earns its reward, with the second most getting a lesser reward.  For each envelope, the rewarded players lose half their stamps, so if your opponents ignore this area, a single turn’s stamp placing could conceivably give you rewards for several rounds.  These rewards are all nice, but not indispensable.  Still, experience has shown that letting one player dominate the envelopes is not a good idea.

Those are the four main action areas, but there are others.  One of the most interesting lets you unlock actions.  At the start of the game, there is only one available action for each of the four diaries I talked about above.  However, there are two more powerful actions in each diary (for example, ones that let you buy more than one seal at a discount, or let you move more spaces during navigation or exploration), and these are locked at the beginning.  One space lets a player unlock the action of their choice, so that it’s available for all the players for the rest of the game.  It’s expensive, but there are two benefits for the unlocking player.  First, as part of their turn, the player gets to do the unlocked action without placing a worker on it, even if they don’t have the seals to qualify for it.  And second, choosing the right action to unlock can set you up for the future, either because it’s an area you’d like to focus on or because your workers have the seals to actually take it (or both!).  Needless to say, the more powerful actions require that the worker using them have multiple seals (for example, the initial Exploration space only requires one Exploration seal, but the others require 2 and 3 of them, respectively).  There’s another diary that has 6 different actions, which are randomly chosen at the start of the game.  Two of these are available from the beginning, but the other four have to be unlocked to be used.  These actions are all quite powerful, but they all require different mixes of seals to be used (for example, one might require 2 Academic seals and 1 Correspondence seal).  Making sure you have enough money to unlock actions and doing so at the right time is a big part of DJ.

Then there’s the specimens and the good old Theory of Evolution.  One action space lets you deliver a specimen that’s on your player board that hasn’t been delivered by anyone else.  The rewards for this vary—at the beginning of the game, it brings you mostly money, while later on, most of what you earn is advancing along the Theory of Evolution track.  The money infusion can be sizable and this is often the best way to ensure you have enough cash on hand to carry out your desired actions.  And the further you advance along the Evolution track, the more VPs you’ll earn at the end of the game.  But you have to plan for all this, by arranging to discover the specimens and making sure you’re the first to deliver them (which is another reason why playing in your own sandbox on the second or third islands can be so worthwhile).

Another way of earning points is by meeting Beagle Goals, which are objectives for each round that are randomly chosen at the beginning of the game.  These might be discovering certain kinds of specimens or having certain seals on your workers—they’re fairly varied.  At the end of every round, each player earns VPs for these, based on how well they match the objective’s criteria.  However, you only earn the full VP amount if your ship has advanced at least as far on the Ocean track as the Beagle has.  The further you are behind, the more VPs you lose.

I’ve probably only described about half the game (those crazy Italian designers love their detailed games!), but those are the most important features.  At the end of each round, the players with the most stamps on each envelope earns those rewards and everyone gets VPs based on how well they met the Beagle Goals.  Then, you take back all your workers and we start things again.  At the end of the game, there are some bonus VPs for players who have advanced their ship far along the Ocean track and everyone also earns their Theory of Evolution VPs.  As usual, the player with the most VPs wins and they get to be the first to poke fun at the ridiculously long beard ol’ Chuckie Darwin sports on the box cover.

So what do I think of this sneak peak of a 2022 title?  I like it a lot and I think most fans of Simone Luciani will enjoy it as well.  Obviously, there’s a huge amount going on and it’ll take you at least a game to figure out what the hell you should be doing, but it shouldn’t take too long for the farthing to drop.  The seal system which is at the core of the game works very well and it means that building up your workers requires just as much planning as assigning them.  As is often the case with the Italian designed games, you’ll carry out only a small number of basic actions (as few as 20 of them over the course of the game), but, if you’re playing it well, they can lead to a large number of triggered actions, which, to the players’ delight, can cascade merrily over various areas of the design.  In my games, I’ve done well by focusing on Exploration, but I’ve seen each major area be the centerpiece of a winning strategy.  It’s not a short game—our initial attempts weighed in at 3-3.5 hours—but now we’re managing to wind things up after only about 2.5 hours, which is fine with me for a game of this weight.  Overall, I think this stacks up very well with Luciani’s other games, which is high praise indeed, as he’s easily my favorite designer of the last 10 years.

Both money and actions are tight, but not to the point of strangulation.  In a lot of modern titles, you have to scratch and claw for every dollar you so badly need.  In DJ, there are quite a few ways of earning coins; as I mentioned earlier, you can get a bunch by delivering specimens, particularly early in the game.  Of course, the question then becomes if you want to devote actions to increasing your bank account.  So it’s an efficiency issue and learning how to get by without throwing money around too exuberantly is a useful skill.  It’s a similar situation with actions; there aren’t so many that you can afford to waste them, but there’s still enough that most rounds, you can accomplish quite a bit, particularly with the many cascading options available.  So it’s a tightly designed game, but not so much to be frustrating.

Replayability will not be an issue with this game.  There’s a ton of stuff that is randomly determined prior to beginning each game, including some of the action spaces, the envelope rewards, and much more.  The beginning setup has a significant effect on how the game plays, so you’ll always have a new challenge in figuring out how to best approach each session.

I’ve played DJ with both 2 and 3 players and, based on those experiences, I think it scales very well.  With 2 players, you have to pay the placement penalty if there’s a worker in the diary you chose or in a second, adjacent one.  The penalty is also slightly higher.  This means that money is just as tight (and essential) with 2 as with higher player numbers.  There are a few other adjustments to make up for the smaller number of players; none of them are drastic, but they keep the tension of the game high.  Finally, there is a fairly involved set of solo rules (by the master of such things, David Turczi), but I haven’t had the chance to check them out.

The theme works well, despite the strange time travel switch utilized—as I’ve mentioned, you just kind of ignore this and assume you’re out there with Darwin doing his Galapagos thing.  There is just one thing that nags at me.  The system of building up your workers to be able to use more and more powerful actions is a terrific one, but why did Luciani and Mangone choose to use it in this game?  It doesn’t seem to particularly fit the theme.  The time scale is all wrong, for one thing—even if you assume each turn lasts a couple of months, when would your workers find the time to get such training/education?  And what the hell is the source of all this advanced learning while your dudes are traipsing among the giant tortoises off the coast of 19 th century South America?  It would have made more sense in a game with a much longer time frame, or maybe in a sci-fi setting, with futuristic ways of learning.  Or perhaps with robot workers, who could just download the latest “seal” and add it to their internal programming.  It’s just strange to me that they choose this theme for this mechanic (or vice versa).  Of course, game themes aren’t really that important to me and it all works in the end, so this is more the result of my overactive mind than anything else.

I’m assuming that the components for the review game are pretty much the ones that will be shipped with the final game.  If that’s the case, they’re all of professional quality and I have no complaints.  The board is packed full of detail, but with two dozen action spaces, three islands, the specimens’ grid, and various other play areas, I don’t see what choice the publisher had.  The good news is that, thanks to solid iconography and decently sized fonts, everything is quite clear.  There are an awful lot of icons used, so I’m hoping some player aids will be provided.  The colors are all easily distinguishable, although some of the specimens take a bit of squinting to identify.  I don’t think that anyone is going to be blown away by the game’s beauty, but the art is reasonably attractive and, what is far more important, it makes a complex game easier to play.  Functionality is essential for a game like this, so I’m pleased with the job the graphic designer did, with the good looks being a nice plus.

I’m not quite as happy with the rules that came with the game I played with, although I think ThunderGryph may be revising them.  But all I can comment on are the rules I saw and, as is so often the case these days, they are complete, but the organization leaves something to be desired.  They outline the game’s basic concepts at the beginning, which is usually a good idea, but that portion of the rules goes on too long, so that there’s too much information to absorb before you have any idea of how the game actually plays .  It took me several reads before I felt comfortable with the game and that’s less than ideal.  Unfortunately, that’s becoming the standard these days and, as rules quality decreases, watching instructional videos (many of them paid for by the publishers) becomes more and more essential.  That’s not my preferred way of learning a game, but I might just have to learn to adjust.  So a demerit for the rules as they exist now, but they’re not awful, they might get better, and most of you will probably take the time to watch the videos anyway.  So, yay?

Overall, Darwin’s Journey is an involved and crunchy Euro that’s another fine example of Italian game design.  It’s a challenging game to learn, with a reasonably long duration, but fans of games like this will be rewarded with innovative mechanics and enjoyable decision-making that benefits from advanced planning.  There are many ways of approaching the game and quite a few paths to victory.  I’m very much looking forward to the game’s release, which right now, is slated to be the Second Quarter of 2022.  Luciani delivers again (with the very able assistance of Nestore Mangone) and you don’t have to be an evolved gamer to appreciate the man’s genius.  If you agree, in a few months, you might be able to hitch a ride on the HMS Beagle and see for yourself!

Thoughts from other Opinionated Gamers:

Craig M (2 plays) – I’ll start by saying that I have only played this online via TTS so I’ll leave any thoughts about the look of the game and its physical components out of my comments. Darwin’s Journey is most certainly an example of the Italian school of design. Whether this is good or bad depends on how you feel about Luciani’s previous games and Italian designs in general.  The mechanisms did not feel particularly innovative, but rather felt very familiar. I’m not a huge fan of learning games online (huge understatement really)  because I spend as much time or more trying to figure out how to accomplish things in a virtual setting as I do the rules of the new game. This often leaves me feeling extremely reluctant to play a new game online. With Darwin’s Journey the mechanisms and rules were easy to grasp because it all felt like something I had seen before across many different games. I’ll hold any further comments until I get a chance to play a game with a physical copy. 

Ratings from the Opinionated Gamers:

I love it!   Larry I like it.   Neutral.  Craig Not for me… 

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4 responses to larry levy:  review/preview of darwin’s journey.

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I love reading long reviews for games I’m interested in. Thanks for sharing this. I was interested before and I still am now. I will also mention that a word I find hilarious in game reviews is “crapton”. Maybe it will become an official part of the language if we keep using it.

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You’re welcome, Jacob. And in my neck of the woods, “crapton” is definitely already part of the language!

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Appreciate the near-recusal on a rating Craig… Playing a game solely online is an extremely different experience than playing in person, I agree, and I have to take any review based only on online plays (or even BGG user comments) with a big grain of salt.

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I’d take my comments with a heaping teaspoon of salt Jeremy! That being said, I don’t think my general feeling about the game is likely to change all that much when I sit down to play an actual physical copy with my group – which I fully intend to do. If you enjoy the Italian school of design, even if not quite as effusively as Larry does then there is much to like about the game. If you are less enamored with the same school, then I would approach Darwin’s Voyage with more trepidation.

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Darwin's Journey Review

Tom, Chris & Wendy take a look at Darwin's Journey! 

  • 0:00 Intro 
  • 1:26 Overview 
  • 7:07 Final Thoughts 

Tom Vasel

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darwin's journey game review

Darwin's Journey

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Darwin’s Journey

Darwin's journey reviews, articles mentioning darwin's journey, darwin's journey details.

darwin's journey game review

  • Designer: Nestore Mangone , Simone Luciani
  • Artists: Paolo Voto
  • Publishers: CMON Global Limited , Ghenos Games , Korea Boardgames co., Ltd. , Portal Games , Skellig Games , Tcg Factory , ThunderGryph Games , 黑城堡桌游 Black Castle Games
  • Release Date: 2021 , 2023
  • Player count : 1 - 4
  • Age range : 14+
  • Time range : 60 - 120 minutes
  • Mechanism(s): Contracts , Ownership , Point to Point Movement , Set Collection , Turn Order: Stat-Based , Variable Set-up , Worker Placement, Different Worker Types
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Darwin's Journey overview

When all you can identify in the horizon for many long days is the line that detaches the sea from the sky, the glimpse of a distant shore appearing before you will make you shiver at the understanding that the adventure is about to begin. You find yourself astonished, landing on the shore that will be the origin of an extensive exploration through the Galapagos, a magic place of inconceivable beauty and endless biodiversity. There, you will gather repertoires and expand your knowledge of the natural sciences. Your eyes will learn how to detect the hidden species in the tropical forest, gazing at the countless colors and textures of nature. After inspiring hours spent studying and getting to enlightening conclusions, you will rest under a sparkling sky, admiring the stunning complexity of the animal realm. Darwin's Journey is a worker-placement Eurogame in which players recall Charles Darwin's memories of his adventure through the Galapagos islands, which contributed to the development of his theory of evolution. With the game's innovative worker progression system, each worker will have to study the disciplines that are a prerequisite to perform several actions in the game, such as exploration, correspondence, gathering, and dispatch of repertoires found on the island to museums in order to contribute to the human knowledge of biology. The game lasts five rounds, and thanks to several short- and long-term objectives, every action you take will grant victory points in different ways.

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darwin's journey game review

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Darwin’s Journey

darwin's journey game review

The game lasts 5 rounds, and with several short and long-term objectives, every action you take will grant victory points in different ways. The tension and strategic planning that increases over the duration of the match and the fascinating vibe that the game conveys make Darwin’s Journey  one of the most ambitious projects that Thundergryph has crafted in its story as a board game publisher.

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darwin's journey game review

Darwin’s Journey is a worker placement euro game where players recall Charles Darwin’s memories of his adventure through the Galapagos islands, which contributed to the development of his theory of evolution. With an innovative worker progression system, each worker will have to study the disciplines that are a prerequisite to perform several actions in the game, such as exploration, correspondence, and discovering specimens in order to contribute to the human knowledge of biology.

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Darwin’s Journey Board Game Review: A Strategic Voyage!

Darwin'S Journey Board Game Review

  • By Paul Weyant
  • in June 22, 2024

Darwin’s Journey Board Game is a captivating and strategic game that takes players on a thrilling adventure through the world of Charles Darwin. With its engaging gameplay and beautiful artwork, this game offers an immersive experience that will keep players hooked from start to finish.

From collecting specimens to charting new territories, each decision made in Darwin’s Journey has a direct impact on the outcome of the game. This unique blend of theme and mechanics makes it a must-have for both board game enthusiasts and fans of Darwinian science.

Embark on a journey of discovery with Darwin’s Journey Board Game and experience the thrill of evolution firsthand.

Darwin's Journey Board Game Review: A Strategic Voyage!

Credit: www.youtube.com

Embarking On The Beagle: Darwin’s Journey Game Overview

Embark on the Beagle: Darwin’s Journey board game offers an immersive experience, retracing Darwin’s voyage. Players collect research, overcome obstacles, and explore locations to earn points. With beautiful artwork and strategic gameplay, this game is a must for history and adventure enthusiasts.

Historical Theme And Aesthetic Appeal

Darwin’s Journey is a board game that takes you on a journey of exploration and discovery, just like Charles Darwin himself. The game’s historical theme is evident in its beautiful artwork and attention to detail. The illustrations on the board and cards are reminiscent of the 19th century, and the game’s components are made to look like they are from that era. The aesthetic appeal of the game is sure to draw you in, making you feel like you are a part of Darwin’s expedition.

Game Components And Quality

The game components of Darwin’s Journey are high-quality and well-made. The board is thick and sturdy, and the cards are made from high-quality materials that will stand up to repeated use. The game also comes with wooden pieces that represent the different characters in the game, adding to its overall aesthetic appeal. The quality of the game components ensures that the game will last for years to come, providing hours of entertainment for players of all ages.

In conclusion, Darwin’s Journey is a must-have board game for anyone interested in exploration, discovery, and history. Its historical theme and aesthetic appeal make it a beautiful addition to any board game collection, while its high-quality components ensure that it will provide hours of entertainment for years to come. Embark on the Beagle and discover the wonders of the world with Darwin’s Journey.

Darwin's Journey Board Game Review: A Strategic Voyage!

Credit: www.amazon.com

Navigating The Rules: Gameplay Mechanics

Turn structure and player actions.

In Darwin’s Journey, the turn structure and player actions are crucial to the game’s strategic depth and immersive experience. Each player takes turns, and decision-making is paramount as they navigate the evolving landscape of Darwin’s travels.

Unique Mechanisms And Interactive Elements

One of the most captivating aspects of Darwin’s Journey is the unique game mechanisms and interactive elements that set it apart from other board games. The game employs a blend of worker placement and resource management , creating a dynamic and engaging gameplay experience.

Charting The Course: Strategy And Complexity

When playing Darwin’s Journey board game, mastering strategy is key. Let’s delve into the balancing short-term and long-term goals .

Balancing Short-term And Long-term Goals

Focus on immediate actions while planning for future moves. Prioritize wisely to succeed.

Adapting To Game Dynamics And Opponent Moves

  • Observe the game flow and adjust strategies accordingly.
  • Stay flexible to counter opponent’s moves effectively.

Setting Sail: Game Setup And Initiation

If you are a board game enthusiast, you would definitely want to try out Darwin’s Journey, a thrilling board game that takes you on an exciting journey through the Galapagos Islands, where you will experience the adventures of Charles Darwin and his crew. In this section, we will take a closer look at the game setup and initiation process, which includes initial board setup, component placement, player preparation, and starting resources.

Initial Board Setup And Component Placement

Before starting the game, it is essential to set up the board and place the components correctly. The game board is divided into three main sections: the navigation board, the action board, and the evolution board. The navigation board represents the Galapagos Islands, and players will move their ships to different locations on this board. The action board is where players will take their actions, and the evolution board is where players will track their progress through the game.

Component placement is crucial to ensure that players have easy access to the components they need during gameplay. The game comes with various components, including player boards, character cards, resource tokens, and other game pieces. Each player should have their player board and character card, and the resource tokens should be placed within easy reach.

Player Preparation And Starting Resources

Once the board is set up, each player needs to prepare for the game. Each player will choose a character card, which determines their starting resources and abilities. The game comes with six different character cards, each with its unique abilities and starting resources.

Starting resources include food, water, and research points, which players will use to explore the islands, collect specimens, and conduct research. Players should also have their player board, which they will use to track their progress through the game.

With the board set up, components placed correctly, and players prepared, it’s time to start the game and embark on an exciting journey through the Galapagos Islands.

Discovering New Species: The Role Of Evolution In The Game

Embark on a thrilling journey with the Darwin’s Journey Board Game, where players uncover new species and explore the role of evolution. This game offers an engaging and educational experience, highlighting the fascinating process of natural selection in a fun and interactive way.

Species Discovery And Collection

In Darwin’s Journey, discovering new species is a crucial aspect of gameplay. As players embark on their scientific expedition, they have the opportunity to explore various locations, each offering unique flora and fauna. The game incorporates elements of real-life evolution, allowing players to witness the process of species adaptation and diversification.

During the game, players collect species cards representing different organisms they encounter on their journey. These cards showcase the diversity of life, ranging from insects and plants to mammals and birds. Each species card provides valuable information about the organism’s characteristics, habitat, and evolutionary traits.

By strategically collecting species cards, players can create their own collection of diverse organisms, reflecting the richness of the natural world. This aspect of the game encourages players to learn about different species and understand the principles of evolution.

Evolution Points And Their Impact On Gameplay

Evolution points play a significant role in shaping the gameplay dynamics of Darwin’s Journey. These points represent the progress of a player’s scientific research and their understanding of evolutionary processes. Accumulating evolution points allows players to unlock new abilities and gain a competitive edge.

Throughout the game, players can earn evolution points by conducting successful research, discovering new species, and making groundbreaking scientific advancements. These points can be allocated strategically to enhance various aspects of gameplay, such as improving research capabilities, acquiring specialized equipment, or expanding the scope of their scientific expedition.

The allocation of evolution points requires careful consideration, as it directly impacts a player’s ability to adapt and thrive in the ever-changing ecosystem. This aspect of the game mirrors the essence of evolution itself, where the most adaptable and resourceful individuals are more likely to succeed.

Overall, Darwin’s Journey offers an immersive and educational gaming experience, where players delve into the world of scientific exploration and evolution. By discovering new species and understanding the role of evolution, players gain a deeper appreciation for the natural world and the intricate processes that shape it.

The Voyage’s End: Scoring And Winning

When playing Darwin’s Journey, the culmination of the game is reaching the voyage’s end and determining the ultimate victor. In this section, we will explore the critical aspects of scoring and winning, including end-game triggers, final scoring, winning strategies, and common pitfalls.

End-game Triggers And Final Scoring

As the game nears its end, specific triggers signal that the voyage is coming to a close. These triggers may include the depletion of certain resources or the completion of specific objectives. Once these triggers are activated, the final scoring phase begins. During final scoring, players tally their points based on various factors, such as completed expeditions, collected resources, and achievements.

Winning Strategies And Common Pitfalls

Securing victory in Darwin’s Journey involves employing effective strategies and avoiding common pitfalls. One winning strategy is to focus on diversifying your expeditions and maximizing the collection of resources. Additionally, prioritizing the completion of objectives and utilizing the unique abilities of your workers can greatly enhance your chances of winning. Common pitfalls to avoid include overextending your resources, neglecting crucial aspects of the game, and underestimating the value of certain actions.

Sailing With Crew: Multiplayer Experience

Experience the thrill of sailing with crewmates in the multiplayer board game, Darwin’s Journey. The game allows players to embark on an adventure as Darwin, exploring the Galapagos Islands and collecting specimens. With a unique combination of strategy and teamwork, Darwin’s Journey is sure to delight board game enthusiasts.

Player Interaction And Competition

Darwin’s Journey fosters engaging player interaction through decision-making. The game offers a healthy dose of competition as players strive to gather resources.

Gameplay Variability With Different Player Counts

The game’s dynamics shift with different player counts , keeping each session fresh and exciting. Explore diverse strategies based on the number of players.

Solo Expedition: Single-player Mode

Embark on a thrilling solo expedition in the Darwin’s Journey board game. Engage in single-player mode for an immersive gaming experience, strategizing your way through the challenges of Charles Darwin’s scientific exploration. Unleash your skills and conquer the journey on your own terms.

Ai Opponents And Game Adjustments

In the solo mode, players can face challenging AI opponents .

Challenges And Replayability

The game offers diverse challenges for maximum replayability .

Expanding Horizons: Expansions And Replay Value

Dive into the world of Darwin’s Journey with its exciting expansions and replay value. Explore new possibilities and enhance your gaming experience.

Available Expansions And Add-ons

Discover a range of expansions to enrich your gameplay:

  • The Galapagos Islands Expansion
  • Evolutionary Advancements Pack
  • Charles Darwin Legacy Expansion

Game Longevity And Replay Factors

Keep the excitement alive with these replay factors:

  • Varied Strategies
  • Dynamic Decision-Making
  • Unpredictable Events

Captain’s Log: Final Thoughts And Review Summary

Delve into the captivating world of Darwin’s Journey board game with our final thoughts and review summary in the Captain’s Log. Uncover the game’s strategic depth, stunning artwork, and immersive gameplay experience, making it a must-have addition to any board game collection.

Pros And Cons Of Darwin’s Journey

In Darwin’s Journey, players engage in strategic decision-making to explore the world.

  • Immersive gameplay experience
  • Rich historical and scientific theme
  • Engaging strategic elements
  • Complex rules may be overwhelming for beginners
  • Longer playtime compared to some other games

Comparative Analysis With Similar Games

Darwin’s Journey stands out among similar games due to its thematic depth and strategic complexity.

Let’s compare it to other games in terms of gameplay mechanics and overall experience.

Darwin's Journey Board Game Review: A Strategic Voyage!

Credit: oneboardfamily.com

Frequently Asked Questions

How does darwin’s journey board game work.

Darwin’s Journey is a strategic board game where players take on the role of 19th-century explorers, following in the footsteps of Charles Darwin. The game involves resource management, exploration, and scientific discoveries. Players must navigate their ships, collect specimens, and conduct research to gain points and advance their expeditions.

What Makes Darwin’s Journey Unique?

Darwin’s Journey stands out with its unique combination of exploration, strategy, and scientific theme. The game offers a deep and immersive experience, allowing players to relive the adventures of Darwin and his crew. The intricate mechanics and attention to detail make it a standout choice for board game enthusiasts looking for a captivating and educational gaming experience.

How Long Does A Game Of Darwin’s Journey Typically Last?

The duration of a game of Darwin’s Journey can vary depending on the number of players and their familiarity with the rules. On average, a game can be completed in around 90 to 120 minutes. The game’s length allows for strategic planning and decision-making, ensuring an engaging and fulfilling gaming session.

Can Darwin’s Journey Be Played With A Small Group?

Yes, Darwin’s Journey is designed to be played with 1 to 4 players, making it suitable for both solo play and small groups. The game offers different levels of difficulty, allowing players to adjust the challenge based on their preferences.

Whether playing alone or with a few friends, Darwin’s Journey provides an enjoyable and immersive gaming experience.

Darwin’s Journey board game offers an immersive experience for history and strategy enthusiasts. With its engaging gameplay and beautiful artwork, it’s sure to captivate players of all ages. The game’s blend of educational value and entertainment makes it a standout choice for game nights.

Get ready to embark on an exciting journey through the evolution of Charles Darwin’s theory.

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A Review for Two: Darwin’s Journey

We have a theory that Darwin’s Journey might be the game of the year. In order to test this hypothesis we must subject it to rigorous testing by playing over and over and over again. Does it hold up to scientific scrutiny, or will its greatness be debunked?

darwin's journey game review

What We Loved 

Brad: While this is a worker placement through and through the theme really shines, and what could have been a really dry, boring experience is elevated by presenting it through the lens of Darwin’s work. Running around the Galapagos researching various species and then delivering specimens back to the museum adds a clever layer of theme over otherwise standard mechanics. Mechanically I like the game just fine, but I feel like the setting is what makes me want to pull it off the shelf and play over and over again because it’s just such a departure from the standard board gaming lineup of farming, sci-fi and Cthulu.

Also, I’m a sucker for variability and that’s another area where Darwin’s Journey delivers in spades. While the basic actions remain the same game to game, the advanced actions, correspondence bonuses (end of round rewards), species placement around the islands and round objectives/bonuses all change from game to game. I can’t even begin to do the math on how many different combinations and permutations there may be, but I don’t think there’s any chance we’re going to play the same game twice in our lifetimes.

darwin's journey game review

Barbara: Second everything above and add that the game is beautiful. The iconography and pictures are lovely and complement the theme really well. There’s a lot going on but everything has a logic to it so the game isn’t as hard to learn and understand as it first appears. The first time you unfold the board and see all the action spaces, icons and tokens it seems like it’s going to be impossible, but the learning curve is much gentler than I expected. I think it would work well for someone wanting to start learning more complex games but who isn’t ready to jump into something as difficult as On Mars or Nucleum . 

What We Hated (or Loved Slightly Less)

Brad : I gave Darwin’s Journey high praise above for its variability, but the one area where it falls down is with objectives. You’ll see every objective every time in the base game, and while you’ll only complete a handful, I do worry that over time we’ll start to memorize them. It’s just odd that in a game that boasts as much diversity as the famed islands, this is one area where it’s the same thing over and over.

darwin's journey game review

My other issue is that the game can be a bit cutthroat, in some very frustrating ways. There’s a steep penalty in two player games when you’re not the first to use a set of actions, and at least in the early game money is tight. Since the best way to earn money is to research species and deliver specimens, the early game strategy can devolve into “go first, rush the exploration/research/deliver specimen loop, race out to an insurmountable lead.” While you do have the opportunity to copy someone else’s research or deliver a second specimen you’re burning extra turns doing so, often for lesser rewards, in a game where efficiency is king. 

Barbara: I’ll pile on to the objectives part, some of the early ones are difficult to achieve in a  two player game. Depending on where some of the research tokens are placed they could be nearly impossible to come by. Also, some are based on getting seals of a certain color which you need to be sure to select the right crew cards at the very beginning of the game to set that up. You really have to pay attention to what you’re doing during setup or you can easily give yourself some grief at the beginning that’s hard to turn around.

darwin's journey game review

Depending on how you put out some of the variable components it might make it difficult to do one or more of the major tasks. For instance, we flew down the ship track in one game, easily keeping pace with Darwin and dropping off our explorers at new islands for new opportunities. Then, the next time around we barely moved our ships because a bonus action tile we saw in the previous game didn’t come back. Variability is great, but if the crew cards and objectives you draw at the beginning of the game don’t line up with the special action tiles, you’re likely going to have a tough go of it. 

darwin's journey game review

Final Thoughts and Verdict  

Brad: In spite of its imperfections I keep coming back to Darwin’s Journey because the theme is just that strong. I think the idea of strengthening your workers over the course of the game to take more diverse and more powerful actions is outstanding, and I love how every time we play it feels different. This game can be meaner than most that we tend to enjoy, but in that distinctly passive, euro way that is maybe even more brutal than typical war or area control games. This likely won’t end up topping my GOTY list, but it’s definitely going into heavy rotation.

Barbara: It has good replayability and I look forward to some expansions that will hopefully include some new objectives and maybe some rules to make things a bit more scalable for 2 players. Even so, it’s a good-to-great game for two! 

Verdict: A Disproven Hypothesis, but Still a Treat for Two!

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  12. Darwin's Journey Game Video Review

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    Darwin's Journey: Collector's Edition contains both the base game and the Fireland Expansion. This is a Kickstarter EXCLUSIVE edition and will not be available at retail. It includes the following additional content and deluxe components: - 40 metal coins in two denominations (1s and 5s) with "aged" wash finish.

  17. Darwin's Journey Review

    Darwin's Journey Review Remote video URL. Sun, 06/18/2023 - 18:00 Tom, Chris & Wendy take a look at Darwin's Journey! 0:00 Intro ; 1:26 Overview ... About the Dice Tower. The Dice Tower is all about board games and the people who play them! Come watch, listen, or read all about gaming. Watch our reviews, listen to Top 10 lists highlighting the ...

  18. Darwin's Journey

    Darwin's Journey is a worker-placement Eurogame in which players recall Charles Darwin's memories of his adventure through the Galapagos islands, which contributed to the development of his theory of evolution. With the game's innovative worker progression system, each worker will have to study the disciplines that are a prerequisite to perform ...

  19. Darwin's Journey

    Darwin's Journey is a worker placement euro game where players recall Charles Darwin's memories of his adventure through the Galapagos islands, which contributed to the development of his theory of evolution. With an innovative worker progression system, each worker will have to study the disciplines that are a prerequisite to perform several actions in the game, such as exploration ...

  20. What are people's thoughts on Darwin's Journey? : r/boardgames

    On one hand, I'm a huge fan of Simone Luciane. On the other, Newton (which he also designed with Nestore Mangone) was probably my least favorite of his games I've played. It's a beautiful production and I really like some of the concepts. The upgradeable workers seem really cool.

  21. Darwin's Journey Board Game Review: A Strategic Voyage!

    Darwin's Journey Board Game is a captivating and strategic game that takes players on a thrilling adventure through the world of Charles Darwin. With its. ... Delve into the captivating world of Darwin's Journey board game with our final thoughts and review summary in the Captain's Log. Uncover the game's strategic depth, stunning artwork ...

  22. Darwin's Journey Review

    Darwin's Journey is a 1-4 player euro strategy board game.0:00 Introduction & Gameplay10:51 Review16:33 Final ThoughtsPATREONhttps://www.patreon.com/chairman...

  23. Darwin's Journey

    Subscribe for weekly videos!Support us on Patreon! - https://www.patreon.com/BYPGames*PLEASE NOTE: This video was filmed with a pre-production prototype copy...

  24. A Review for Two: Darwin's Journey

    Also, I'm a sucker for variability and that's another area where Darwin's Journey delivers in spades. While the basic actions remain the same game to game, the advanced actions, correspondence bonuses (end of round rewards), species placement around the islands and round objectives/bonuses all change from game to game.

  25. Darwin's Journey: Fireland Expansion Review

    Tom, Chris & Wendy take a look at the Fireland Expansion for Darwin's Journey!Link to the Base Game review: https://youtu.be/PICcgOneLvo0:00 Intro1:51 Overvi...

  26. Darwin's Journey: Fireland Expansion

    The Fireland Expansion includes a new map and alternative board layout with new mechanisms and additional content. It contains: 4 Wooden ships. 4 Wooden explorers. 4 coloured wooden discs. 4 Special Action tiles. 2 Player Objective tiles. 2 Crew Cards. 21 Adventure Cards (land and ocean)