Board Game Review

Steps To Success (Pauper’s Ladder)

The daily grind is something we all come to endure. No one truly loves it, not every aspect of it, and everyone would happily win the lottery. Don’t get me wrong, you do your job for many reasons but the main one is probably survival. Work means pay, pay means food, food means you survive another month. Unless you’re like the many other young adults who spend a full wage in a weekend and have little to show for it… but hey, we’ve all been there!

With any job, there’s opportunity for progression. It’s usually within that same field of work, but imagine it isn’t. Imagine you’re the least qualified for a job but you’re offered it… Would you take it on? Even if it means taking on dragons, vampires, giant pests and golems? I know it’s not the usual 9-5, but Pauper’s ladder by Bedsit Games is just that. You were a nobody, a peasant, the lowest of society, and someone’s offered you a branch of hope. You can become king! The ruler of the entire country! So long as you show your worthiness! It’s a game for 2-4 players and takes 60-90 minutes to play, and has quickly become a frequent choice for us!

What is Paupers’ Ladder?

Paupers’ Ladder is a mix of many different genres done well. Really well, actually! It’s got area movement, set collection, collect and deliver, hand management to name but a few of its mechanics, and none are too overwhelming nor too discrete. It balances them perfectly. The game is effectively a sandbox adventure game with elements of what you’d want in any simple RPG; defeat monsters, collect cash, purchase items, complete quests and utilise a familiar (well, a bird).

Players take on the role of a pauper and their companion bird. The pauper and the companion can explore and move, with the pauper being able to access the recipes and items found throughout the game. It can’t be stressed how valuable the bird is, and the fact that both the pauper and the birds have variable abilities adds an element of difference with every play.

The objective of the game runs on its simple story. The king has had enough and is not looking for his replacement. He doesn’t want anyone you’d expect taking his seat though, that’s too obvious a choice! Who picks the person most qualified nowadays? Instead, he offers it to the paupers: those who have nothing and very little. They must show their worth by earning virtues to show their capabilities as a king. These virtues are earned by discarding vast amounts of wealth, defeating monsters up to a certain strength, learning recipes, completing quests, or taking down a dragon. Whichever pauper earns three of the five virtues first is crowned king!

How It Handles

Paupers’ Ladder is the game Goldilocks would pick when she’s not breaking and entering. I cannot stress how well balanced it is with its mechanics. When I initially read the rules, I was overwhelmed by the number of things you could do. For such a tidy looking game component wise, it looked to be a lot all at once! However, first impressions are not all they seem, and I am always willing to take my humble pie. The game worked superbly. There was no rush, no fast tracking, no easy shortcuts and no potential to abuse a mechanic. It was neat, tidy, precise and still allowed player decisions.

The Inner Workings

The game is mostly card driven, with all the wilds being drawn from independent decks as encounters. When a character explored in a region, a card was drawn and it was resolved. Some cards were placed on the region, some were kept, others acted on immediately. All were clear and made sense within the progression the game set out. The interesting thing about the wilds cards was that they all had purpose. Some were kept on the board permanently too! This beautifully linked to the quests and introduced a need to travel and explore to find specific things also! And, if there was no quest linking to it, it still had an in game mechanic! Everything moved when it needed to, and was utilised as it was needed to!

What’s more is that player outcomes are also card driven. What could have been a dice is replaced with a player outcome deck, meaning that it can be manipulated in some respects through item effects. It removes the randomness of a dice and its chaos, and allows for control. It also meant that players couldn’t “get lucky” with the dice. You were never going to be able to blame anything. If you knew you had poorer cards coming up, you had options available and ways around the cards. That said, some of the lower valued cards had perks and ways round the obstacles within them. Multiples of times I had a friendly dwarf rock up and apply the pain on my behalf!

The Paupers

Each Pauper plays differently and has a variable power, but don’t feel that’s going to make a big difference. If it could, you wouldn’t be a Pauper. You’re going to struggle initially regardless to who you are, but the variable powers will help in a pinch! The player cards for the Paupers are identical in layout with a space for trophies, coins, completed quests, items, recipes and more. It’s made with the player in mind and had a heavy focus on showing where things should go, and also had little details on it to make it player friendly throughout!

The Paupers don’t ride solo though, each one has a companion bird to help them. These companions can move independently, fight hazards, buy and sell at shops, and even get stronger when fully trained. Despite their clearly skilful attributes, they can’t use equipment or move more than one region (unless stated otherwise). These are effectively an extra player to use, a method of dividing and conquering. It’s slow going to start with, as expected of any journey at its beginning, so they’re an invaluable resource when trying to find specific things across the map.

Moving and exploring are the two actions a player (Pauper or Bird Companion) can partake in. A Pauper can move one region for free, and any number of extra regions for an equal amount of coins; moving four regions in total would cost three gold. Birds can’t move as far, but can engage with specific trained bird activities and other things, as well as having their own variable power when trained, making them an invaluable asset and an excellent tool!

The Map

Pauper’s Ladder’s playing board is eye catching and makes sense too. Initially you’ll assume that each square is a movement zone, but it isn’t. Each region is, within itself, a space to move within. A mountainous region may have three squares in it to explore, but moving to the mountain region as a whole would only be one nonevent…. under the circumstances that you’re adjacent! The map is attractive and the symbolisms on it to indicate the different wilds are clear and colour coded too. A lot of thought clearly went into something that looks simple to ensure that, when it’s populated and busy, it’s still easy to navigate. Kudos!

The Monsters

As far as monsters, nasties and other abominations go, there’s a plethora across the lands. There’s no wonder the kings kicking the job in, its hardly a friendly a place to rule. You’ve got nasties on a scale from pest to dragon, and it’s a steep scale. All monsters can be beaten and this will aid you in multiples of respects. Whether you’re going for the Virtue of Bravery or cashing in on the Virtue of Generosity, there’s a reason to take them on.

Monsters have a might value which players must exceed with their own attack value, calculated through an outcome card, weapons and item cards. When a monster is defeated, players can resolve them how they choose, whether it be to take them as a trophy, as coins, or as their associated ingredient. Not all monsters have cash or can be ingredients, but they will still be in your way! If you explore and find a monster you’ve got to engage it, but if you start in a region with a monster you can sneak off… but it means you can’t explore there which can quickly become a problem!

Monsters all act in the same way. They stay exactly where they are but attack Paupers or their winged familiars on sight! There are many ways to take a monster on, and they fall into categories accordingly. As example, you’ve got Pests, Humanoid, Dragons etc. It’s a diverse place with tonnes of fauna, but it’s not a friendly place. There are some items specific to takin on some categories of monsters. A group favourite is feeding rotten food to a humanoid enemy! It allows you to supersede the poorer outcome cards, and it also enables players to have more options.

The Other Bits

Pauper’s Ladder has a lot of content. A lot, a lot of content. It is genuinely impressive how much is crammed into such a tidy game! There’s almost too much to mention! But, let me go through some of the more notable things!

The game has recipes for Pauper’s to learn, and, to earn the Virtue of Knowledge, you need to learn five recipes, each requiring two of three ingredients listed. These recipes grant special abilities and boons, so they’re well worth doing! They’re useful enough to be handy, but useful situational enough to not be abused. Each recipe lists its three ingredient requirement, and these don’t take spaces in your inventory, they’re just placed on the associated recipe. The ingredients also have a coloured background linking then to a region, meaning you aren’t wandering aimlessly! Which is good! What’s not so good is the rarity of some of them, especially when realising the Demon’s Teeth are going to be best found… in a demon’s mouth… so you can acquire them through fighting! But I doubt the demon will be willing to let you play dentist so easily.

The many item cards found across the land all have purpose, but again, are utilisable in specific ways or have limited uses. This means that you can’t constantly use a particular potion for mass gains. They’re all clearly explained in their usage and are specific to events that you will encounter, but not frequently enough for them to be abused! The weaponry is clearly listed as being used one at a time, and expendable items show their usage through being rotated or discarded accordingly.

The Virtues themselves are not inconceivably hard to achieve, but you’ll see the struggle to get there. It’s Pauper’s Ladder, not Pauper’s Elevator. You’ve got to work for reward! Get from bottom to top! And the only way to do that is to achieve these things through struggle. We found the hardest to do was the three quests. The Virtue of Fellowship as it is named sounds easy, do three odd jobs, but it’s not. It’s the most contextually specific one, as some quests require a lot more effort than others. It’s about working with what you’ve got and taking each situation as it comes. The other tricky one is the Virtue of Generosity! Sure you can patiently collect coins, but you’ll struggle in every other aspect as the game progresses! Buying items is a big aid, and making use of stores is equally as important. Sure you’ll get the Virtue, but at what cost? (Not literally.)

Final Thoughts

Pauper’s Ladder is by no means a light game, but at the same time it doesn’t play in a heavy manner. It’s accessible at all occurrences. Things are resolved quickly and there isn’t any scope for analysis paralysis. You think, you choose, you resolve. It’s not something you can really get wrong. There are elements that do make it an uphill struggle, and these are things that are player chosen. You can choose to fight the Sea Serpent for 5 turns and lose for 5 turns… or you could spend 2 turns coming and going to the shop to be better equipped. It’s your choice, but sheer determination won’t bring down a big beastie every time. Sometimes you’ve got to fight with your head! Pauper’s Ladder has become a game frequently at our table and is always on the options for the big game of the night. It’s a charmingly straightforward game with lots of choices but none that will take you ages to to choose. An excellently presented, vast, neat and tidy adventure game.