A Review of Davy Jones’ Locker: The Kraken Wakes (It’s a Crackin’ game!)

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Davy Jones’ Locker: The Kraken Waves is a cooperative pirate-themed game that was on Kickstarter back in August 2022: It promised delivery in July 2023, and I received my backer copy in Early August 2023. That’s maybe just a few weeks late, which is great by Kickstarter standards! Seriously, the last five Kickstarters we have received have been either early or on-time! Let’s hope this trend continues!

Davy Jones’ Locker: The Kraken Wakes is a cooperative pirate game (if you couldn’t figure that out from the name or pictures).

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This is a game for 1-5 Players, Ages 14+. The game box (above) says 30 minutes per player, but that is not at all what we experienced! It felt much longer! A solo game took about 2.5 hours, a 2 Player games took about 3 hours. A better metric might be: 2 hours + 30 minutes/player?

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Interestingly, the game “base rules” all seem to apply to games of 2-4 players. The solo rules and the 5-Player rules are exceptions. This bothered my friend Sam so much that he chose to back-out of a 5-player game we had planned because he was worried about the time/extra rules overhead. Be aware: the game does seem tuned for 2-4 players, but just happens to have rules for solo and 5 players.

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Let’s take a look at this cool pirate game!  Will this make  our Top 10 Cooperative Swashbuckling Games?     If ye wants to be a mutinous pirate and see, jump to ahrrrrrrr Conclusion!

Unboxing

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This is fairly normal sized box: see the Coke Can above and below for scale.

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Note that the game seems to not all quite fit in the box: this is a very tightly packed box! Unfortunately, it’s still a little overpacked after you rebox it as well. It’s not a big deal, but it was a bit noticeable.

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See above as we unbox!

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The rulebook has a great cover, and fits to the shape of the box.

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This game (other than sightly overpacking) has really thought about how to fit just about everything in the box! It has great directions for putting cards and tokens into the bottom of the box: see the insert above. And on the other side of the insert…

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There are also GameTrayz (sp?) for ease of storing many pieces. You do have to unbox a lot of things to get them in there, but it really does make set-up and tear-down easier. See above and below.

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The dice all fit into one of the GameTrayz pretty well: the 4-sided (used for marking Tentacle Hit Points) and 8-sided dice (used for notating hull and direction) felt like they fit, but sorta weirdly. It worked well enough. The 6-sided wood dice were fantastic and very thematic, with little pirate symbols on them! The gold coins were real metal and very cool as well.

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The tentacles and ships fit nicely in the other GameTrayz.

Underneath all the GameTrayz are a bunch of stuff ..

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As you pull everything out of the box, you get a little worried … “Is this all going to fit?”  

There were a ton of punchouts (see above) which all seemed to fit nicely into the insert at the bottom of the box.

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And you know what, it does fit all nicely in the box (modulo being just a touch too tall): see above.

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Oh yes, and the player boards and nice and dual-layered: see above.

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The cards are all linen-finished and look very piratey. The art is nice, if weirdly a little inconsistent: some card backs have really nice, almost painting-quality art, but some have more pencily art, and some art looks like just old prints. Despite the inconsistency in style, the art still works in this pirate game.

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Overall, the components are very nicely done and the game looks like a cool pirate game.

Rulebook

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I struggled with this rulebook. It’s not a bad rulebook, but it could been better. I mean, I do love that cover!

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Part of my struggle may have just been the length: this rulebook is LONG: it’s 36 pages!  Sometimes that extra length is used for flavor or scenario text. Nope: Not here!  This rulebook is pretty much all rules!  It’s a heavier game than I expected.

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The game gets a B- or C+ on the Chair Test: It has a big font which you can read (good), it stays open when you place it down (good), but it kinda flops down on the edges when you put it on the chair next to you (bad). I think it worked just well enough to use the chair next to me.

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I think I was a little grumpy with the rulebook right away because it started with a Table of Contents (listing the major headings in order) … but called it an Index instead.  I’ve seen this in other games and it’s a pet peeve: A Table of Contents lists major sections in order, and an Index notates important keywords and where to find them in the text.   This is a pet peeve because it belies not understanding standard book nomenclature … and it has me worried they’ll get other stuff wrong.

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The Game Components were well-labelled across two pages.

I appreciate the extra space they took to list and label all the components. Sometimes, when the rules refer to a component, it’s nice to be able to look stuff up.

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There’s a nice overview of the map as we start into the rules. See above and below.

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It did have me wonder if maybe the board should have been LABELLED with the annotations rather than having to look them up? That’s a tough one, because the board does look nice, and adding annotations would make it busier and less thematic. I think they made the right choice from a theme perspective, but I always think that it’s better when the components and spaces are well-labelled so you don’t HAVE to look up stuff in the rulebook.

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The set-up pages were pretty well done.

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It’s just .. I started out with a solo game (which I strongly suspect most people will) because I wanted to learn the game before I taught my friends, and the solo rule were an “exceptional” case relegated to the back of the book. Look closely at the set-up:

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The set-up ONLY discuss 2, 3, and 4 Player set-ups! If you want solo play, you have to go out of your way to find those rules in the back of the book. Again, I suspect many people will play this solo first so they can teach their friends, and the rulebook doesn’t make that flow easily. Gameplay is optimized for 2, 3, and 4 players. Solo and 5-Player games are the exceptional cases.

There’s a lot of text in the rulebook, and there could be more figures. And even so, there still were times when I thought the game was underspecified (Example: when a whirlpool moves you, how do you move? Along the current? When you get pushed out by the whirlpool, is that an extra move? Where do you get moved to? Frequently there are multiple choices…)

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Look, this game has a lot of rules, and occasionally under-specifies a few of these rules. BUT, the rulebook is very readable, and it has a big font., and even though there are problems with the rulebook, it makes a good faith effort of putting forth a good pirate game and mostly succeeds. Let’s just move on: I was able to learn the game from the rules, so that’s a win.

Gameplay: Overview

This game proceeds over two Acts. In Act I, players work together to try to upgrade their ships to make them “sea-worthy” : players are exploring and doing all they can to get their ship shipshape. In Act II, players use their upgraded ships to fight the Kraken: if they can take out the Kraken, they win! You’ll note that the player board (above) has two sides: Side I is the map where players explore and upgrade (Act I) and Side 2 is the whirlpool where player fight the Kraken (Act II)!

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At the start of the game, each player selects one of 5 ships to man.

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Each ship has 5 main stats notated on 4 different tracks and 1 8-sided die.

  • sail (green) is how many movement points you have.  Normal sea costs 1 movement point, other “rougher” seas cost more 
  • cannons (brown) are how many dice you get to roll when you attack.  
  • hull (purple) are how many dice you roll when you defend
  • repair (red) is how many spaces you can repair other attributes (including repair) if they get lowered. 
  • integrity (8-sided die) is your “hit points” for the ship: how much damage your ship can take until it sinks

You can’t repair your ships attributes above the default unless you get a special card that ups that stat … the slots underneath the ship are for those special upgrade cards.

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Every ship has a special ability, or rather a choice (one of two): See above: You get to to choose one. That ability changes in the second Act: it flips to the other side (so pay attention to both sides).

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During the Act, players will be upgrading their ship (upgrading stats and getting upgrade cards) and getting gold: gold in Act I is how you buy upgrades, but gold will be used for re-rolls in Act II. See above for an upgraded ship!

Get the best upgrades you can in Act I to fight the Kraken in Act II!

Gameplay: Act I

Act I is all about the upgrades.  Pirates do “piratey” things (plunder, explore, fight) to get gold so they can buy upgrades to their ships!

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In Act I, players deal with an Event every turn, then get three Actions each.  See above for the very good player summary cards! (Seriously, these were very helpful).

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Events (see above) in Act I are generally good things: they set the stage for some “piratey” things to happen, which nudge the players in certain directions.  For example, the Exotic Goods card puts the Merchant Ships into play, encouraging platers to “pirate” them to get good stuff. The Events can also be bad, but generally are helpful.

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Once the Event is resolved, each player get three actions.  The most common actions (at least among me and my friends) were the Explore, Plunder, or Visit Market actions: These are generally the most reliable way to get upgrades.  These actions must  happen at a port.

The four corners of the board have different ports with different types of upgrades. The color of each port is significant: note that the colors correspond to the four attributes of each ship! For example, Siren’s Grotto (the green port) is all about sailing upgrades (green attribute).

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There are lots of ways to upgrade your ship: You can also Hunt or Explore A Shipwreck, which you almost only want to do with someone else: failure at those actions can really damage your ship.

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Gold is very important in Act I: you can usually get some really great upgrades at the Markets if you have enough gold. Unfortunately, you don’t have a lot of gold to start of the game, so a lot of the actions in the game have you “take a chance” to try and get some gold.

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Most of the actions in Act I have you rolling the Fortune Dice (the wooden dice, see above) to attempt things: you have to get a certain number of successes to succeed: each Skull is a success. (The Combat also uses these dice). Note the distribution: 2 empties (failures), 2 single successes, and 2 double-successes.

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For example, when Teresa and I went after the Silver Sun (A Treasure Galleon from a Hunt action), we had to roll  8+ successes in a combined Sail and Repair roll (where the stat indicates how many dice you get to roll).  A failure was not good, but a success would get us some good booty!

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Most of the time, the result of success is Gold or a minor stat boost, but you can also get Treasure! Treasures in the game can be amazing and really help you in the final combat. The Chain Shot Treasure (above) was critical to one of our wins!

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As you explore and plunder and go to different ports, you will have to sail out on the Open Seas: that has its own risks and rewards! You have to draw an Open Seas card everytime you are out at sea:

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Generally, the Open Seas cards are challenges for the pirates (which may result in some gold), but as the game progresses, you may accidentally draw a Kraken Advances card from the Open Seas deck:

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If you ever draw 3 Kraken Advances cards from the Open Sea deck, you immediately begin Act II! Most of the time, though, Act II starts after all 6 Events have come out.

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Either way, you hope you and your fellow pirates have upgraded your ships enough! Act II is starting!

Act II Set-Up

Before you can get to Act II, you actually have quite a bit of set-up:

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Before Act II officially starts, players have to turn over the Black Spot cards (see above) and discover how many Kraken Modifiers are used to augment the Kraken!

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Each card will potentially up the Kraken’s starting hit points or add a new Kraken Modifier.  Basically, these cards are a balancing factor: if you did really well in Act I, well, the Kraken gets that much harder!

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In my first solo game, I did “ok” in the upgrade phase, and got 5 Kraken Modifiers and a few extra hit points.

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The Kraken has a number of tentacles and hit point based on the number of players.  See the board above: a solo game has 4 tentacles, and my starting hit points were 24!  Note that they did a great job of notating a lot of things on the board: the tentacles attack, defense, range, and move!  The 4-sided dice notate the tentacle hit points (0-3).

Gameplay: Act II

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Act II is all about trying to take down the Kraken and his tentacles!

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A Whirlpool starts the turn: this pushes the ships around the whirlpool and has some “bad stuff” happen.

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Next, the tentacles move and attack! You’ll notice each tentacle is numbered (and distinct).

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After the tentacles move and attack, the Kraken’s head attacks (now there’s a sentence you don’t hear every day)!

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There’s no dice rolling for the Kraken attack: the Kraken just attacks every ship on the board at once and does either 5, 6, 7, or 9 damaage, depending on how close you are to the head! See the octant board above. (You still get to roll hull for defense)

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After all that, if the players still survived, they get 3 actions to move and attack the tentacles and the head! To win, players must take out the head with a direct attack! Killing tentacles is useful too, as each killed tentacle does 1 damage to the Kraken and the Kraken head defense is the number of tentacles in play + 2.

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If this sounds too easy, it’s not. Tentacles regenerate once the Kraken gets lower and lower on hit points. Note the 18 and 26 above: they little tentacles on them! Teresa equated this to a video game: as you kill more and more tentacles, they respawn!

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If , at any point, your ship sinks, you are not out of the game! The other player can still rescue your deckhands and you can hep augment the remaining ships! Players win if they take out the Kraken or lose if ships are sunk!

Solo Play

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So, there are solo rules: (congratulations on Saunders’ Law). Unfortunately, they are relegated to their own page after you have “absorbed” the rest of the rules. I think this is disservice to the game: given how many rules there are in the game, I think it would behoove the rulebook to have a better face for the solo gamer. I am absolutely glad I learned the game before I brought it out to my friends, so I was very glad for a solo mode. I can’t imagine crunching through this game, learning as you go in a 4-Player game!

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Act I moved pretty well: I had fun exploring and looking around the board. It wasn’t too much work. I will say that the special rules for Hunting and Shipwrecks slowed the game to a crawl because those rules have to change more substantially for the solo player: I had to apply the changes for the solo rules (which are not trivial) to the original rules (which are not trivial): this was quite a bit of work.

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Act II feels like video game fight!  Take out the Kraken!  It was a little bit of a slog, until I realized I missed one very important rule: gold can be used for re-rolls! That’s very helpful!  But even with that, I was very worried (and I still am, a little), that there is too much randomness in this game.

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In Act I, gold is used to buy stuff. In Act II, your remaining gold is used for re-rolls: And this was absolutely essentially to realize! Without this one rule, this game is a completely random slog and I don’t want to play it again. BUT, with the gold letting you re-roll when you want, it really feels a lot better. I was about ready to chuck the game in the garbage during Act II, until I realized I had some choice when to re-roll! Gold is gooood! Ahhhhrrrrr!

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The solo game is long: if you believe the box, it’s only 30 minutes. Nope, nope, nope: more like 2.5 hours. Granted, I put some of set-up and tear-down in there (there is a lot of stuff), but you have to: getting ready from Act I to Act II is quite a bit of work just right there! You’ll notice I had to write a section called Set-Up: Act II to cover it!

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I liked the solo game, but boy was it a lot of work! There is a lot of set-up and tear-down at the start and End of Acts! Once you are playing, it’s not too much work, and it’s pretty fun but boy does it take a lot of work to get there. It’s a good solo game, I just wish it weren’t so much work between exceptional solo rules application, set-up for Act I and Act II, and teardown at the end of Act I and Act II.

Cooperative Play

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I think this is better as a cooperative game than a solo game. The work that I alluded to in the solo section can be shared between players and that relieves some of that burden, and frankly makes it more fun.

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The game is a lot longer at 4-Player vs. 2-Player.  The standard that we seem to see is that there is a 2 hour base, and 30 minutes per player.  So, yes, it took about 4 hours for a 4-player game!  In the 4-Player game, there’s not quite as much to do on your turn as you are waiting for your compatriots to play, although occasionally you do get to join them on (cooperative) Treasure Hunts!  

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My friend Teresa and I had a grand time playing! We were barely able to take-down the Kraken, but we did win. There was a lot more cooperation in Act II, as we had to strategize about who/when to attack. Act I was more like two solo players buffing their ships at the same time, but I will say the Treasure Hunts were “encouraged” by Event cards, and both Treasure Hunts and Shipwrecks felt more cooperative, so even then there was some cooperation.

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The 4-Player game didn’t go nearly as well: partly because there was a lot of downtime between turns, and partly because the randomness overwhelmed some of us: see more details below.

Too Many Rules

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Let me say firstly: I like this game! But there are too many rules. Between the two Acts, and all the execeptions for solo mode and 5-player mode, and the deckhands and sunk ship rules, it felt very overwhelming. Some of that will go away as you play more, but I think if any nontrivial amount of time passes between plays, you will have to relearn a lot of stuff.

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Having said that, in general the game did a pretty good job of helping out with Player Summaries (these were quite good, see above) and having rules on the boards (especially the Kraken board).

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The Deckhand rules are probably the most work in the game: I understand why the game has these rules, as it’s too easy for a player to just die at the hands (or tentacles) of the Kraken and remove him from the game (not fun!)

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I like the idea of the Rescued Deckhands, but it adds so many rules to a game already swimming (no pun intended) in rules. I didn’t even need them in the first few games I played, but I find myself dreading when I have to apply them. I will say, when all of us except Andrew sank in a 4-Player game, having the Deckhand rules still kinda kept us involved. It was frustrating having yet another set of rules, but it kept us involved. So, maybe it was a wash?

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I like this game, but be very aware that there are a lot of rules (36 pages) and you will have to spend some time to get through them.

Theme

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The theme really does drip from this game.  The encounters in Act I feel very piratey, the art leans into the pirate theme, the cards seem to have just enough text to make the game feel piratey (but not too much text to be distracting), and the Kraken fight feels like the end of a pirate movie!  If you want a thematic pirate game, this delivers.

House Rules

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My main problem with the game is that there might be too much randomness to the game. If you do poorly in Act I, even with the balancing of the Block Spot cards, it just feels like you are going in with significantly reduced chances. A very simple way to help with that: make it so Gold can be spent for re-rolls in Act I! That way, if you feel like Act I is too random, it can be mitigated. This also makes the game more consistent: “You may spend one Gold to re-roll one die at any time”.

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The inconsistencies between Act I and Act II were a little frustrating sometimes. (“Wait, can I spend a stat to not sink in Act II? Or was that just Act I?” ) Making gold always useful as a re-roll seems to make sense.

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Also, consider the Rescued Deckhands rules: The entire purpose of the Rescued Deckhands is to keep players involved if their Ship sinks in Act II: And this will happen! It happened to all of us except 1 in a 4-Player game! The game can really feel random sometimes and one player gets all the Tentacles! I love the idea of the Rescued Deckhands, but it is SO MANY Rules after learning the Act II rules! A simple way around them: Give the players a “Witch Brew”. If any player ever sinks, the players can use the “Witch Brew” to immediately resurrect anywhere at full health. I love the idea of the Rescued Deckhands, but it is so much more work in a game that already has a lot of work!!

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These are just suggestions. Feel free to ignore. I do think the using gold for a re-rolls should permeate the game: it gives the players choice when they need it, it simplifies/consistentifies the rules , and it makes more juicy choices: “Do I save Gold to buy cool upgrades, or do I use gold to re-roll to pass this encounter?”

Conclusion: A Tale of Two Pirates

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Sara played this game and had a miserable time: her Act I succumbed to bad rolls, and she was never as able to get anything going.  Sara had to watch everyone else do well in Act I, then she immediately died at the start of Act II.  She disengaged the whole time.  In the words of Sara, “There were too many rules, the games was far too random, and it was way too long.  I hated this game”.

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Teresa has played this game multiple times (including with Sara), and Teresa is interested in playing again.  She loved the theme and the dice-rolling: she liked living in this world.  “Can we play again when it’s just the two of us?”

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At the very start of this review, we asked: Would Davy Jones’ Locker: The Kraken Wakes make our Top 10 Cooperative Swashbuckling Games? It would, but just just barely. Teresa liked it better than Dead Men Tell No Tales, and Andrew and Rich were generally positive about it, So, that would put Davy Jones’ Locker: The Kraken Wakes in the very bottom of our Top 10 Cooperative Swashbuckling Games (probably supplanting Pirate Republic)!

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This game has amazing components and feels very piratey! The theme is all throughout the game!

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If you think you can handle the randomness and swingy nature of this game (almost everything is a dice roll), and if you enjoy living in this vey thematic pirate universe (the games are long), then this can be a game for you. Be aware of what this is! Sara hated the game because of the randomness, but Teresa liked living in this world! Andrew and I are somewhere in the middle.

  • Sara: Hated it. 3/10
  • Andrew: Enjoyed it, positive feelings but noticed how random it can be. 5.5-6/10
  • Rich: Both hated it and liked it over many games.  There is too much randomness for such a long game, but there were some great moments and theme in here. Somewhere between 5 and 7/10! (quite a range)
  • Teresa: Liked it. 6.5/10 maybe a 7/10, would recommend it and want to play it again as a 2-Player game

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We’ll finish by saying that the solo game may be a little too much work to play a lot, the game can be too long and too random, and the rules could use a few rejiggers (both having too many rules and needing a minor rethink), but this could be a game for you because it really does evoke a very piratey theme: there’s still a lot to like in the box.

A Review of 2070: The Cooperative (sorta) Graphic Novel Book Game

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2070 arrived at my doorstep in early August 2023: This is a cooperative (sorta) Graphic Novel book game from GNA. 2070 was on Kickstarter in back in October 2022 and it promised delivery in July 2023. I think it missed July 2023 by days, but I will count this as on time! Good job GNA!

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This is a semi-cooperative game (wait, wait, we’ll come back to that) game where 1 to 4 people sit around the table reading simultaneously from 4 separate Graphic Novels, playing the game together. See the picture on the back of the box, and see us reading below.

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What Is This?

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This is the third in the Graphic Novel series of games from GNA.  It’s been a while since we’ve seen one of these: the original Crusoe Crew we reviewed in  2019 (see Part I here and Part II here), and the Sherlock Homes Baker Street Irregulars we reviewed back in 2020 (see Part I  here and Part II here).  So, it’s been about 2 to 3 years since we’ve seen a follow up from them!

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The best description I have for these games is that they are like a table read: each character is reading from their own copy of a “movie script”, except each of the scripts are each different! The scripts are generally the same, except occasionally, one character may occasionally see/experience different things as players play. There are also really nice graphics in the book! This is a Graphic Novel game mixed with Choose Your Own Adventure: players cooperatively (sorta) make choices about what scene to go to next!

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These really are Graphic Novels, except each one is tailored to an individual character.

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In 2070, each player takes the role of one of four characters: Itaka, Suaoran, Dama 2D, and Yzaline (see pictures above).  Each character has a very different personality, and your job is to inhabit that character for the adventure.

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Each character is described on the back of their individual books: See Ittaka (the alien) below.

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This game is set in the world of Anime/Future Tech. The object of the game, without giving away too much, is to catch “the bad guy”.

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Components

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The components are very similar to Crusoe Crew and Sherlock Homes: Baker Street Irregulars: there are four Graphic Novel books (one for each character), a map, and some tokens. The box has a really nice magnetic clasp and a fantastic ribbon for making it easy to pull all the books out. The ribbon is both necessary and a really nice touch: without it, the books would be very hard to get out.

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The map describes the city you are exploring (but we didn’t really use it very much).

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The instructions were on the back of the map, and they weren’t great. They are just a little too terse and the teeny font made it harder to read. For example, there’s all sorts of symbols in the book that aren’t explained… you know what those are? They are to “double-check” that you went to the right panel!

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See the winged circle in the upper left? If you solve the puzzle on the panel correctly (I elided most of it to avoid spoilers), the panel you are taken to should have that same symbol! We figured it out because we have played all three books! But the rules DO NOT explain this!! They sorta allude to it..

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There are also a number of punchouts that will be used in the game: as the characters find things, these items will help “augment” their character. This is a little different than the first two books: almost everything was in the books. Now, there are some physical tokens you can collect! And you also have hit points! Essentially 4 hit points: you may take damage as you play … there are consequences if one of you “dies”…

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The components are good, but the real determining factor for most people will be: “Do you like the art in the Graphic Novels?” I think the art is great, and so did my gaming group.

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Semi-Cooperative?  Naaaaahh

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If you look very closely at the back of the box, you can see that this is a semi-cooperative Graphic Novel Game. Whaaaaaaaat? The original two Graphic Novel games were cooperative, but this one is semi-cooperative?

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The rules basically say that players work together to play through the adventure, but each player is collecting Success Points throughout the game as they play: whoever scores the most Success Points wins!

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There’s a scoring table on the rulesheet so you can score yourselves at the end of the game.

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At the start of the game, each player also has a Secret Objective (hidden from other players) which is a secret way of scoring extra Success Points. See the Secret Objective cards above.

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Players still have a play as a group “cooperatively” to win, but the final score determines the winner.

We think that the purpose of the Success Points was an attempt to keep players more engaged as they play: each player can be concentrating on their own Secret Objective, which helps guide them and focus on their character.

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Here’s the thing: we accidentally ignored the Secret Objective. It almost seemed to get in the way more than it engaged us. As we played, the Success Points and Secret Objective were more like an odd rule that we had to keep track of while playing, rather than something engaging. The STORY was engaging! The world of 2070 is engaging! The reading to each other is engaging! The Success Points and Secret Objectives were NOT engaging … they actually took us OUT of the game as we played. It seemed liked any dealing with Success Points would interrupt the flow as we were trying to to get through the game. For Example: “Oh, wait, stop the game, I have to get 3 Success Points for no reason .. hold on ..”

In the end, we just ignored the Success Points and Secret Objective and just played completely cooperatively. This might remind some of you of Marvel Legendary: it’s a semi-cooperative deck-builder game with points, but everyone I know just ignores the points and plays cooperatively. I suspect most people will prefer 2070 purely cooperatively and it enjoy it that much more .. but maybe I’m wrong. My group enjoyed it much more cooperatively.

Thoughts

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Of the three Graphic Novel games, 2070 was our least favorite. Now you have to understand that’s a high bar: Sherlock Holmes Baker Street Irregulars made the #1 spot on Top 10 Cooperative Games of 2020 and Crusoe Crew made the Top 10 Cooperatives Games of 2019! We still liked 2070, but it was everyone’s least favorite. Part of the problem of 2070 was the “distraction” of the Success Points and Secret Objectives. Even if you play fully cooperatively, the game is more of a chase than an exploration. You are basically chasing the bad guy throughout the game. Now this “chase” was novel (no pun intended) at first, but it felt like we were speeding through the game, and maybe not enjoying the art and story as much as we should. One of the reasons we liked Sherlock Holmes: Baker Street Irregulars so much was the exploration. Maybe you would enjoy the chase idea more?

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I was also surprised that my friends enjoyed this one the least: they love anime (having been in an anime club in high school), and I thought the theme would would draw them in … nope! The exploration and mystery in the Sherlock Holmes Baker Street Irregulars Graphic Novel is what they enjoyed the most.

Player Count

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You can play this solo, but it’s sort of lonely to do that. You can also play at two and three players, but four is absolutely ideal. Everyone stays involved as you play, and I think you get the most out of the story. You can play at other counts, but it’s not ideal.

Replayability

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Replayability is an odd duck for this: we ended up playing through the adventure about 3 times in one night (for total of about 3 hours) until we finally caught the bad guy, so we call it a “win”. There is a timed element to the game (you start with 8 clocks and lose one every time you hit a panel with a clock), so sometimes you time-out when you play, and you can just start over. There are also points in the game, after you reach major milestones, where your time is reset.

Our understanding is that we just found “one path” through the book to win: there are multiple endings. So, even though we “finished” one path, there are still more to explore … so there is replayability.

Conclusion

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We liked 2070 but didn’t love it like we did the previous two, much to my surprise since my friends are big anime fans! I thought the theme would influence their choice more! It turns out, 2070 is more of a chase game than an exploration game: it’s the exploration that my group enjoyed.

The choice to make 2070 semi-cooperative seems a way to try to engage the players more, but we found it to be distracting and ended up just playing cooperatively: your mileage may vary, depending on your group.

Looking back and refining our scores through the lens of time, The Sherlock Holmes Baker Street Irregulars game would get an 8.5/10, Crusoe Crew would probably get a 7.5/10., and 2070 would probably get a 7/10 (but only if played cooperatively: if played semi-cooperatively, it’s probably a 6.5/10.0).

A Review of Chaos In Copperforge: An Expansion for the Cooperative Deck-Builder Battle For Greyport

Battle for Greyport is like an old friend I haven’t chatted with in a while. I loved Battle for Greyport when it came out: it’s a cooperative deck-builder with quirky comic book art and fun gameplay. I did a review almost six years back in 2017! See that review here. Battle of Greyport was quite popular in our circles at the time: it made the #4 spot on our Top 10 Cooperative Deckbuilding Games, and its expansion Pirates! made the #4 spot of our Top 10 Cooperative Swashbuckling Games back in 2019. But, it’s been some time since we chatted with Battle for Greyport.

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Chaos in Copperforge is a new expansion for Battle of Greyport that was on Kicstarter back in September 2022. This was an insta-back for me, as I love Battle for Greyport! This just arrived at my door about August 1st, 2023. It promised delivery September 2023. Seriously! It was two months early!! What’s going on here?? Recently, both Kickstarters Kinfire Chronicles and Race To The Raft both delivered early!!! It’s great to have Kickstarters actually deliver on time!

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Let’s take a look at this expansion!

Unboxing Some Stuff

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Speaking of trends on Kickstarters, when did Kickstarters start bundling my very different orders to save money?

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I got both the cooperative game Where’s My Ride? and Chaos in Copperforge in the same box! I mean, they are both from Slugfest Games, and they both are from Kickstarter. It’s okay that they want to save some money, but I wonder if I got my boxes later because they had to bundle them. Should I be grumpy over this? I don’t think so?

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Recall that I also got Astro Knights (see our review here) and Ares Expeditions Expansions: Discovery, Foundations, and Crisis (see our review here) in one bundle as well! Weird: I guess this is a new thing. Or maybe I back too many Kickstarters … maybe that’s the real issue …

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So, this is true expansion in most senses: it just adds new content with a few new rules and clarifications.

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I don’t love that the rulesheet is a tri-fold pamphlet.

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Whatever: it’s still consistent with the original rulebook in font and look. It’s fine.

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It’s an all cards expansion: it all fits in a decent sized box.

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One thing you get in here are ten new characters: they are nine starting cards for each (see above).

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For each of the ten new characters, you also get 3 oversized cards: see Wizgille above.

You also get 10 new Locations, 10 New Bosses, and 1 Boo Buggy.

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There are plenty of new Locations and Scenarios to try out! There’s even a little checklist in the back of the rulebook for you to keep track of your plays of the new content.

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See Gromitt The Foul, probably the first new bad guy you’ll fight!

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You can see the Mech-Suit Mayhem and new Locations (above) for the set-up to battle Gromitt! It’s all in line with the original game.

New Mechanisms

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There are two new monster decks (20 cards each): Constructs (above right) and Advanced Constructs (above left). The symbol in the lower right differentiates them. Many of these new monsters have a new mechanism called Contraptions: when you see the the little metal gear in red (like on Gizmoblin), that means a contraption comes out with him!

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Contraptions augment whomever owns it! The contraptions come out with a bad guy, but if you kill the bad guy, the contraption turns into a card Item characters can use! See above as the Stabby Stick is +1 damage when wielded by a bad guy, but +2 AND Snipe when wielded by the character!

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See the Robogre with the Flux Calculator! He gets +1 attack from his contraption when he attacks! And I sighed at the Flux Calculator joke …

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When you play a contraption with a bad guy, you are supposed to slide it underneath the card to make it clear how it augments the bad guy: see above. It’s also good to do that so it takes up less table space. 

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Another new mechanism is the Grey-Border items: they may equipped by any hero – physical or magical! The Mace of Korash (above) is one such item!

Another new mechanism is that some monsters are immune to certain colored die (recall there are 3 types of dice with different distributions of values).

An Old Friend

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Sometimes when you reconnect with an old friend, you forget things and find out new things about your friend!

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I had forgotten that Battle for Greyport was an early game that embraced the “Choose Open or Closed Hand“! We discussed this rule in our Seven House Rules for Cooperative Games in the Allow Sharing, If It Makes Sense section: it’s nice to see a game that’s open enough to embrace this choice in play style! Open-Handed is more interactive, but can suffer from Alpha Player Syndrome; Close-Handed can be less fun and less interactive as a group, but can feel like you have more agency over your own choices: allows you to choose the play style you like!

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I had also forgot that Battle for Greyport uses Player Selected Turn Order: they don’t call it that, but again, it’s an early game that embraces the idea that coooperatively players can decide player order!

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And I may have been playing the game wrong in a few places: a new look at the game forced me to re-read some rules: “Oh, I don’t remember that about you!” It doesn’t change any opinions, but it does open my eyes!

Solo Play

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One of my major complaints about the original Battle for Greyport game is that it does NOT have a solo mode!   This is one of the games that I use as an exampler as why need Saunders’ Law: here is a great cooperative game that DOES NOT have a solo mode!

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Yet, it is so easy to play Battle for Greyport solo: simply play two-handed (two characters) and alternate between them like you were playing a two-player game. See above.

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You’ll be happy to know that it’s still easy to play this solo: there’s no new rules or anything in the new content that prevent the two-handed solo mode.

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I should qualify that “easy” a little: playing solo is easy, but the game itself can be challenging (so the difficulty of the game is not easy). I lost my first solo game pretty bad! And that was on an easy scenario! And I lost my second game as well! This expansion does make the game harder …

However, it turns out that one of the new “clarifications/adjustments” in the new Chaos For Copperforge is the establishment of a house rule called Rest Healing that’s been around for a while. That house rule (now official rule) says: 

At the beginning of the game, you now choose a number of hit points to heal between encounters (when you level up).  In general, we recommend 2 … if you liked the game it was before, you can simply choose a Rest Healing of 0 (now called “Hardcore mode”).

I would have done significantly better on my first solo game if I had just chose some non-zero Rest Healing … but I still had a great time.

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Two-handed solo mode still works great with Chaos in Copperforge, even if it isn’t an official solo mode. Given that they embraced Restful Healing house rule, I am surprised they didn’t just embrace the two-handed solo mode house rule.

New Content

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How much of the game can you play with ONLY new content from the Chaos in Copperforge expansion?  Pretty much all meaningful content can be new except for the recruit cards: Items and Heroes … those two decks still have to come from the base Battle For Greyport. Everything else can be new content!!! There’s new player Heroes, new Monsters, new Scenarios, new Locations, and of course the Contraptions (which count as an item if you get it).   See above as a game with as much new as possible!

Of course, you still need the base game for the dice, the tokens (hit point, coins, etc), the Taunt token, and especially the rulebook (needed for describing lots of the keywords).   (There are a few new Heroes you can put in the recruitment pile, but it’s not nearly enough to supplant the base Heroes piles.)

Conclusion

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The best kind of expansion is the kind that makes you remember why you love the original game! And that’s what Chaos in Copperforge is: a reminder of how great the original Battle For Greyport is! I felt like I was reconnecting with an old friend, reminding myself why I love Battle for Greyport and just enjoying the new content. Basically, Chaos in Copperforge gave me an excuse to reconnect with my old friend.

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Chaos in Copperforge isn’t a flashy expansion: it just adds some new characters, new scenarios, new bad guys, and a few new mechanisms. But, sometimes, you just need an excuse to reconnect with your old friends, and this gave me a great excuse to revisit my old friend Battle for Greyport. 9/10. Despite its simplicity, this could be my favorite expansion of the year: I was just so happy to be in this universe again.

First Impressions of Kinfire Chronicles (A Solo/Cooperative Dungeon Crawler)

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Kinfire Chronicles was a game on Kickstarter back in September 2022. My copy arrived at my house in late July 2023, being early by one week! The Kickstarter originally promised delivery in August 2023, and it actually arrived early! Is this the start of a new trend? My Race To The Raft (from a few weeks ago) arrived early from its Kickstarter!

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Kinfire Chronicles is cooperative dungeon crawling type game for 1-4 players.

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The game box says 45-60 minutes, but I suspect that really varies, as there are quite a number of scenarios in the box! It probably really depends on the scenario. The Age 14+ seems appropriate, but the art makes me think younger players will be attracted to the game …

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The game has almost a comic book vibe and art style, which might be appealing to younger players, but I think the game is complex enough to require older (14+) players.

Unboxing

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The Kickstarter delivery box was pretty big: see the Coke can for scale.

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So I backed the Kickatarter game at The Premium Collection Level, which means I get an extra box called the Upgrade Kit … which has some cool upgrades we’ll see later.

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The base box and the Upgrade Kit are both pretty big boys!

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I am spending a lot of time on the unboxing because this is a weird beast. First of all, notice the pull tab? That’s so you can pull out the board. But, you might not notice at first: the top and left and right of the box IS A GAME BOARD!

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Weird, huh? The pull tab pulls out the Welcome box (see above). Word of Warning!! don’t pull too hard on the pull tab! I accidentally tore my box a little:

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The Welcome Box includes the Map Atlas:

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This Map Atlas makes me think this is going to be something like Artisans of Splendent Vale, with combat taking place on the map (and it does: see above): it also has an Artisans of Splendent Vale vibe from the art too (see below)?

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Below the Map Atlas are the rest of the intro components.

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There are some hit point wheels to make your characters, tokens, and the instruction manual.

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The cards and nice and Linen-finished. The wheels (for notating hit points) were just “okay”, they kind of slipped and slided in the plastic knobs. They worked, and the instructions for putting them together were good, but they felt cheap.

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Below the Welcome Box are a bunch of other boxes! These boxes look like “Adventure Boxes” (and indeed, the joke was that this looked like a DVD collection).

Other boxes are character boxes: the game comes with six characters you can play: see above.

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Finally, the big box above the DVD collection is a box full of “unlocks”. You aren’t supposed to open it, but I peeked inside real quick: it looks like a bunch of cards that will get unlocked as you play.

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The components are really nice, the art style is comic-booky and consistent, and the boxes all forbode that a lot of adventure coming! The cards are linen-finished and very nice. Overall, the components (those that I have seen: I suspect a lot more will be unlocked as we play) were very nice.

We’ll unbox the the Upgrade Kit in the Appendix if you want to see that.

Forteller

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Before I got too far, I made sure I got the Forteller App and the Kinfire Chronicles content.  I used Forteller in the Isofarian Guard Review (if you are wondering where that review is, I deleted the review after not liking the game but realizing I may have misplayed some of it), and I had kind of the same experience.  Using the Forteller app was suboptimal.

The app was not a good experience. It’s not a clear menu system, it’s not clear how to use the code (I got a free code with the Upgrade box), it’s not clear that you are currently downloading it.  After cursing at Forteller a few times, I finally got the content on my phone.

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And after all that … I forgot to use it in my first adventure!  After I finished my first playthrough, I went ahead and listened to what was in the app.  I think the app will augment the experience.  but I was annoyed that my user experience with the app was suboptimal.

Rulebook

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This game takes a different tact for teaching the rules: it teaches them “a little bit at a time”. The first rulebook, called Getting Started (from the Welcome Box) tells you how to set-up and get going.

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But it’s just a slice of the rules. This first rulebook is just about getting set-up:

It’s clear that more rules will come out when you open later of the DVD boxes.

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The rulebook gets a B+ on The Chair Test: it folds open well, is easy to read, and looks nice but the font is a little small for the rulebook.

This piecemeal approach for the rulebook seems to work for the game: rather than being inundated by tons of rules (I am looking at YOU Gloomhaven with a 56 page rulebook), this game does the Jaws of the Lion: Gloomhaven thing (see our review here) and slowly brings you into the game. I find this approach is a breath of fresh air, and not stressful! Sometimes knowing you will slowly be brought into a game takes some of the stress away: “we’ll learn it as we go”.

I wonder if that approach will make this game standout: I am already excited to play it again!

Character Set-Up

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This is a cooperative dungeon crawler game set in a fantasy universe. Each player takes the role of one of six pre-generated characters: see three of them above. Each character is a prototypical fantasy character: see the Bard, Archer, and Rogue above.

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Each player gets a box with their components.

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The back of the box describes some backstory as well as each character’s special power.

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Each box has a player mat (specific to that character), a deck of 18 cards, and a little acrylic standee.

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You end up having to assemble your character standee and the little hit points wheel. NOTE! Not all wheels are the same! Make sure you find the one for your character! (I got the wrong one for my characters at first).

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The hit point wheels are specific to the characters, as each character has different starting hit points to balance their powers (like the Magic User in AD&D had a 4-sided die for hit point dice and the Rogue had a 6-sided die for hit points).

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Don’t forget to take the plastic off the standees! They look much nicer!

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Notice how each mat describes the special abilities AND what you can do in a turn! Very nice!

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The cards are also nice linen-finished cards. They are very easy to read, even if they won’t win any awards for design: they are very functional.

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For my first game, I played with Roland and Valora.

Gameplay

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You might find this hard to believe, but this is a bag-pulling game. I can’t say YET if it’s a bag-building game just yet, as I don’t know if later boxes will have more tokens … but I strongly suspect this will be a bag-building game. Let’s just call it a bag-pulling game for now.

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There are a bunch of tokens that go in the bag: see above for all KNOWN tokens (seriously, I will bet you $10 that later Adventure boxes will have more tokens). But you don’t put all of them in the bag at the beginning:

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Each character has their own tokens: you only put (some of) your characters tokens in the bag. These tokens, when drawn, let you know its your turn!

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The rulebook has some nice pictures of what goes in the bag. The 1-12 will be events “probably bound” to the bad guy: so when those are drawn, the bad guy will act.

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In the first adventure, you see the Wyvern set-up: see above. If the token drawn matches the numbers, then the Wyvern goes, invoking the ability next to it (the Wyvern has three actions it can perform).

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The board really does document all the tokens fairly well: see the Combat Flow text above, marking all the tokens, what they do, and the remains going in the overflow.

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The only two bag tokens we didn’t discuss were the heart and the curse token: they cause time to advance. If the time advances 4 times, everything goes back into the bag and it resets!

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During combat, if you are really worried about losing, you can discard a Fate Tokens to draw 4 tokens from the bag and choose just the one you want. This one little mechanism seems a very thoughtful way to help you out of a jam.

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So, the tokens really control when players and monsters acts! When a Valora token is drawn, then Valora can act and can play an action card: see above. (Note: there are rules for always making sure you have at least one action card).

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An action card is labelled clearly with the word ACTION at the top: see above.

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Note that there are 3 types of action cards, color-coded as to the type of action: red, green, and blue.

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After you play your card, your compatriots can all play a single BOOST card to try and help you (this is a cooperative game after all). Each other player can play a single BOOST: note that you can NOT BOOST yourself I like this mechanism, as it clearly is designed to keep everyone involved as you play! Even though it’s “my action”, all my compatriots can BOOST my action!

The color is important, as you can only BOOST the same color. I suspect there are more complicated rules for BOOST coming as we play further…

First Adventure

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As I said before, the rules for the game come out piecemeal, so the intro to combat came in the first Adventure Box: The Road To Vinna.

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Oh, the intro to the first adventure was under the flap for the first box! I almost missed it because I am not used to important text being on the box itself!

Inside the box proper was a rulebook, some cardboard (with the Wyvern cardboard), and some cards.

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The little deck of cards in the Adventure Box controls the story. They tell you how to set-up the Bad Guy, the story, and what happens. See above for the set-up card.

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See above for some of the story: a little spoiler, so don’t read too close. I am just pointing out that the story unfolds from the cards.

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So, we set-up on map:

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Set-up the Wyvern:

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Set-up our two characters and our bag, and we’re off! Fighting the Wyvern! The cards from the Adventure Box control the story, and the Bag controls the combat.

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Incidentally, the acrylic standees from my pictures come from the Upgrade box: the base box has a cardboard standee.

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So, after several rounds of pretty quick combat, we defeated the Wyvern! Pretty easy and pretty quickly! I’d say the combat rules were pretty intuitive. I had a few questions over the combat, but I always seemed to find a clarification either on the board or in the rulebook in a few minutes. (Can I have multiple conditions on a Wyvern’s ability? Yes. How does Armor work? Do I have to discard all of them? No. Etc)

Solo Play

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So, thanks to Kinfire Chronicles to having solo play! (Yay for following Saunders’ Law): The rules do say it’s probably better to play Kinfire Chronicles with multiple people, but the solo player can take the role of two characters to proceed. And that’s what I did.

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It’s a little harder to play two characters, because there is a lot of info for each character: the action cards, the Lantern ability (which flips active when you have to redraw cards), and the Boost cards. So, when you draw a character token, you have to play one of their action cards THEN consult the other character to see what BOOST card to play (if any).

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It’s interesting that the main rule that makes this game really standout as a cooperative game (the BOOST cards played outside a player’s turn) actually detract a little from the solo game. It’s still a good mechanism, but it’s just a little more maintenance and context switching for the solo player.

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The game is a little of a table hog: see above as I set-up two characters to play a solo game.

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I will say that there the game flowed decently well, but that first play was rocky is just a few places. There could have slightly better directions on set-up, there could have been some better pictures of set-up, and a few tokens could have been labelled better. But I figured it out.

Cooperative Play

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I set out Kinfire Chronicles for my group: they seemed really excited to play. “We love the art! The game looks cool! Oh wait, it’s a campaign? Let’s finish our other campaigns first! We need to finish the Valor and Villany cooperative campaign first!!!” (We started the Valor and Villainy cooperative campaign a few months ago: recall that we talked about that here).

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That’s right, it’s a campaign over 21 adventures. There are so many campign games out there right now, that I wonder if that will be a detriment to this game? I liked this game cooperatively, and even tried to sell it to my group, but they made it clear they want to finish our current campaign!

What I Liked

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I really like the art: it has a comic-book vibe.

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I love the Acryclic Standees!! They look so cool! I think I like Acrylic Standees better than cardboard standees and plastic miniatures! Recall how great the acrylic standees looked in Tokyo Sidekick!

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I like the fact that you CAN buy the acrylic standees for all the monsters in the UPGRADE box!

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I like they the rules come out piecemeal: you don’t feel like you have to learn everything at once! You can just take in what you have so far. I think this really reduces the stress of learning the game.

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I really like the compnents: they all seem pretty high quality.

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I like that you can use forteller with this (even if the app could be better).

What I Didn’t Like

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I both like and don’t like that it’s a campaign game: this means this will require an investment by my players … which I currently don’t have! I am excited to play through the game, and I can’t until I get my group through Lludwick’s Labyrinth!

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Some of the boxes tore a little too easily. I think the Tab on outside of the box might be too much.

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Although it’s a cool engineering feat that the main board is the outside-the-box protector, but is that a good idea? I’d much rather have my box be a normal box (with the board inside) and not have to worry that I might damage the board if I stack it wrong.

My biggest concern is the token/bag system. I didn’t love it in Isofarian Guard. I think my main concern is that teh bag system feels like the order system in Aeon’s End, Adventure Tactics, and Astro Knights: the players have a possibility of being completely shutout for a number of turns in a row if you just draw many monster tokens in a row! And that’s not fun. We discussed this in detail in my blog entry for Seven House Rules for Cooperative Games. This bag system is my biggest concern. (And yes, I am aware there are the FATE tokens to help mitigate that: that does ease my concern a little). Will it be too random?

Conclusion

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I am cautiously optimistic that me and my group will like Kinfire Chronicles. My solo experience was good, but it’s interesting to me that the solo experience is actually a little tarnished by the BOOST system which I think will work great for cooperative play! I think this game will be more fun as a group, but it still works as a solo game pretty well.

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Even though there are a lot of campaign games out there, and Kinfire Chronicles is fighting to be a voice in that space, I think its piecemeal approach to doling out the rules slowly makes this very appealing as a campaign game: there’s no stress about learning 56 pages of rules! You just learn as you play: that maybe Kinfire Chronicles greatest strength!

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I really like what I’ve seen so far, I love the acrylic standees, I love the art, and everything looks great. If you have are interested in the game, I would recommend getting the UPGRADE Kit if you can: it really does make the game shine a little more. See our unboxing of that in the Appendix below.

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My only real concern is that the bag-pulling part will make the game too random for me. Luckily, there is the mitigation method with the FATE tokens, but that is still a limited resource. I am going to have to see how the game plays out once I have convinced my friends to embrace Kinfire Chronicles. I don’t think it will be a problem getting them to play: it’s just that there are too many campaign games and we have to finish those first!

Appendix: Unboxing The Upgrade Kit

The UPGRADEKit came with the Premium Collection Kickstarter pledge.

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You get 6 nice little mats for the 6 different characters:

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Each character has their own mat! The mats are nice because they tell you where to put the cards.

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What else is in here?

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See the beautiful sleeves for the cards! Seriously! These are great! On the order of the sleeves for Dice Throne!

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The only issue with he sleeves is that it feels like you shouldn’t sleeve your Lantern card (because it has a different back than your other cards.

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I get the forteller code!

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The best part of the UPGRADE box is the amazing number of acrylic standees you get for the monsters!

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YOu also get metal coins …

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A make-your-own Adventure and Monster Box .. (pretty cool)

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And a few other alternative art cards for the characters and a “secret” sealed envelope!!!

I am so glad I backed to get the UPGRADE Box. It’s worth it for Acrylic Standees, sleeves, and character mats. The other bits are just gravy.