Tamashii: Chronicle of the Ascend is a cooperative programming game from Gamefound This game was originally on Gamefound back in April 2022. It delivered to my house in late September 2023.
This is a cooperative game for 1-4 players, taking 90 minutes (more on that later) for ages 16+. We were very excited to get Tamashii: it was #9 on our Top 10 Anticipated Cooperative Board and Card Games of 2023! Our only concern was that it was an Awaken Realms game … (well, strictly speaking, it’s an Awake Realms Lite game). Even though their games are gorgeous with amazing production, we’ve had mixed luck with their games. For example, our Tainted Grail (another game from Awaken Realms) experience started amazingly (see Part I) only to be tarnished by the grind of the game (see Part II). Let’s hope Tamashii endures!
Unboxing

Like all Awaken Realms games, the box Tamashii comes in is pretty well padded and packed. It’s a quality box!

The game comes with a nice letter from the publishers (on top).

The game itself is pretty big (but not as big as other Awaken Realms games).

See the Coke can above for scale.

What’s inside?

The rulebook is right on top: it’s a big square thing.

There’s a nice lost Page rulebook.

There are quite a number of punchout sheets: some of these will be unnecessary to punch out because they are minis which replace them.


I really like that there is a sheet showing where all the minis go on top of the minis! I wish they were labelled (more on that later).

The minis themself are pretty cool: Lots of cyber-anime minis! This game is set in a post-apocalyptic cyber future in Japan, so these minis really capture that.

Underneath the minis are a special set-up sheet (for first timers).

There’s a bunch of bad guy cards! (You don’t necessarily see these right away).
There’s a bunch of cards, dice, player boards, scenario books, and bags!

There’s a lot in this box! It looks pretty good!
First Time

My first time through was a little daunting. Was I supposed to read the rulebook first? The Unboxing Guide above “sort of” showed what you needed to do, but like most games this big, it makes sense to correlate components and labels from the rulebook. This correlating gives you names for later references (“forward referencing”).


Our first couple of hours with the game was just unboxing, looking at components, figuring out what everything was, and using the Unboxing Guide to get going. Don’t expect to jump right in to this game! There will be a lot of reading and correlating of components.
Rulebook

This rulebook is … pretty good to good.

It gets a C+ on the Chair Test, as I can’t really put it on the chair next to me without it flopping all over the place. Now, the font is big enough to read some of it, and for some of my solo plays, I was able to use the Chair to hold the rulebook. But my first few plays absolutely had me putting this monster square rulebook on my player table (thus eliminating some play space).

The Table of the Contents and Components (with names) on the first two pages is fabulous.

The set-up on the next page is quite good too (if a little “small”).
The rest of the rulebook is pretty well notated with Labels and pictures. I don’t necessarily love the organization, as a I struggled a few times looking for a rule.

BUT: Most importantly, it has an index! Not only an index, the “main definition” of a keyword is highlighted in BOLD so it’s easy to go find where a rule is! This Index really saved the rulebook for me. I don’t quite get the organization, but the fact that the Table of Contents and Index are so well done makes this a very usable rulebook.

The rules are a big long, but they all seem to be here. I think I had most of my questions answered when reading or playing without too much bother.

But then the rulebook ends with a BANG putting a nice “important Keywords, Key Phrases and Icons” on the back!
I didn’t love the form factor (C+ on the Chair Test), I didn’t love how long the rulebook was, and I didn’t love the organization, but the Index, Table of Contents, and back cover made this a pretty good to good rulebook.
First Few Days

My first few days with this game were very strictly delineated. First day: unpack the game and get a sense of all the components: this was a few hours. See above.

Second day, set-up the game and start reading through the rulebook, at least a little. This was a few hours too.

The third day was to be playing through the first Scenario: PROLOGUE. I didn’t have to read the whole rulebook before I played, I just had to read portions as “new rules” were revealed. The little prologue did a good job of not getting caught up in the rules. So, you’d play a few turns to get the hang of some introductory rules, then uncover the next part which had new rules. Then you’d stop and read the few new rules. Then return to playing, getting a sense of the new rules. Then stop, read a few new rule. Return to playing, get a sense, read some new rules and so on … until you got all the rules!

This piecemeal way of learning the rules worked pretty well. So, at the end of Day 3, I had a pretty good sense of the main rules of the game. The previous two days were shortish, but day 3 was pretty long at about 3.5 hours. It’s a lot of work to play, read, play, read, play read! Make sure you give yourself plenty of time to play.
Gameplay

This is a bag-building game! Each player had their own bag, and they can cull tokens, add tokens, and generally do bag-building like operations. These tokens are placed on your console (see below).

The tokens are yellow, green, blue, and red. Each of these corresponds to an Asset in the game: yellow is reroll, red is extra dice during combat, green is shielding, and blue is memory for upgrades.

As you pull tokens from your bag, you put them on the your Launcher in the light-blue spaces. Then you “program” moving the tokens around to form patterns. “Programming” is essentially two operations: moving a token 1 space or swapping two adjacent tokens. What you are trying ot form is patterns!

The basic patterns are three in a row: if you can launch that program, you get that resource!

In this example, I can launch three programs simulaneously: A red basic patterm (giving me one energy), a blue basic patterm (giving me one memory), and a green basic pattern (giving me one shield).

Up your assets to reflect the new status!

As the programs launch, you place the used tokens in the “Dump” (think discard) just below your board. We just launched the red program above to get 1 red energy!

As you launch programs, your launcher becomes empty and your dump becomes full. If you ever need to draw a token from your bag and you can’t, you immediately take all tokens from the Dump into your bag and start drawing from there (the “Dump” is like a discard pile in a deck-building game).

Although this is a deck-building .. pardon me … bag-building game, it is also an exploration game. There are numerous scenarios in the game, and each scenario sets-up a different topology of tiles to explore. Unexplored tiles are flipped over with a “honeypot” token on each one: when you explore it, you flip the token and usually get an asset or something good. It depends on the scenario of course, but usually exploration is good as it opens up the map: you can’t move quickly through tiles you haven’t explored!

The scenario is controlled by a little book that describes set-up: see above for the PROLOGUE set-up! Each scenario has a little story where you make some “Choose Your Own Adventure” Choices while completing challenges. The game flow is controlled by a Deck for your scenario.

Usually there in an objective to each part of the story!

Some of the challenges to overcome are defeating enemies in combat. Combat is a little different in this game: enemies “attach” to you and you have to fight them in the combat phase. This seems pretty thematic: the idea is that you are running around the city trying to get away from the big bad AI, so occasionally they will catch site of you!

You can either launch programs to do damage, or you can just straight up attack with dice. See above as the DISRUPTER can be harmed with yellow/? program or y/y/core.

You’ll see the CODER character has 2 ATTack dice when we does fight.

Oneof the cooler elements of the game is that you can upgrade your body to get better Skills: ATTack, or MOVe or PROgramming! You can inhabit the CODER body if you launch the program in the lower left!
There’s also many ways to upgrade your character while you are playing: you spent memory (blue) or EXP (experience) to get AUGMENTS, get new tokens for your bag, cull tokens from your bag, and other ways!

If you can fight, explore, upgrade, and and hack your way to the final card, you win!
Whew. Yes, there are a lot of rules to this game. BUT, there are three reference cards (everyone gets their own copy) to help!

Solo Play

The game has solo rules that work pretty well (thank you for following Saunders’ Law!). There is a half of a page near the back of the rulebook that describes how to play solo: see above. It looks a little daunting at first, bt there are really just two main rules: Use the JORDAN BOT to help you explore, and when you see the PLAY ICON, it counts as just 1 player. So, you only have to play 1 character to play solo.

The JORDAN BOT (see card above) basically helps you get the board explored more quickly, and he’s easy to just move without any special rules or skills. Occasionally, you can launch programs from the JORDAN BOT (which can be useful) for 1 battery. See above.
Solo play went pretty well: I think you pretty much have to play this solo first to teach your friends! There are sooo many rules!! Now, once you get the majority of the rules under your belt, it’s easy to teach the rules so you can your friends can move forward quickly. The game is pretty intuitive once you get over the rules hump. Like I said earlier, it took me three days to get to my first solo game. But once I got there, the game seemed to open up.

Later on, after playing cooperatively with my friends, I went back and played some more scenarios solo. This is a pretty thinky solo game, which I like. The game says 90 minutes, but I still haven’t had a game that short yet. Most games have been at least 2.5 hours, if not more. I do admit that some of that is “we tend to be thinky”, but I don’t think we are are prone to Analysis Paralysis.

I like the game solo, but there are a few problems that I am still unsure about: see below.
Cooperative Play

It was absolutely essential to play solo before teaching my friends. Even with me being familiar with the game, it still took 2.5 to 3 hours to teach and play the PROLOGUE with my friends.

Andrew tends to be the most thinky of our group, and that definitely contributed to the length of the game, but I still am not convinced this game can be 90 minutes!

How did it work cooperatively? There aren’t that many mechanisms that allow players to share, at least in the PROLOGUE. So, the intro game felt like we were all kind of playing our own game without much interaction. There are no shared monsters, at least in the beginning! All monsters are fought in solitaire … at the beginning. In fact, we house ruled the game to do simultaneous play at most steps to move the game along quicker!

By default, the Planning Phase is Simultaneous (see the Turn Order card above), but after we played for about an hour, we realized that the Action and Combat steps could also be simulataneous! That really sped up the game!

Now, at some point, we started getting AUGMENTS and skills which allowed us to help our neighbors, which should have made us stop play simultaneously. The “helps” for your neighbors were still simple enough that we could continue playing simultaneously, but we are all engineers and computer scientists! Engineering/Computer Science skills tend to embrace concurrency and recognize when there might be simultaneous-play collisions. At some point, unfortunately, I expect we will have to start playing serially again, which will slow down the game.

My friends liked the game enough to play again. I think the choice to move to simultaneous play helped that: the game might hve been too long with out that decision.
Campaign

So, this is a campaign game, but it may not be what you expect. As you complete scenarios in the game, you do not level-up your character, and you do not unlock new items for your character.

Instead, when you complete a scenario, you unlock items and make them “generally available”. For example, at the end of the first PE0x283 scenario, I unlocked 5 new cards (new enemy) and some new Faction augments. BUT NONE OF THE CHARACTERS GOT THEM immediately. These new cards are now “available” as part of the game: the new monsters “may” come out when you shuffle the enemy deck, and you “may” get the new faction Augments when you get to draw one, and so on.

To be clear: your character starts from scratch at the beginning of each new scenario! So, the only level ups you get are ones that you may see when you have to draw from a particular deck. Basically, the game gets more “stuff available” as you play, which you may or may not see depending on where you go/what you do.

Do, I like this? I like that the game gets more and more stuff as you play, so there will be cool new stuff to see. But, I didn’t love that your character doesn’t level up between scenarios. I think I was expecting some kind of level up system, and I was a little disappointed that there wasn’t one.
This may just be setting your expectations for the game. Just be aware.
Level Ups During The Game

Even though your character doesn’t progress as you play, there are still many opportunities to level-up as you play. Whenever you kill an enemy, you get a EXP token: every two EXP allows you to do some cool upgrades. You can also spend BLUE (memory) to cull and add more tokens to you bag.

And then there’s the LEVEL UP card which gives you some focus on some level up you can achieve.

So, even though you don’t get the dopamine hit of “leveling up” at the end of each scenario, there still is leveling up as you play.
Traces

By far my least favorite mechanism in the game is the Trace: there’s a pink trace to the left of your player board that shows where the trace roll is currently at: see above.
We didn’t talk about this in the Gameplay section, but the way enemies attach themselves to you is by rolling dice based on your current “trace” roll. Basically, the higher your Trace, the more dice you roll: every “o” you roll attaches an enemy to you! In practice, it “feels like” you get about 2 enemies every 3 turns. So, some turns you won’t have enemies attacking you (which frees you to actually explore and upgrade), but then other turns you may have 3 enemies on you!

What I dislike about this is the randomness of it. Every dice you roll gives you about 50-50 chance of getting an enemy. You can mitigate this a little by using the rerolls, but you need to understand that the re-rolls are very scarce resources!! And even with a reroll, you may still get the enemies. It was frustrating because the Trace elements “force” you to play as fast as you can: every time you move or stay still, you up your Trace rating. In fact, you are encouraged not to sit in one place too long because your Trace score goes up faster. Arguably, this is very thematic! You are traipsing around the city being followed by the big bad AI, so you need to keep moving!

But it was the least fun aspect of the game. If you rolled poorly, you would get 1 enemy per turn. And maybe you waste your rerolls to try to slow it down, but that just means you don’t get your rerolls for combat when you need them the most!
I found the Trace to be a little too random, and it forced the game to push forward a little too much. I just wanted it scaled back just a little…
In one game, I was able to keep the Traces down so I only got a monster every 2 or 3 turns, and in one game I was inundated with monsters almost every turn! And that’s very unbalancing, as you have to “waste” your programming to fight, waste your rerolls to mitigate the rolls, and waste your time. Too many monsters was just not fun.

I wish the Traces felt more balanced. What I saw: Roll badly on Traces and you lose the game. Roll well on the Traces and you win the game. So, it doesn’t matter how great the rest of the game is, as the Trace rolls seem to define the game. And that frustrated the heck out of me. It caused me to lower my score of what’s a pretty good game otherwise.
(Half-formed idea for a house-rule: maybe you always get one free reroll? Or maybe you can spend a memory to just lower the Trace track? Just give me something more so I can mitigate the Traces a little more).
And Yes, I know there’s a mechanism for eliminating an enemy with a program without getting EXP, and that does help to mitigate the enemies a little more, but it still consumes resources and may only work for a few times, depending on how many corruption tokens you get. Even with that, I still felt so under the gun all the time… I never felt like I could just “enjoy” the puzzles or enjoy this fairly cool world .. I just had to run around as fast I could. Tamashii is a cool world with cool art and cool ideas … but I couldn’t enjoy it as much.
House Rules

Our experience is that the game is significantly longer than 90 minutes. So, in the cooperative mode, we strongly advise that you play each section simultaneously as much as you can. Our beginning games seemed like it was pretty easy to play Planning, Movement, and Combat simulataenously without issue. It made the game seem shorter and more engaging.
At some point, you won’t be able to use simultaneous play, but I think your cooperative game will be that much more enjoyable the more you enable it.
Error Bars

I like this game and would give it a 7. The randomness of the Traces and some of the scenarios brings that down for me. But how much?
In a game where the rolling feels balanced or better, I will give this a 7, but in a game where a few rolls (especially on the Traces) completely screw up a two hour game, I will be much more feisty and want to give this a 5 or 6.
I feel like this game doesn’t deserve a 5: there’s too much to like! But it’s also doesn’t deserve a 6, it makes the game sounds too midling. But it also doesn’t deserve a 7: the randomness can really ruin a game.
So I will give it a range of 5-7: that range indicates what the game can be when things are fairly balanced (a 7), but how awful it can be when the dice conspire against you.
To be clear: if this were a faster game with fewer rules, the randomness wouldn’t be so devastating. But, after putting 2 hours into a game (with lots of rules) and having it ruined by a few bad Traces rolls… that is very frustrating because there’s so much investment.
I think some minor rebalancing of the Traces or a slightly different mechanism for attaching enemies would easily make this game a strong 7.5/10.
Miscellaneous

I really wish the minis were labelled somewhere in the game. I have absolutely no idea when to pull these out. Are these enemies? Bodies to inhabit? The Big Bad Guys? As we inhabited some new bodies in one game, we looked and looked and looked to see if any of the minis were it. Maybe? I remember that Tainted Grail did a pretty good job of labelling, so this was a little disappointing. I have all these great minis … and I am not sure when to use them!

Since this is a ongoing campaign, there is a little checklist you use as you play (see above) to mark progress. . I strongly recommend either printing out a new copy or just photocopying these! I have at least two games going now, one solo and one cooperative, and I need multiple copies! See below.

Programming

Is this game like what programming is really like in the real world? Not really. Not at all, actually. But the idea of using patterns to represent little programs was still fun. There is some tie to computer science: a lot of times, especially in early computer science, people would study arrays of data looking for optimal ways to rearrange said data (sort it, heapify it, merge it, etc). And the little programming in Tamashii of swap/move tokens “kinda” feels like trying to find the optimal moves in data. So, ya, there’s an element of programming? Maybe?
Conclusion

I’ve played this mostly solo and I would give it a range value: 5-7 out of ten. When the randomness doesn’t bowl you over, this is a solid game which I like. When the dice and randomness of the game destroy you, it’s not so fun.
My friends (who haven’t played quite as much) would give the cooperative game:
Teresa: 7 and I want to play again
Andrew: 6 and I’ll play again if you want.
Tamashii is pretty good, but it may be a little long: luckily, it’s easy to shorten by simply adding more simultaneous play in the cooperative game. But I think the deciding factor will be if you like the extra “spicy” randomness of the Trace rolls. That extra randomness of Trace rolls will either excite you or disgust you: decide for yourself.