Did You Know That There Is a Game Design Boy Scout Merit Badge?

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Recently, my friends Mike and Dustin, the Scoutmasters for a local Boy Scouts troop, invited me to discuss some board games I had designed. I learned, upon arriving, that this talk was to satisfy one of the requirements of a Game Design merit badge for the Scouts! I did even not know such a merit badge existed!

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It turns out there is an 8-step list of requirements you need to meet.  The full list and discussion is here but here’s a quick rundown of the requirements for a Game Design merit badge:

  1. Analyze previous art
  2. Discuss possible directions with a counselor
  3. Discover what Intellectual Property is
  4. Take an existing game and vary some of its rules as an exercise
  5. Design a New Game
  6. Create a Prototype and Test your New Game
  7. Blind test your New Game
  8. Meet with a professional to discuss game design

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So, my meeting with the group satisfies item 8 from the list. Strictly speaking, I am a professional, as I made money from my board game designs of Co-op: The co-op game and Sidekick Saga. Even though I didn’t make a lot of money, strictly speaking, I do qualify as a professional!

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Over about 20 minutes, I brought out various prototypes of my games (from 3×5 index cards to in-between prototypes to full professional printing), talked about the importance of keeping a journal, discussed the importance of testing, and implored the group to be receptive to feedback. Even as an adult, it’s hard to hear criticism of something you have put a lot of time and effort into: I wanted younger kids to be aware that feedback/criticism can be essential to learning and improving!

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We also discussed the differences between Game Design and Game Publishing: Designing a game is very different than trying to Kickstart and sell your games!

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In the end, I ended up hanging out for a little bit and talking about game design and watching the kids and their games in various states.

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Thanks to Mike and Dustin and the troop 2020! It was great talking to you guys!

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A Review of Skytear Horde: A Cooperative Tower Defense Card Game

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Skytear Horde is a cooperative tower defense card game that was on Kickstarter back in January 2022. It promised delivery in October 2022, but was about 5 months late as it just delivered to me in early February 2023.

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The game plays 1-3 players, but it’s only cooperative at two players (the third player plays the Horde). As a solo or 2-Player cooperative game, players assume the role of the the good guys (“The Alliance”) , keeping the bad guys (“The Horde“) from destroying our tower.

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Let’s take a look!

Unboxing

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This is a tower defense game and it’s mostly cards, so the box isn’t really that big: see the Coke Can above.

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The Kickstarter version I have has the magnetic sealing box. It also has some pretty great art o the inner cover.

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There are some cardboard punchouts (which we won’t need, see below):

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And the rulebook, which we’ll discuss more below.

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This is mostly a card game: see cards above.

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What’s this thing? A really awesome game mat … that only comes with the Kickstarter version (but it looks like you can buy it here).

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The Kickstarter version comes with a bunch of plastic tokens; these replace the cardboard versions (it looks like you can also get these here).

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The game looks great!  It is definitely a card game mostly!

Rulebook

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This rulebook was very concise: it’s only 16 pages, but I generally liked it.

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It has a nice little Table of Contents. Notice how readable the font and the layout are!

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This rulebook does something I haven’t seen before: it puts the “card breakdown” with the Components list. What a nice way to save space in the rulebook! We list all the components as well as the breakdowns! This is just one of many example where the rulebook is the model of concision.

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One small issue I have is that set-up without the playmat is different from the set-up with the playmat! I would have strived to make the set-up work the same regardless. Note that the Minion cards are above the play area without the playmat (see above) …

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… whereas the minions are off the left and right with the playmat. It’s not a big deal: at least the playmat labels the spaces so you know where everything goes.

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The overview is nice (except for one major flaw, which will discuss later below after we understand the game better).

The next pages describe the seven stages of the game (very well I might add). There are pictures, the font is big and readable, the prose is concise and to the point.

It’s not quite a FAQ, but there’s both a “Edge Cases” section and a Glossary, and a Cards and Decks section on the last page of the rulebook. Taken all together, these three sections tends to answer most of my questions as I played the game.

This sounds dumb, but I liked the paper of the rulebook as well (it’s not as nice as Canvas’ linen paper, but it still felt nice).

The fact that the rulebook was only 16 pages made the game seem that much less daunting to play. The font and layout were easy to read: things were easy to find, and elaborations were generally somewhere in the rulebook (the Glossary and Card and Decks section were particularly helpful). Sometimes concision comes at a cost: there weren’t a lot of examples in the rulebook, but I don’t think I needed them.

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Oh, and the rulebook fares very well on the Chair Test: A! On the chair next to me, the rulebook is very readable, it has very big fonts and simple layouts, and it fits perfectly on the chair.

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And the back cover is used for something useful: Cards and Decks list. Fantastic!

NOTE: the rulebook also did a good job of suggesting cards and decks to play for your first game. It wasn’t a flashy first play guide, but enough to get you going.

Components and Gameplay

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This is a Tower Defense Game.  There are two sides: the Alliance and the Horde.  In the solo and cooperative games, the players play as the Alliance.  In the PVP game, one players take on the role of Horde, and the others(s) take the role(s) of the Alliance.  Since we are only discussing the solo and cooperative modes here, we will always be playing the Alliance.

The Alliance must choose a Castle to defend (since this is a Tower Defense game): see above. The first playthrough recommends Gaping Maw.

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Each Alliance player gets a deck of 40 cards:

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There are four very different factions for the solo (or 2 players) player to choose from: see above. They are nicely color coded so you know which deck is which.

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Most Alliance cards are Allies (see above); The allies will fight for the alliance! The allies will go into the Lanes on the playmat to fight the Monsters of the Horde. For example, The Shaidrus (above) will do 3 damage when fighting (lower left), has 7 hit points (lower right), and costs 6 Mana (upper left) to buy.

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To win, the Alliance must defeat the Outsider! Players choose an Outsider to fight at the beginning of the game. See The Dreaming Matriarch Outsider above: you will have to do 8 damage to him to defeat him!

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The Outsiders don’t start in play: you have to destroy a series of Portals to get the Outsider!!! Most Portals are damaged like the Monsters (via Hit points, bottom right). Example: the Portal above has 6 hit points. The portals can be varied for different difficulties and modes: there are many different Portal cards.

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Along the way, the Outsiders will be summoning Monsters from the Horde deck: see above. At the start of the game, you typically choose one set of Monsters to fight: the upper right corner has a symbol which indicates the monster set.

Basically, to build the monster deck, you take the Common Monsters (upper right) and a Monster faction of your choice (upper left) and shuffle them together. This is the Horde to fight against!

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The purple cards are the bad guys: the Horde.

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Oh, and just to annoy you … there are the Minions. They can’t really be killed, but they keep coming back. Every time you defeat them, you essentially reset them back to nothing. You need to keep the Minions under wraps though, because they keep getting stronger and stronger as the game proceeds! And the stronger they are, the more cards you have to discard at the end of the turn! (The Minions “pillage” cards from you if you don’t engage them)

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The game follows the standard cooperative tropes: bad guys go, good guys go, some other stuff happens, things fight! There are seven phases to the game: see above, but it’s essentially about the Alliance fighting the Hoarde.

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The lanes on the playmat are where combat happens: there are some rules about how the Horde always slides to the left. Battle take place in those lanes: upper card vs lower card. (If there’s no monster to fight, your Ally damages the Portal. If there’s no Ally to battle the monster, your Castle takes damage)

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The Alliance gets some Mana at the start of the every turn (as specified on the Portal card). This is how the Alliance buys new cards from their hand!

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The only way to draw new Alliance cards is to defeat a Horde or Minion card! So you are constantly fighting as much as possible to keep your hand full.

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Basically, the game ends when Alliance’s tower is destroyed:

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OR the Outsider is defeated and the Alliance wins!

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Solo Game

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Like I alluded to earlier, the rulebook was inspiring enough that I felt like I could jump right in!  See a solo game all set-up above!  I chose the Blue Alliance cards with the Gaping Maw Castle to defend.  The suggested Outsider to defeat is The Hatred Bringer (who is mislabelled as such in the rulebook)!

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Interestingly, my first play went very quickly … because I played it very wrong.  The problem is the Portal rules are poorly specified (see discussion below). My second game went a lot better and it lasted a good hour and a half.  I think I still got a few rules wrong, but generally the game seems to flow pretty well.  You have to make interesting choices: which Allies do you summon?  How much Mana do you use this turn?  Do you save Mana  up?  Do you exhaust characters to get something special?  Do you send Allies in to die to keep the Minions under wraps?  Do you go after the Portal?

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There were a lot of interesting decisions. The game also felt fairly balanced: I felt I could have lost, but I also always felt like I had a chance.

It took me three games to get the solo game right, but I enjoyed the solo game quite a bit.

Cooperative Play

I couldn’t seem to get my group interested in this game for some reason.  Granted, Skytear Horde feels like mostly a solo game anyways, but I was a bit surprised I could never interest my group to try it out. Caveat emptor!  

Portal Rules

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Unfortunately, as much as I like the rulebook, the Portal rules are very poorly specified/inconsistent/wrong! And this is a major part of the game: how many portals do you have to destroy before you can start fighting different phases of the Outsider? The text says “Once the stage 1 portal is destroyed, the stage 1 outside will be summoned.” But the picture shows the Stage 1 Outsider being summoned after Stage 2 or Stage 3 portal!!! What’s going on? Even worse, the text afterwards says “After you defeat the stage 1 Outside, the stage 2 Outsider is summoned”.

This is why my first play went so quickly: I destroyed the first Portal, summoned the Outsider (phase I), killed him, summoned Stage 2 and was done! After playing a few times, I think you must keep destroying Portals to summon the next Phase of the Outsider. I think? The rules are really unclear here, and it really tarnished my view of the first few plays of the game.

Conclusion

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I like Skytear Horde: it’s about a 7/10. There’s a lot of interesting decisions, the cards look nice, the rulebook is good and concise, and the game feels like there’s a challenge. There’s always a chance you could lose, but if feels like (if you play smartly), you can pull off a win.  It’s also easy to vary the game difficulty by using different Portals or Outsiders. There’s also a lot of variety in the game with all the different Alliance forces and the different Horde forces.  Generally, this was fun and it didn’t feel too random.

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I’ll wax philosophical for a second and wish Skytear Horde had more story: you just choose decks, Portal cards, Alliance forces, and  Horde decks without any background informing you.  Sure, it’s cool and easy to just throw some decks together and play, but it’s not particularly compelling.  Compare Skytear Horde to a few weeks ago Tower Defense Game called Deck of Many Things which had a real great progressive story!  I want the story from Deck of Many Things! But I want the gameplay from Skytear Horde!  It’s interesting how we got two cooperative (but mostly solo) Tower Defense games almost back-to-back!  I want the best of both worlds: the story of Deck of Many Games but with the smoother and more balanced  Skytear Horde mechanisms.

A Review of Cantaloop 3: Against All Odds

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I was SO EXCITED when this came in the mail from GameNerdz: It was just released about a week ago (late March 2023), and I had been waiting for this! Cantaloop 3: Against All Odds is the third game in a trilogy of point-and-click adventure games, in book form. Honestly, this game should have made my Top 10 Anticipated Cooperative Games of 2023, but I wasn’t sure when it would be released when I made that list!

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The original game of Cantaloop was so great it made the #1 spot on my Top 10 Cooperative Games of 2021! The follow-up game (Cantaloop 2) had it issues, but I liked it enough that it made my Top 10 Cooperative Expansions for 2022! Where will the third chapter of the Cantaloop series fall?

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Unboxing

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Just like books 1 and 2, Cantaloop 3: Against All Odds is a spiral bound book. See Coke Can above for scale.

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There’s a bunch of cards in the three pockets at the front, a trigger sheet, a combine form, and some extra bits.

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Like the original two books, this game is all about reading clues via the red acetate (see above) when necessary.

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Although the red acetate is still the main “gimmick” of the game, there are two new “gimmicks”. The first are the clear acetate screens: see above. When you put them together, they reveal exactly one number on a postcard … which tells you which clue to read: see below. This “gimmick” is used in a number of puzzles in the game.

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The other new “gimmick” is the little tokens you flip: this is used in about in about 10 puzzles in the game.

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The components from this are very much like the original two books.

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Point-And-Click Exploring!

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The Cantaloop books are the closest you will ever get to a point-and-click adventure computer game!  If you like the Monkey Island computer games (which you know we do: see here and here and here),  then this will appeal to you.  Like the first two books, this keeps the sense of humor flowing!  Cantaloop 3 is that more fun as little jokes appear as you explore.

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The exploration of computer point-and-click adventure games is definitely here: you turn pages to get from scene to scene, exploring as you go!  It really did feel like I was exploring when I was playing.

Game Arc

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The game proceeded in very much like an Adventure game! In the beginning, the exploration is fun and new as you discover new areas and look around! You find new objects, combine objects, and solve some simple puzzles and have a blast. The mid-game arc is about solving some of the more complex puzzles: there’s still some exploration and fun puzzles. Unfortunately, the game seemed to fall down a bit in the last part of the game—the puzzles were a bit too baroque and non-sensical. I found myself in the help section quite a bit near the end game.

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Now, there is an “easy mode” which can mitigate some of this, but the issue I had was that some puzzles were just too fiddly. I had to do something with a can (without giving away too many spoilers), but wasn’t allowed to unless I emptied it in exactly one place? The game felt cumbersome at the end. I was just reading through the help to try to get to the end story.

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Let’s be clear: the end story was fantastic! I really enjoyed the final ending! It felt satisfying after going through all three books.

I found the beginning and middle story arcs to be great, the ending arc to be tedious, and the final resolution to be very satisfying.

Save Game

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I ended up playing Cantaloop 3: Against All Odds over three nights, about 3 hours per night. The last night was about 4 hours, so overall I got about 10 hours of gameplay out of this.

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I had to put away the game at one point (for my game group): I just put all the components in a little plastic bag (see above) and put it away. It was pretty easy to come back to it the next night.

Mature Audiences and A Sense of Humor

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So, this game absolutely has a sense of humor! It would easily make the Top 10 Cooperative Games With a Sense of Humor! There are jokes all over the place (just like books 1 and 2: in throwaway gags, overarching themes, and the cards have many little jokes on them.

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So, I loved the sense of humor, but be careful: there’s a lot of swearing in the game, maybe at a PG-13 level. That may or may not bug you. There is one particular puzzle (you’ll know it when you come to it) that will cause some people some consternation. Even though there is a harmless and juvenile sense of humor in the game, there is still some what we would call NSFW moments.

This may just be a difference between German and American sensibilities (as the designer Friedemann Findeisen is German). I didn’t personally have a problem with it, but be aware.

Learning from the Past

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One of the things I liked is that they learned from the past. Cantaloop 2 strongly needed a FAQ for some of the puzzles (see our review here to see why), and it looks like Cantaloop 3 has one! See above.

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Another complaint from the first book was that the pages were flimsy and prone to tear (especially with all the page turning). Both the second and third versions fixed that! The pages are a sturdy paper that stands up to the all the page turning (and you do a A LOT of page turning as you play).

So, good job to Cantaloop 3 for learning from the past issues.

What I Liked

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This game has a great story. I felt like I just finished binging Season 3 of the Netflix classic Cantaloop, but the difference is, I was part of it the whole time! The overall story and final resolution were worth waiting for.

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The designer is obviously a Ron Gilbert and Monkey Island fan (as are we): we loved that. There were more than a few allusions to Monkey Island, and one particular puzzle from Monkey Island 2 almost stolen as-is! You’ll know it as soon as you see it!

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One of Ron Gilbert’s later games was Thimbleweed Park. There was a newish mechanism where the two characters had to “split” and you ran each of them separately. Cantaloop 3 did this well by having Alice, Hook, and Fly have separate (but connected) adventures within.

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Notice how certain items only belong to Alice and Hook (see above). This separation was interesting, and explored the puzzle of how separate characters can communicate with each other. That was interesting.

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I had fun playing through this, even when I was very stuck and needed the help system.

Help System

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There is a help system, and it really helped me move along when I got stuck (especially at the end). I can’t underscore how important it is to have this help system! In a video game point-and-click, the system keeps perfect track of the state of the game. In this game, you have to be marking off points … and you may forget to mark one off! So, the help system will help you recover if you ever get stuck.

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The help system was just … okay. There was one particular puzzle that I got stuck on for 20 minutes and the help system didn’t help at all. I only knew I missed solving a puzzle: the help system just affirmed I was in the right area of the game to solve it.

Still, I would have thrown this game in the bin if I didn’t have the help system. Some of the puzzles were baroque and unintuitive: I would have never finished without the help system.

Part of me feels like that’s a failing on my part: “I’m not smart enough to solve all the puzzles”, but at the end of the day, if I am not having fun looking around, the help system helps kick you in the right direction and puts you back to the fun parts of the game.

What I Didn’t Like

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I am not a cheater: I solved a musically based puzzle with some musical knowledge, which means I bypassed a clue which I didn’t need. I guess it’s kind of funny, but it bugged me that I got this card because I solved a musical puzzle without needing extra help. This kinda made my grumpy.

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Some of the puzzles were too hard or too baroque or just plain unintuitive. Many times, I felt like I solved a few puzzles, but some strange precondition means it wasn’t really solved. In video games, it’s sometime “fun” to revisit old locations and look around on a journey to solve harder puzzles, but it is a little too much work in this paper-based adventure game with the red acetate: sometimes extra exploring in this physical world with red acetate is exhausting. The harder puzzles in a video game are less exhausting because it’s more fun to explore. The harder puzzles here in Cantaloop 3 were frustrating because it was so much physical work (turning pages) and eye-strain (red acetate).

Solo vs Cooperative

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At the end of the day, this is really a solo game. You can play multiple players, but they will all just be helping through. It’s good to have multiple brains to solve puzzles, but the way the game interacts and reads, it’s probably best as a solo experience. But, I could see this being fun playing with maybe one more person, if they had the right attitude.

Recommendations

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If you do play this, make a copy of the time trigger sheet (see above)—that way the game is completely replayable. I look forward to playing it again in a few years when I have forgotten all the puzzles.

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Although you can play this without playing the previous two books (no state carries over from the previous books), why would you? The story that unravels over all three books is fantastic, and you want to be part of the whole trip!

If you have already played the original books a few years ago, do you need to replay them now? Not really. I didn’t! I just had a vague sense of where they left, and that’s all I needed! You can just jump in and pick up where you left off!

Conclusion

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I loved Cantaloop 1: Breaking Into Prison so much it made the #1 spot of my 2020 games! I liked Cantaloop 2: A Hack of a Plan well enough, but I had some reservations. The third book Cantaloop 3: Against All Odds fits somewhere in the middle. Book 1 gets a 9/10, Book 2 gets a 7.5/10 (if you ignore the last 2 puzzles), and Book 3 gets an 8/10.

Cantaloop 3: Against All Odds is more of the same: a sense of humor, a fun point-and-click adventure game, and a fascinating story. It really only loses a point because some of the ending puzzles are baroque and unintuitive, but not enough to take away too much from all the great times I had playing the rest of the game.

I look forward to playing through the adventure again in a few years when I have forgotten all the puzzles! And I look forward to Cantaloop being a Netflix series.

What a ride! Thanks to Friedemann Findeisen to making this game. I had a blast playing all the way through!