Cloudspire (2019)

Rating: 3 / 5

Box art for Cloudspire showing floating spire structures over a fantasy battlefield.

Cloudspire recreates the feel of a computer MOBA on a tabletop about as well as anything I’ve tried, spires spawning units that march down lanes, champions you’re directing in real strategic decisions rather than pure resource management, and the production backing all of it is genuinely stunning, easily some of the nicest miniatures and component quality I own. That’s the pitch and for a while it delivered on it completely for me. It also asks a real toll in exchange, and I want to be honest about where that toll landed for my table specifically.

At two players, or solo, which I ended up favoring more than I expected to, it’s tight and legible and the strategic layer gets room to breathe. At four, in my experience, it turned into something close to a mess, long turns, a lot of downtime waiting for other players to resolve their spire actions, and the chaotic multiplayer energy that should have been exciting instead diluted the tactical clarity that makes the game sing at lower counts. I know other groups have had the opposite experience and love it at higher counts, so take this as one specific data point rather than a universal verdict, but it matched what I’ve seen more than one other reviewer describe too.

The dedication required is the other honest caveat. Learning what every spire and unit type actually does takes real memorization, and once you’ve put that work in you want enough control over the outcome to feel like the investment paid off, which is where I felt Cloudspire came up a little short relative to the effort it demands. Very long games for how chaotic the moment to moment play can feel. I still reach for it, but almost always solo or with exactly one other person, and I’d tell anyone buying in for the four player MOBA fantasy to try that configuration specifically before committing.

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