RichieCon 2023 and Interesting Games Since Last Summer

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RichieCon 2023 was just this last weekend of July!  RichieCon is the gathering of friends of Richie in Tucson every year to play games! 

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The last few years were quite nice because the monsoons kept the temperature down.  Unfortunately, the monsoons weren’t quite as prevalent this year, and we had some 111 degree temperatures.  Luckily, we were all inside playing games!

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A few brave souls did enjoy the pool at RichieCon (there’s a kiddie pool and bigger pool)!

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We’ve done 6 RichieCons over the last 7 years (missing only one year due to CoVID).  See here for 2022 report and here for a 2021 report and here for a 2019 report and here for a 2018 report  (we didn’t do reports for the earliest years).

This year’s 2023 token glowed in the dark!  Did you know that 3D printing to flourescent material can wreck your print head?  I had to pay Max an extra $20 for a new print head!  Thanks for Josh for designing this year’s token and Max for printing it!

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You must have a RichieCon token to participate.

Prep

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Prep is a lot of work as we have to get the sodas, waters, and utensils! Thank goodness for CostCo!

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The other part of prep is getting games in boxes for people! Thank goodness for Sam and Teresa!

Preplay

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A lot of people come from out of town, so I try to go out of my way to special things with my out-of-town friends! See above as Lon (from Pittsburgh, PA), Kurt (from Las Cruces, NM), and Lexey (from Hayes, KS) play AquaGarden. Kurt is a big fan of this game .. And of Mike Delisio from the Dice Tower who introduced this game to him. I saw Kurt teaching this at least a few times over the next few days. People (except for me) seem to like it.

RichieCon House

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The Rec Center (where RichieCon proper happens) is only available for Saturday and Sunday, so this year we got a house as a venue for the out-of-towners to play games. And Ivan, Joe, and Jeremy (from Las Cruces, Las Cruces, and Denver resp.) all crashed there! This was a great decision, as it gave people and place to play games which was “lower stress” than RichieCon proper.

The house was quite nice, and the owners were very friendly. They even anticipated some of our needs!

Little plastic holders that allow you to eat Cheetos without touching them and the cards! Neat!

Set-Up At RichieCon Proper

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Recently, the Rec Center was renovated and the carpet was replaced with vinyl floor! WHile it looks great, we knew noise would be an issue (it had been in the past when it carpet, now it would only be worse!).

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To this end, we bought a some mats from CostCo (about $18 each) in hopes they would damped the noise. They did … a little. Currently, the Rec Center knows about the noise problem (we emailed them) and they will be working with an interior decorator to address the problem (curtains? Area rug? panels?). So, hopefully next RichieCon will be better!

But of course, the games were the most important! This was a selection from my collection of what “I thought people would like”. People also brought their own games.

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In general, the Rec Center looks nicer this year!

Games Of The Con

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There were some surprising and not-so-surprising games played!

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The first “official” game of the Con was Arkham Horror 2nd Edition! This game is a favorite in my game groups, and it makes my (admittedly outdated) Top 5 Cooperative Games of All Time!

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Indiana Jones and The Sand of Adventure was played! We reviewed that just a few weeks ago .. it seems ideal as a convention game!

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Ares Expedition was a pretty big hit (we reviewed it here)! I saw it played numerous times, using the 5 and 6 player expansion!

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Mystic Paths was a surprising hit! It was played many times!

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Earth was quite big! Kurt taught this many times and people seemed to love it!

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Fiesta De Los Muertos was also a surprising hit! This huge cooperative party game made this group laugh so many times! It also made out Top 10 Cooperative Party Games!

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We won a game of Pandemic: Hot Zone, a smaller game version of Pandemic from our Top 10 “Small” Cooperative Games.

I was the champion for Marvel United and both me and Jeremy and Alex played it, as well as me and Jon G! We love Marvel United here at Co-op Gestalt and have talked it about here and here and here and here.

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We got Return To Dark Tower played! This was a “What in the world is That?” Game as many many people stopped (asking that question) by as we played! It’s a cooperative game which won the BoardGameGeek 2022 award for best cooperative game and is a redo of the old Dark Tower game from 30-40 years ago!

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Flamecraft was also very popular! See our review of it here!

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A staple of every RichieCon has been Canvas (see above: we reviewed it here). I have seen this played at least three times every year for the past few years!

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Race To The Raft was quite popular! We literally just got this in (and reviewed it last week) and it was one of the more popular games of the Con!

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Summer Camp was a big hit: a light deck-building game with a cute theme seemed to get played a lot.

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Oh yes, many Dwarf games got played! The cooperative Renier Knizia Dwarf game Siege of Runedar was Sara’s most anticipated game for her brothers! (And we saw it reviewed here). We also saw Deep Rock Galactic (not pictured) played at least three times! It was quite the hit! See our review of that here!

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Another surprising game (which is a huge favorite of mine) was The Captain Is Dead! We love this game so much, it made our Top 10 Cooperative Space Games!

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Some people really got into Dune: Imperium!

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Oh ya, and we already mentioned Ares Expedition!

A few other games that seemed to get played a lot: Planted, Golem Edition Century Spice Road, and Illusion. These lighter games got played quite a bit!

Interesting Games Since Last Summer

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We used to do a Top 10 List at other RichieCons, but we decided to make something more “interactive” so the crowd could participate: we started this last year and continued that tradition this year.  This year, we asked 6 question about Board and Card Games we’ve played since the last year: this was “just an excuse” for us (as a group) to talk about Board Games!  So, me and Sam led a panel and posed the question to the crowds (with our own answers of course).

#6 What game from the last year surprised you the most?  Good or bad surprise?
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Richie: Race To The Raft: “I picked it up a fluke and just happened to adore this cooperative tile-placement game much more than I expected.  Race To The Raft is a good game!!  See out review here!!  I also got Isofarian Guard: I put 20 hours of gameplay into and just could not get into it.  I did a review which was tainted by misplay (so I took down the review) and I just ended up selling it.  I really thought I’d like Isofarian Guard and I just didn’t.”
 
Sam: Tie between Lost Ruins of Arnak and Co-Op: The Co-op game.
I was surprised (in a good way) by remembering how much fun they were when I played them
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#5 What game in the last year did you think the Dice Tower) is wrong on their rating?
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Richie: Lord of the Rings Adventure Book Game (see our review here). “I was surprised how low they gave this (6 and 7).  Me and all my game groups love this game and would give it an 8!  The complaints seemed frivolous.” My second pick was Sam’s pick (below).
 
Sam: Big Pig (see our review here)
“The Dice Tower rated it as a 6 (kind of meh) but I thought it was really fun. I’ll agree with their comments about the food pieces not really fitting on the board as something that could have been done better in the initial printing but it was still a really cute and fun cooperative game.” (And my game group agrees with Sam!)
 
Kurt: Sleeping Gods.  “The Dice Tower folk give it 9s and 10s and that has not been our experience: It was just a grind and I didn’t enjoy it.”   I tend to agree: see my review here.
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#4 What game (that you paid for) did you really dislike?  It’s easy to dislike games other people paid for, but what did you pay for that you disliked?
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Richie: Monster Pit (see our review here).  “Absolutely gorgeous components, stunning player aids, but the game is too random for how many rules it has.” 
 
Sam: Harry Potter: Death Eaters Rising
“Perhaps we were playing it wrong (not the first time we’ve done that) but I just found the dependence on the dice frustrating and it felt like I couldn’t roll well enough to actually do anything.”
 
 
#3 What game that came out in the last year that you liked but other’s didn’t?
Cover of the game (received as Kickstarter reward)
 
Richie: ApeQuest.  “Apequest has humor all over it, and I laughed while playing it.  It has a terrible rulebook and it is objectively probably not a good game.  But I still kinda liked it.”
 
Sam:  Welcome To…
I really enjoyed it and also liked the solo mode as an airplane activity. Others thought it was ok.
 
#2 What was your favorite expansion that came out in the last year?
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Richie: Cantaloop 3 (see our review here).  “I loved the point-and-click nature of this ridiculously funny series.  Cantaloop 1 was fantastic and 2 was pretty good, but Cantaloop 3 brought it home. It was funny and challenging!  It’s probably my favorite solo game of all time?”

Sam: Terraforming Mars: Ares Expedition: Crisis (see our review here)
“I really enjoyed how it made Ares Expedition cooperative. I liked coordinating as a group for which phases we would do and how we would go about mitigating the crisis. I enjoyed the cooperative corporation powers where we could help each other specialize some. I also liked that the crisis helped focus what to do or play out of all the great options I felt like I had and wanted to use but couldn’t do everything.
Also, the Dice Tower were wrong about this one too.”

Kurt: Terraforming Mars: Ares Expedition: Discovery and Foundations. “My group didn’t like Crisis, but we adored adding 5 and 6 players and the new tracks and all the new upgraded cards”
 
 
#1 What was your favorite game that came out in the last year?
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Richie: The Arkham Asylum Files: Panic in Gotham City.  See our review here. “I adored this Escape Room game with the augmented reality: it was fun and exhausting in a good way! The excitement was amazing … I kept saying ‘this is so cool! This is so cool’!”
 
Sam:  Valor & Villainy (with Lludwick’s Labyrinth co-op expansion:see our review here)
“I liked the rouge like dungeon crawling aspects of exploring, fighting monsters, finding treasure, having some story events. I also really liked how all the characters felt unique and different. I enjoyed the leveling up process and that we all collectively got more powerful every round but could choose how we individually wanted to do it.
 
Sam: A Close second: Race to the Raft:
“The puzzle-y nature of it and cooperation with player selected turn order really worked – if you had some really good cards that worked well together you could play multiple in a row and if you had cards that didn’t help with the path you could wait until the end and move a cat.”
 
Honorable mentions: Mists Over Carcassonne, Star Wars: the Clone Wars (a pandemic system game)”
 
Kurt: Earth? AquaGarden?
 

The Quintessential RichieCon Experince

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Rich Campbell wanted the quintessential RichieCon experience: play a game with Richie at RichieCon while playing a game Richie designed!  See above as Rich Campbell (not Richie), Mike, Lexey, Jake and myself play CO-OP: the co-op game.

It was unfortunate that we were not able to save the CO-OP: we were all groovy, but we were off by $1 at the very end! Ah well! It’s not a fun co-op if you win all the time!

Pictures

Conclusion

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Another year of RichieCon has come and gone. Thanks to everyone who came from out of town! Thanks to everyone who made it! Thanks for Josh and Max for making the RichieCon 2023 token! Thanks to Will F. who made the chocolate chip cookies!

I look forward to seeing everyone next year!

A Review of Race for the Raft: A Cooperative Tile-Laying Game … with Cats!

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Race To The Raft arrived at my door Monday, July 17th 2023: I know this date exactly because my friend Kurt reached out to me to ask: “Did you back this?” the day it arrived! I absolutely did back it! It was Kickstarter back in November 2022: see here. This arrival is fantastic because the Kickstarter promised delivery in September 2023, and here it is 2 months early! High five to Frank West!

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Race To The Raft is a cooperative tile-placement game for 1-4 players taking 40-60 minutes. Honestly, that time can be either way short or way too long: there are so many variables that will affect the length of the game, that length should be taken with a grain of salt.

Components and Gameplay

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Players work together to try to save the cats! Note that no one is playing a particular cat, you are just working together to save the group of cats! (Did you know a group of cats is called a clowder of cats?) So, save the clowder of cats!

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There is a giant fire on the island that the cats live on, so the players must move all the cats to the raft before the island fire consumes them! See above. All cats must be saved (collectively) to win the game!

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This is a tile-placement game: generally players play a tile (square cards, also called pathway tiles, see above) on their turn to try to make a path some some cats(s).

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On your turn, you will get three cards (six in a solo game), but you get to choose any three from the four piles. Note that each pile notates the “frequency” of path type! The amount of color on the back of the card denotes the distribution of color! For example, the circle deck (above) is likely (33%) to have a lot of red path, likely (33%) to have a lot of ocean path, less likely to have some desert and grass path (17%). The back of the card gives you the odds that your tiles will have certain path types! The circle deck has NO purple, so you know you wouldn’t want cards from this deck when you are trying to construct purple paths!

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The path colors are important because a cat can only traverse a path of its color: see above as the purple cat can take the purple path all the way to the raft!

If you do play a pathway tile on your turn, you must play a fire polyomino at the end of your turn! The cost of your setting a path is to spread the fire further! See the polyomino tile above.

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The bag you draw the fire tiles is surprisingly big! (Which is great: the Sub Terra II bag was a little too small for its tiles).

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This is also a limited communication game: you can only speak at certain times (basically when someone is NOT playing), but you can use certain tokens to “speak up” if needed:

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Playing the cat token (above) allows to say “Meow” at any time. More useful, playing the “green girl” token allows you to speak up even when you can’t normally talk. The “Meow” token is pretty funny, because usually you play it to indicate you are worried about a placement (either pathway tile or file polyomino) so you sound like a mad cat!

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The other action a player can do on their turn is to “move a cat” by discarding a card: see above as we moved the red cat to the raft.

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When you move a cat, you exhaust it it so it can’t move that turn (until everyone has played all their cards … if you really need to, you can move it again if you discard two cards). When you move a cat, you don’t immediately pull a fire polyomino: only after you have moved four cats …. so you can defer, at least for a few turns, the drawing of a fire polyomino by just moving a cat. Of course, you can’t win the game until all cats have moved to the raft!

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If, at any point, you can’t legally play a pathway card, you lose, or if you can’t play a fire tile legally to the map (because there’s no space), you lose.

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If all cats make it to the raft, you and your group win!

The components to this game are first rate: the cardboard is thick, the cards are linen-finished, the boards are colorful, the cats are cute! The components don’t quite fit back into the box very well: the huge bag of fire polynominos, while great for play, make it harder to close the lid!

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Rulebook

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So, I have the Kickstarter version which has three books. The rulebook, the campaign book, and the kickstarter pack book!

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The Kickstarter book just tells you what’s different from the base game: this is really great that they did this: this keeps the retail version clean, but gives the kickstarter backers a clear indication what’s special!

Basically, the plastic cats minis, the wooden tokens, and some special island boards are the special pieces for only the Kickstarter version. The special boards are used in campaigns found “only in” the Kickstarter book.

There is a campaign book: this describes many, many different layouts of the island and cats to save!

Wait, wait, this is a campaign game?” Not really? Campaign implies you have some state saved from a previous session/game. Strictly speaking, I guess your scoreifrom the previous game is the shared state, but even that’s a stretch. This is more of a scenario-based game: the campaign book (probably should be called Scenario Book ) shows configurations of the island, fire, and cats where you have to save the cats. It’s just the set-up for a “save the cats puzzle”. It’s pretty cool, as there are a lot of scenarios that get increasingly difficult.

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The rulebook proper is good, if not great. We’ll get to why it’s not great, but we’ll concentrate on why it is good first.

It has a nice intro up front: everything is a big and colorful and easy to read.  Right away, you kow what this game is.

 

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The components page describes and names the components well: see above.

The set-up is well described and presented:  It spans two pages in an easy-to-lay out book.  So easy to get going!

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I liked the rulebook, but I wish there were summary card. The limited communication rules, although reasonably well specified, have lots of weird starts and stops that really should have summarized on a summary card. See he cooperative mode below for more discussion of that.

Solo Play

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This game has a fantastic solo mode: Thank you for following Saunders’ Law!  The real difference is that the solo player gets six pathway cards (see above) at the start of their turn (rather than 3), but three they can see and three in standby (see below).

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After the solo plays a pathway card (moving a cat or placing a pathway tile on the board), they take one of the cards from standby.  Basically, the solo player will play six cards total in a round, with access to (at most) three at a time.

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I love this game solo! It presents a great little puzzle for the solo player. I am really glad I played it solo a bunch of times before I taught it to my friends, because I realized all the little spaces where I messed up the rules.

  • I am embarrassed how many games I played before I realized you have to draw fire polyomino every turn you place a pathway card!  “Gee, this game is easy!”  Ya, if you don’t draw fire!
  • Fire polyominos must be placed next to some other fire space
  • Pathway tiles can be placed ANYWHERE, as long it doesn’t cover fire, a cat, or overhang the main board.  That ANYWHERE qualifier reminds you to play more strategically and build paths backwards, and forwards (not just starting where a cat starts).

It’s not that this game is hard to learn/teach: on the contrary, the basics are very easy! The issue is that the rulebook needs just a few tweaks.

Choices

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What makes this game great (yes, I used the G word) is that you have so many choices! The player really feels like he/she has a lot of agency! There’s agency in so many places:

  • Playing Pathway cards: when you play the card, you can play it in any orientation and anywhere on the board (except for covering file,cats, or hanging).  This means you can choose to work on the path backwards or forwards or even in the middle!  And whatever orientation you want!  There’s so many places you can play!
  • Choosing Pathway cards: When you choose three cards for your hand, you can use information on the backs to inform your choices!  While we loved Mists Over Carcassonne, you could only take “some random tile” when it was your turn: by giving the player some frequency information (encoded in color strips), players have some choice/some agency!
  • Placing Fire Polyominos: When you place a fire polyomino, you block some moves on he map for your and your future comrades.   You get the choose, to a certain extent, what paths gets blocked!  
  • Moving Cats: Many times, you may move a cat to clear a section of the board for fire polyominos, sometime you move a cat because you have bad pathway cards, and you are trying to mitigate the fires, sometimes you need to move the cat twice … and you can!

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There is a delicious back and forth between trying to keep paths opens by where you play pathway tiles and where you DON’T play fire polyominos!  This tension makes you feel like everything you do matters.  And it does, it really does!  The third game, I realized I had hosed myself by placing a fire polyomino in such a way that it precluded any more pathway cards at the location!

The amount of choice in this game makes this game great. 

Cooperative Mode

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Cooperative mode worked well, and we had fun, but there were some issues.

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For one, there are “no communication” rules that seem a little draconian. Basically, players can talk all they want at certain times and can’t communicate at all during other times. The rules for “no communication“, although fairly well-specified in the rulebook, seem to have to starts and stops that really need to be denoted much better. I wish that there were a summary card which showed this is some graphical detail, or summarized when you can talk/can’t. We found ourselves “accidentally” cheatting because the “no communication” rules seem chaotically specified. I think there just needs to be a simplified overall rule that describes when you can talk.

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I think the “no communication” rules can be summarized more succinctly. Here’s my attempt:

Once any transaction has started (drawing cards, playing a tile, playing fire, moving a cat), all communication ceases until the transaction has ended. Players are allowed to communicate as much as they want outside those transactions.

I really think a summary card per player describing the “no communication” rules could help tremendously.

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Let’s be clear: the “no communication” rules keep the game moving so each player feels like they have agency on their turn to play their cards. Said another way, the “no communication” rules keep the Alpha Player at bay (much like King of Monster Island rules help keep the Alpha Player in check). My groups don’t tend to have that problem, but I do get why this rule is here.

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One other problem that came up during play is that you want to “try” your tiles on the board. However, the game does NOT allow you to fully share your pathway card info with other players: You are only allowed to share your card info fairly obliquely. “I have a lot of green” is fine, but “I have a straight-across green” is too much. So, imagine, it’s your turn: you can’t communicate, and you aren’t allowed to show what cards are in your hand. But, the best way to proceed sometimes it try rotating a few of your tiles and see how they actually fit on the board … in front of everybody … which means strictly speaking you are giving away info about your tiles to the other players! You really can’t do that, strictly speaking, but we did and I suspect most people will! It’s natural to want to try some tiles out!

I think this easy to get around: “If someone is trying tiles on the board, please look away so you don’t cheat and get extra information.” And I think this needs to be stated! I think everyone will want to try tiles. … I think if players feel like they can’t “try tiles on the board manually” (because a strict interpretation of the rules will preclude it), that will take away from their enjoyment of the game. This is easy to get around: just look away.

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One final thought, this is cooperative game. If you feel like the limited communication rules are stifling your cooperation, consider backing off. I am worried some people will hear the limited communication rules and say “No Thanks”, but I think they can still enjoy the game! I think the intent of the limited communication rules are to give each player agency and to avoid the Alpha Player. (I know the Communication tokens help this, but maybe that’s still too much for some people). I think as long as you obey the spirit of the limited communication, I think it’s okay to help each other out occasionally.

The entire purpose of a cooperative game is to play with your friends and have fun: if you need to relax the limited communication rules slightly, I think the game will still work great.

So Much Stuff

We haven’t really gotten into it, but there is even more stuff in the box! There is an advanced mode (which has Bad News cards), there are new rules for Rescuing Friends, Close to, Oshax, Symbol Objectives, and even more! If you think you might get tired of the base game, do not worry! There are tons of new things to add the game! It almost feels like teh base game comes with a bunch of expansions already baked it. Now, I haven’t played them yet, but knowing there are future refinement really make me think “I am not going to get tired of this game!”

Conclusion

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Race To The Raft is a great game! I think it might take the #1 spot on my Top 10 Cooperative Tile Placement Games! There are so many delicious choices ! Each player has so much agency in laying their tiles, fire polyominos, and cat movements that they feel engaged and relevant the entire game!

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When you win, it feels great! You saved the cats!

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I think the solo game absolutely fantastic and would give it a 9.0 or 9.5 out of 10. It was a fun puzzle, and there were so many levels of difficulty,I know it will have tons of replayability in the future as I get better and better. There is so much choice, I enjoyed every precious decision!

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The cooperative mode is good, but the limited communication rules might need some slight adjustments. A player summary card describing theses limited communication rules would go such a long way towards clearing some of that confusion. And there needs to be something said about physically trying tiles in front of everyone: “Just look away” seems the easiest response to keep the rules lawyers happy. Race To The Raft is still good cooperatively, but you might need to slightly adjust the limited communication rules to work well with your group: I am very worried strict interpretations of limited comms will make some people (who would really enjoy the game otherwise) turn away. I would give this 8/10 for cooperative mode.

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This is a great game. I loved it and it will absolutely make my Top 10 Cooperative Games of 2023. My only real complaint is that the game is in dire need of player summary cards with the gameflow, limited communications rules, and placement summaries. Maybe by the time you read this, there will be such a beast on Board Game Geek in the files section.

A Psuedo-Review of The Arkham Asylum Files: Panic in Gotham City

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The Arkham Asylum Files: Panic in Gotham City originally appeared on Kickstarter some time ago: July, 2022: see here. At the time, they were offering three games for about $350. Why were these games so much money? Because these games are augmented reality games! You physically set-up some components and then use a special app on your phone or iPad to look at the components … and it inserts “stuff” into the scene via the app. See below.

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In the example above, we built just a few buildings in Gotham City with the included components, but when you look at the city through the app, you see other buildings! Other features! There are inserted into the reality! So, your app becomes a view to the world of Gotham City.

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When the original Kickstarter for this game came out, I went back and forth as to whether I should support it. It looks fantastic, but it was a technology-based game on Kickstarter. Experience, mine and others, makes me very leery of any kind of Kickstarters with technology. Why? Typically, Kickstarters deliver late, delays make technology obsolete quickly, support for technology can dry up quickly after a Kickstarter, and technology Kickstarters typically are more expensive. In the end, there were too many reasons not to support it, so I didn’t back it, but instead I chose to see what would happen.

What Happened?

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So, Infinite Rabbit Holes did deliver a game! I saw it being referenced (early July 2023) on a few sites, and I thought to myself: “Oh, they did actually make a product! Let’s check it out!” So, for about $135, I ordered a copy of the game and had the game delivered to my house.

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For a game with a lot of augmented reality, it sure comes in a big box! See the Coke can for reference.

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This seem to be a shipping trend now, a box-in-a-box: the outer box takes the shipping damage, leaving the inner box less touched.

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What Is This?

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Panic In Gotham City is a cooperative Escape Room/Adventure game with 5-6 hours on content for 13+.

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The game bills itself as a “Mixed Reality Adventure” (see above), but it’s really an Escape Room over 6 hours (that’s right, 6 hours) that uses your app/ipad for augmented reality interactions.

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Before you blanche too much at the running time, you can save your game and come back to it. There are seven chapters to the game, so you can stop at any point at the end of a chapter and come back to it at a later time. It’s a very cooperative Escape Room game: players work together to solve crises in Gotham City,

How Do You Review This?

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How do you review something like this? You can’t talk about the plot too much because you don’t want to give away spoilers. You can’t talk about the puzzles of augmented reality too much because some of the best parts of the game were discovering the solutions and the augmented reality. The surprise is part of the fun!

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What we’ll do is give some snapshots into our gaming experience and show you what we saw: out of context, I don’t think these will be spoilers, but you can sense of the game. So, this is more a snapshot of our experience with the game.

Experience

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Four of us gathered one night, with the intent on playing all 6 hours of content over two sessions. We’d play the first 3 or 4 chapters, then leave the game set-up for next week. This was a commitment: we knew this would be a big game, but we were all up for it!

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The iPad drove the game: we would constantly set it up on top of the box to watch content and videos to move us to the next session. The introduction video makes it very clear you need a well-lit space and a lot of room to move around! We ended up getting rid of all our chairs and just standing around the table and box, frequently peering into the iPad.

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The intro video”suggests” you broadcast the video to a TV nearby so it’s easier to watch the videos and content. If you were to use a phone instead of an iPad, you should absolutely do that! There’s no way you should just play this game on a phone. You frequently stand around watching videos or other content, and a phone screen would be way too small. So, caveat emptor:

  • Play this on an iPad with a big screen so everyone can see OR
  • Play this with a phone broadcasting to a TV everyone can see

For all that is holy, I think just playing this on a phone would be a terrible idea!

Mixed Reality

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There really is a lot of physical real-world stuff in here. You end up making a city (which is one of the reasons you want to leave the game set-up for the next session: it’s too much work to put this away!)

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Like any Escape Room, there will be puzzles and clues hidden all over the augmented reality and components that come with the game.

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Physical Exertion

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One thing to be aware of: this game is actually physically challenging!  Like I said, you have to constantly rove around the board, so you are standing the whole time.  And you are holding the iPad up and looking at the board at weird angles: crouching, standing, extending, and other weird positions. I would pass the iPad to other people frequently, so they could all stay involved and so I could sit for a second!  We joked that the last time we had this much physical exertion was playing Dungeon Fighters (from out Top 10 Cooperative Dexterity Games)!  

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I joked that I was going to wear kneepads for the second session, and I probably should have.

A Few Caveats

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There are a few things to be aware of with this game.

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One: this is a game, that once you’ve played it, you won’t play it again because you have solved all the puzzles!  Luckily, you CAN reset the game!  I plan to reset it and give to Charlie and Allison, my Escape Room buddies.  Of course, I have found that if I wait a few years, I forget most of the puzzles and I can replay it again, but that’s up to you.

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Two: one of the reasons my friend Junkerman doesn’t like Escape Room games is because he feels that a few people take over the game.  While that can happen, it can be a little more pronounced with Panic in Gotham City because the player holding the iPad is controlling the action!  I think that’s why the game recommends you transmit the scene to a TV so everyone can see it easily.  To be clear, this “alpha player” issue did not happen in our game, but it could be more likely in this game unless you broadcast the scene to a local TV. Caveat Emptor.

Over Two Nights

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We ended playing over two nights, but we probably should have split it into three nights.  The game is quite challenging, both physically and mentally! Although we finished it in two nights, I think we might have enjoyed it more over three nights.

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Conclusion

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If you do the appropriate amount of planning, The Arkham Asylum Files: Panic in Gotham City can be one the best experiences of the year. Make sure have a big enough area to move around, make sure you allocate the proper amount of space, make sure you set-up in a place where you can leave the game over a few weeks (It really is 5-6 hours of content), and make sure you share the duty of holding the phone/Ipad for the city. And be ready for some physical activity!

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Having said all that, I think Akham Asylum Files: Panic in Gotham City is my contender for Game of the Year for 2023! As I was playing, I kept saying “This is so cool, this is so cool“. My friend Teresa described the experience as absolute joy. We really got into this game and enjoyed it immensely.

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Playing the game over two sessions was absolutely imperative (and maybe it should have been three).  I do think the first session left such a good impression (like 9.5/10) that the second session actually wasn’t quite as good (maybe 8.5/10). 

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If the price tag doesn’t scare you away (I paid $135), and you do some proper planning, I think this will be a fantastic experience overall for you: 9/10. I realize it’s a one-time experience, but it was so worth it.

Appendix

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You can reset the game: see above as Sam, Teresa, and Sara put the game BACK TOGETHER. It took about 20 minutes, but since the game is pretty expensive ($135), it’s good to know you can get a few more plays out of it.

I also plan to demo this at RichieCon this year. Stay Tuned! RichieCon is coming soon!

A Review of Comic Hunters

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Comic Hunters is a competitive drafting game for 1-4 players that’s currently only available in Brazil. Using this dark corner of the web called “Ebay”, I was able to secure a copy … paying way too much money. (I’d rather not say how much. Really. Please, stop asking. Just go look for yourself and see how much it is on Ebay).

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I was really interesting in this game because I collected comics in a former life, and I actually have some of the comics depicted in the game.

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To be clear: the cards depict actual Marvel comics covers! See above. In fact, I have all 10 of the comics above! Anyone who has been following Co-op Gestalt for any amount time knows how much we like Superheroes (see our Top 10 Cooperative Superhero Board and Cards Games)! So, Comic Hunters was a natural buy for us!

Sleeves

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This has been a bit of a journey for us.  Since the game was so expensive (please stop asking how much, allright?), we went ahead and got some matte sleeves for the game.  We found a list here on BoardGameGeek of sleeves that fit the game.  You need 135 sleeves: we went ahead and chose the Gamegenic sleeves for the game. See below.

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Over about 40 minutes one night, I sleeved all 135 cards.

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The sleeves seem very nice: they aren’t too shiny.

Portuguese

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Those of you paying attention might remember Comic Hunters is from Brazil … which means the game is mostly in Portuguese.  Luckily, the comic cards themselves are all language independent (with the original Marvel comic cover in English) : they have icons, so the cards don’t need anything special. See below.

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Most of the board is pretty iconic, with numbers and symbols. The only section that really sees Portuguese is the Round Tracker: see below.

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What does that mean? Luckily, it’s very easy to correlate the round with the drafting by just matching the text to the round description (to the left of the round marker): that picture shows an iconic reference for the four types of drafts in the game (see below).

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So, for most of the game, you can get by not knowing Portuguese … except for the rulebook. This is a fairly complicated game, and you can’t get by without an English translation of the rulebook. See the Portuguese rulebook below.

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Rulebook

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So, there is an official English translation of the rules on BoardGameGeek in the files section (in fact, there’s two of them!) They look almost exactly like the original rulebook, in graphic design and sectioning, but in English! See here.

For about $7, I went ahead and printed the rulebook in black and white at my local FedEx copy center.

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The rules work fine, although I did have to trim the edges manually to make it fit in the box. (I left the top part on for possibly stapling it later).

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For about another $24, FedEx was also able to make a much more professional color English copy, with a nice coil binding: see above.

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So, I have three copies of the rulebook: one color copy in Portuguese (the original), one B&W copy in English, and one color copy in English. See above. They all fit in the box.

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Why did I get a B&W copy as well? As it turns out, it takes a few days (potentially) to make the professional copy. I really wanted to play right away, so I had FedEx make the cheaper B&W to get me going. I think it will be an advantage to have multiple copies of the rulebook for this game: there are some quirky sections that will benefit from multiple rulebook copies.

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The rulebook gets about a B or B+ on the Chair Test: It opens up nicely and looks great, and fits on the chair next to me and it fits in the original box. The only problem is that the font is just a little small.

Overview

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In Comic Hunters, thematically you are trying to collect a certain set of comics to get the best collection! There are eight main Marvel superheroes you are tracking: Captain America, Black Panther, Black Widow, Dr. Strange, Hulk, SIron Man, Spider Man, and Thor.

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Mechanically, this is a drafting game with cards (like Seven Wonders or Sushi Go), but with four very different kinds of drafting: to win, you need the most victory points at the end of the game.

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You can see the Seven Wonders-like scoring pad that comes with the game, but it’s all in Portuguese. I just used a 3×5 index card to emulate the scoring pad. (I think BoardGameGeek has more official English scoring pads, but I didn’t really need them).

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Scoring

There are several competing scoring criteria for your comic collection: Size, Variety, Highlights, and Secret Stash.

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For Size, you consult the board (above), and it tells you how many victory points you get for each collection (For example:5 Dr. Strange comics will score you 12 points). See above.

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For Variety, the number of hero collections you have gets you points. If you have just Spider Man, Dr. Strange, and Iron Man comics in your collection, you would only get 5 Victory Points. (You have no variety, man!). You need at least 3 comics of that hero to count against Variety. See above.

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For Highlights, you check the board to see how icons you match (See above). For example, If you have the most Number One issues, you would get 15 Victory Points! There’s New Look, First Appearance, Special Edition, Epic Battle, and Number One. There’s only three highlights in play per game.

Finally, for Secret Stash, you just score the number of points on that chart (see above).

Drafting

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Like Seven Wonders, this is a victory point drafting game. Like Seven Wonders, there are three rounds (Ages) to the game. Like Seven Wonders, there is scoring at the endgame to find who the winner is. But the drafting has some big differences from Seven Wonders!

First of all, there are 3 drafts per round, notated by the Itinierario! And four very different types of drafts!

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The first draft (Loja or Store) is the most like Seven Wonders: each player gets 4 cards from Era 1 comics, chooses 1 to keep, then passes the rest to the left/right (depending on the round). By the time you are done with this draft, everyone should have 4 comic cards!

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The next type of draft is Sebo or Flea Market!  Players set-up n rows (where n is the number of players) with a starting card.  See below for a 3-player start! On your turn, you can either add a new card to any row OR take a row!  

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Here, you are trying to balance when a row is great! If you take a row too early, you get fewer cards.  If you take it too late, someone else may get the row you want!

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Convencao, or Convention is when you set up a large 5×5 grid of comics and take either a row or column (after being allowed to move one card). Each player gets two chances to take a row or column.

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The final Drafting type is Site De Leilao or Auction Website. It’s basically just an auction using the secret stash counter as money.

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In the auction, there are some asymmetric rows put out (depending on the number of players). For the solo player, only two rows are put out: one row with 3 comics and one row with four comics. Winners gets the row of choice.

Avengers Assemble!  Collection! 

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At the end of each round (after 3 drafts), you take your comics and figure out which ones to actually buy: This is Organizar Colecao or Assemble Collection part of the round. The comics you acquired over the round (over the 3 drafts) become either money (to buy other comics) or comics to keep (which must be bought with other comics).

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The Market Value of each comic (its sale price or buy price) is the Era it comes from: recent comics are Era 1 (worth 1), 80s-90s comics are Era 2 (worth 2), and silver age comics are Era 3 (worth 3). This info is on the back of the cards as well as the front.

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This is where you are trying to make collections of your comics, keeping in mind the scoring conditions at the end of the game. You also have to make brutal decisions on what comics you have to sell to keep the ones you really wants! Cards that are sold go to the Convention deck and players keep the bought ones. (You can also move comics you already from previous rounds between collections).

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After three rounds, players add up victory points and the most points win!

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Solo Game

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Even though Comic Hunters is competitive, it does have a solo mode, which is why we feel justified talking about this here in our cooperative blog. We can always play any game with a solo mode cooperatively like we did with Eila and Soomething Shiny (see here), Flamecraft (see here), and Canvas (see here): just play the solo mode as a group.

In the solo mode, you play against Jeeves (the Avenger’s butler). As you play, basically Jeeves tends to get the comics you DO NOT get, but he does’t have to pay for him! As you play, you try to get the best comics for yourself as well as trying to limit Jeeves’ options.

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You collect comics are normal… see above …

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And Jeeves gets your leftovers! See above.

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Although the game flows the same, the rules for draft are altered in order to compensate for the solo player and Jeeves. So, there is an entire section to the rulebook about how each of the drafts changes to deal with Jeeves. It’s more complicated than you might expect, even if you know the base game. I found I had to re-read the rules a number of times in solo mode to get the nuanced differences.

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The solo game is fun! I have played it a number of times and it took a while to get it! What’s cool about the solo mode is keeping track of three things: which cards you buy, which cards Jeeves gets, and which cards go to the Convention deck! Some of the cards you don’t acquire go to the Convention deck, which means you may still see it again! As you try to limit Jeeves’ options, you may decide to discard certain cards to the Convention deck so you can see them again! That little twist, of comics going to the Convention deck (so they can reappear in later rounds), makes the solo mode that much more interesting. I think that helped elevate the game for me.

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The major flaw of the solo game is simply that the rules had to be readjusted fairly heavily to accommodate solo play. Even if you know the base game, it’s still quite a bit of work to get into the solo game.

But the solo game is fun.

Cooperative Mode

I wish this game had a cooperative mode.  Like I said, we can always play this cooperatively by simply playing the solo mode as a cooperative group, but I feel like this game deserves a really good cooperative mode: It’s really great.

Coming To America?

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Part of the reason I picked this up is that it’s not clear if Comic Hunters will ever come to the USA in its current form. For licensing reasons, it’s unclear whether an American company could get the rights to all the Marvel comics covers.  There have been whispers that some company may bring it to the USA in 2024, but it’s unclear if the game will have to be re-themed (for licensing reasons) with different artwork.  See this BoardGameGeek thread here for more details.

Conclusion

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Am I glad I spent way too much money on this game?   Yes!  The art is phenomenal (well, it does contain some of my favorite Marvel comics covers) and the gameplay is really different and original.  I am enjoying the solo mode quite a bit: there’s quite a few interesting ideas, and I just love living in this world of Marvel Comic Hunters: 8/10.  If you think you would love this world, give it a try:  I know that many conventions have a copy of this game in their game library (Dice Tower) to try.  We’ll also have it out at RichieCon-7 this year for people to try.

If someone had showed me Comic Hunters before Seven Wonders, I don’t think I would have ever played Seven Wonders, but I suppose Seven Wonders and Sushi Go did have to pave the way for drafting games to be popular before this could flourish.

I just wish this game had a good cooperative mode.