Winnie-the-Pooh in the Honey Heist (which I’m just going to call The Honey Heist from now on) is a Print and Play Roll and Write, one of those ones that any number of people can play as long as they have their own play sheet.
And, yes, it’s themed around the Winnie the Pooh with artwork that definitely evokes E. H. Shepherd’s art. Because a certain major corporation has a pack of lawyers that will rip out your throat and leave your pockets empty if you use their trade marked version :D
The actual board consists of four seven-hex ‘circles’ (is there a proper term for that? Seven hex grid?) The center hex in each grid already has a number in it. You will be filling in numbers in all the other hexes over the course of the game. Also, each grid comes with one honey drop and one bee that can be worth points.
So, here’s the idea: each turn you roll two dice. One of them is Pooh’s die and you just write in that number. But, although he is a bear of very small brains, he is also a bear of huge heart, he gives the other die to one of his friends.
Each pip is a different character from the books and has a different effect. For example, Piglet, the one pip, either copies Pooh’s die or gives you a three. Christopher Robbins , the six pip, let’s you either use a 0 or a 7.
Twelve turns. Twenty-four numbers. And you’re done.
There are four ways of scoring points. You get points for making sets of numbers or runs of numbers. And individual numbers can be part of more than one grouping. You get points for covering honey drops with low numbers and bees with high numbers. And you get points for using the same friend multiple times.
Let me get this out of the way first. The implementation of the theme is half the value of the game. Not only is the idea and art adorable, the mechanics work with the theme. Of course Pooh shares his dice. And some of the pip powers reflect their characters. Eyore subtracts value from dice, for instance.
The mechanics are interesting. Each friend power gives you two options so there are choices. There’s more going on than just rolling two dice and using those numbers. At the same time, the friend powers are specific enough that I do find them limiting.
I do wonder if luck is what really decides any given game of Honey Heist. At the same time, I also don’t think there are obvious choices. The game puzzles with you, not plays itself.
Honestly, at the end of the day, I feel like Honey Heist has decent mechanics. (How much can you really expect from 12 rounds?) But, it doesn’t just have a cute theme, it embraces it.