I have slightly mixed feelings about Packing Party. On the down side, it feels weak to me compared to what I’ve come to expect Shiny Pigeon Games. Two of their games, Around the World in 10-15 Minutes and Beards and Booty, feel like games out of a box, not a printer. They are games I regularly recommend. Packing Party, on the urged hand, feels like a PnP R&W.
On the other hand, Packing Party is a pretty solid PnP R&W.
My actual biggest beef with it is that it requires six different colors. Not only am I colorblind, I normally only keep four different colors of dry erase markers around. (I ended up using patterns as well as colors)
The game is about packing up boxes. In Moving Day, the one I’ve been playing, you are packing boxes for a move. In Santa’s Helpers, you’re packing gifts for foster kids.
The actual mechanics are drawing shapes in grids. It’s a good thing I like doing that since I honestly think I’ve literally played over a hundred games with that mechanic. So, what does Packing Party do to make it not just be another tree in the vast forest?
In Packing Party, you are filling three different-sized grids. And you are filling them out with six different colors.
The core mechanic is actually drafting. You lay out the colored writing utensils in a specific order. You roll the dice one at a time, assigning them in order to the pens. Then, you draft them. The pip determines the shape so you are drafting for color and shape.
In Moving Day, there are two ways to score points. Boxes score points for the number of different colors. You also have to pick a color for each box (in game terms, label what room the box is for) and you will score points based on that specific color. You can label the boxes at the end of the game but you can earn bonus points doing it earlier.
The game ends when either someone labels their third box or everyone passes in a row. Most points wins.
Other nice touches: There are one-shot special powers. There are six and three are available per game. There are advanced sheets where you randomly determine the pip shapes. There’s a solo mode that simulates the draft. You have some control over what the dice get taken away but not total control.
In short, while Packing Party doesn’t break any new ground and, if you’re used to gaming, the mechanics will be comfortably familiar. However, it does more than just have you fill in a grid. How you fill it in matters. It is simple but there are layers to the decisions.
More than that, by having a draft as a core mechanic, it has legitimate player interaction. So many R&W are solitaires you play next to other people. Or with no one. In Packing Party, your choices affect other people. That’s it’s real standout quality.
As I said before, my honest problem with the game is that I have very limited color vision. I laminate sheets and use dry erase markers for games I plan on using more than once. With the standard colors that are easy to get, the black and the blue look alike to me, as do the red and green. Playing Packing Party gives me eye strain.
Which isn’t a real knock against the game. I can find dry erase markers with enough contrast if I wanted to. It’s not as big a problem for me as the original five-to-six player expansion for Catan, which added brown and green. With the original red, half the options were identical to me!
Ultimately, while it’s a game I physically struggle with and I don’t think is as strong as other Shiny Pigeon games, I do think that does its job well, particularly because it has that solid player interaction.
Which means I will be trying out the other version, Santa’s Helpers, before Christmas.