The Rise of a Jarl has been described as the most complex game that Button Shy has published. Which, to be fair, isn’t that strong a statement, seeing as how Button Shy is a haven for casual gamers.
While my own introduction to Jarl was through Button Shy’s play testing forum, it was attracting interest even before then.
Jarl is a solitaire Civ-lite game (If Roll Through the Ages counts as Civ-lite, Jarl definitely does) where you are building up a Viking kingdom. You’ve got resource management, warfare, tech, geographic expansion and infrastructure. Honestly, the biggest absence for the Civ-lite label is a lack of epic time scope.
That’s pretty hefty for an eighteen-card game. One card serves as your play mat while the other cards wear many hats as actions, resources, coins, population, countries and technology.
The game lasts four rounds. Each round ends with an increasingly strong raider attacks. If you can’t fight off the last one, you lose. Otherwise, you figure out how many points your Viking empire is worth. (There is already an expansion which changes victory conditions but I’ll get to that later)
Back in the day, one of my old gaming groups used to play Glory to Rome a lot. And Jarl uses the same basic structure as Glory to Rome. If you know it or one of its descendants like Mottainaj, you are three quarters of the way to learning Jarl.
By giving me a solitaire, more compact Glory to Rome experience, Jarl turned out to be a game that I didn’t know I was looking for.
There are, of course, meaningful differences. Having so few cards makes resources for everything incredibly tight. Choices in technology are key, to the point where there are clear strategies based around specific tech.
If you do reach the point where play becomes too formulaic (which I think will take some time. I’m certainly not even close to it), the first (or only?) expansion adds point goals which will adjust depending on your choices. I don’t like expansions that ‘fix’ games but I do like ones that breath new life to games.
The Rise of a Jarl punches above its weight. It does its theme justice and is well worth the play.