Broom Service Boardgame

Broom Service won this year’s Kennerspiel des Jahres, the award given to the connoisseur’s game of the year by the panel of German game critics responsible for the Spiel des Jahres (game of the year) award that has become the most commercially important prize in boardgaming. Last year’s Kennerspiel des Jahres award went to Istanbul, and this year’s list of nominees also included Elysium and Orleans. Broom Service is on the lighter side for the Kennerspiel award, but that also makes it more accessible than most nominees, and the theme—witches using fairies and druids to deliver potions to castle towers—and graphics make it visually appealing to just about everyone.
Broom Service combines a few familiar mechanics into a new overarching structure with one twist I haven’t seen before. It’s a game of role selection and movement on a map, adding a bluffing element to role selection. Each player begins the game with a set of ten cards representing different roles: three merchants to gain potions and/or wands; four fairies for delivering potions; two druids for delivering potions in another fashion; and one weather fairy for chasing away clouds for bonus points. The game comprises seven rounds, and in each round each player chooses four roles from his/her hand without showing them to other players. That’s when the bluffing starts.
Each role card has two functions on it. The “cowardly” function lets the player do something small without any interference from another player, but it’s typically not that useful. The “brave” function adds the useful bit; for example, a cowardly Forest Fairy lets you move one of your two witch tokens to an adjacent forest space, but a brave Forest Fairy lets you also deliver a potion to a tower on or abutting that forest. The catch is that only one person per round can be brave for a particular role. If you choose to play the Forest Fairy and say (aloud) that you’re a brave one, then any other player who chose that role can play it, choose the brave option, and prevent you from using any of the card’s functions at all. Subsequent players can also steal this role; all players get a crack at it, and must play the card if they’re holding it, although any player can choose to be cowardly even if the brave option is already on the table. Games with fewer than five players also include “bewitched” roles that change each round and carry a three-point penalty if they’re chosen.