Quick Look: One
Scott, Rob Taylor (multiple illustrators)
Find more info on BoardGameGeek.com
They are drawn to be performers, to be on stage, and they are willing to put
forth the work required to make it. First you must climb through the ranks of
the indie bands, playing the clubs and building a fan base.
driven by ambition. You might play an instrument or be a singer. To make your
dream come true, you need to write the songs, recruit and maintain a band, and
get the gigs to get you seen.
we were soon into the play and theme of the game without any problems. Our very first
game played easily and everyone had fun.
own musical skill and a special ability. Every turn, the character being used
along with the number of already recruited band mates determines how much
inspiration you gain.
Each player can have up to 3 actions per turn. The basic function of the
actions is to build a better band and play. You can also cause discord with
other player’s band mates. There are also cards that can be used to influence
and cards that you can easily play back-to-back games without having the same
outcome. And even though everyone is striving for the same goal, the path to
get there is varied.
quick and explained well. It is just a matter of dividing up the different
decks on the board and determining what characters everyone is playing. You
decide who is going first and they collect inspiration to start the game.
around the board to display the songs and band mates each player has.
inspiration (your resource), and take up to 3 actions, which may or may not
need inspiration. Most of the strategy focuses on how you’re building and
managing your band. You still need to watch how others are building their band
because there are actions that can make them not able to perform or not able to perform as easily. This came into our game as we neared the end. A play
was used to slow me down and not be able to easily play the final venue. That
one turn delay allowed another player to successfully perform and win the game.
a required number of songs needed to be performed and at what skill level. This
means you have to develop a strategy allowing your band to grow in the number
of songs and their ability to play them.
theme for One Hit Wonder was well used. The descriptions on the cards were fun
and added to the feel.
mechanic of One Hit Wonder is resource management—inspiration. Players use
inspiration to create, recruit, practice, and manipulate the ego of the band
your group performs, it needs to have a level of success to be able to move on
to attempt the next venue. After playing, each band mate checks against their
ego to see if they stay with or leave the band.
Artwork and Components
copy, so there might still be changes. But the game I played was well put
together and looked good.
fun and fit into the theme of the game. One Hit Wonder was designed by a
teacher and the illustrations were done by their students. I like what they
- Easy to learn
- Could be played by younger players
- Enough variability for back-to-back plays
was designed by Rob Taylor with work done by his students for the art. I always
have a soft spot for these types of projects. Many times, however, they fall
short of making a good game by making it about inclusion. One Hit Wonder played well and
was fun. The work of inclusion of the students’ work is an enhancement.
- Music based
- The game Chops
Check out One Hit Wonder on:
Daniel Yocom – Reviewer
Daniel Yocom does geeky things by night because his day job won’t let him. This dates back to the 1960s through games, books, movies, and stranger things better shared in small groups. He’s written hundreds of articles about these topics for his own blog, other websites, and magazines along with stories, after extensive research. His research includes attending conventions, sharing on panels and presentations, and road-tripping with his wife. Join in the geeky fun at email@example.com.
See Daniel’s reviews HERE.