Surprisingly Thematic! A Review of Roll For Great Old Ones: A Cooperative Roll-and-Write Game

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Roll For Great Old Ones is a cooperative roll-and-write game that was on Kickstarter back in February 2023 and delivered to me Oct 31, 2023: I remember that date, because I was trying to get my friends to play this for our Halloween game! (We ended up playing something else).

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Roll for Great Old Ones is a cooperative roll-and-write game: if you don’t know roll-and-write games, think of Yahtzee! In Yahtzee, you roll dice (roll) and fill out a sheet with numbers (write). We’ve seen some recent examples of cooperative roll-and-write games: Find The Source (see our review here) and Escape: The Roll and Write game (see our review here). Let’s take a look at this one!

Unboxing

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This game has a weird profile: see above. It’s very thin and long and kind of an awkward size.

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Arguably, it doesn’t have to be too thick because all it contains are some sheets, dice, pens, and a rulebook. And that’s it! It all fits into that thin box (see above).

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The game looks pretty good, if you don’t mind the crazy, maybe off-putting art.

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I think the art’s supposed to be a little crazy and unhinged because Cthulu-type games typically have that insane/going-crazy aspects to them. So I think it works. But the art is weird.

Rulebook

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The rulebook is okay to pretty good.

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The game starts with a good description of what the game is, but there is no component break-down.

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To be fair, you don’t need a component breakdown since there are so few components. The set-up page works pretty well.

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The rulebook does a pretty good job of showing examples while it explains each sections, and it has cutaways of the appropriate section of the board: that was very useful to further our understanding.

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I didn’t love the font here: it wasn’t visually appealing. There’s also a lot of white space all over the book, which makes me think the font could have been significantly bigger. But, font and font-size are a very specific criticism most people might not even notice: it bugged me.

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I would say this rulebook taught the game decently: I had questions as I played and I was generally able to find elaborations/clarifications for rules. Having said that, I think this game really needs an index: there are a lot of concepts here for a simple roll-and-write, and I think an Index would have helped a lot.

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I will give the game props for having a very useful back cover (summaries of symbols): I referred to this a fair number of times when I played.

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The rulebook gets a B on the Chair Test: it does fit okay on a chair next to the table, but it does flop a little. The font is also too small to see easily on the chair.

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A slightly smaller form factor, a larger font, a better font, and an Index could easily move this to a very good or excellent rulebook. The rulebook, as it is, is ok to pretty good: it will teach the game decently.

Gameplay

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Each player takes one of four characters to play during the game: Each character has a specific laminated sheet with a special power!

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For example, Sally Jones (see above) has her special ability where she can spend a health for a free reroll.

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After choosing a character, you choose one of four scenarios that come in the game. The scenarios are documented in two places: a rulebook for each scenario (see above) ..

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… and a sheet specific to that scenario (There are 2 double-sided scenario cards, so 4 total Scenarios).

Once you get into the game, the main arc is pretty simple: roll some dice (1 bad news dice: the d12) and a few d6 (one more than the number of players). Each player will choose one d6 to put on their sheet:

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And with that die, they will activate “something” on their sheet!

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An easy to forget rule is that you get to use the die’s value TWICE, so I put a note underneath the die!

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The bottom of your sheet shows you 6 major actions you may be able to activate with your value (if it’s odd, even, ascending, descending, same, different, etc). You fill in little squares at the bottom! These squares will have cascading effects as you fill them in: some allowing you to fill in the experience track, some allowing more numbers to be filled in, some allowing other actions! There’s all sorts of things you can do you if fill enough boxes: heal sanity, cure weakness, kill some cultists, activate a special action, but the most important thing: discover clues!

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In order to win, each character must find enough clues to fill in their own DARK SEAL!  See above as Sally Jones is able to find the Dark Seal and win the the game!

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Another great thing this game has are institutional rerolls!  You can reroll just about any die in the game … at a cost.  The rerolls section of your board has a bunch of reroll squares: every other reroll is “free”, but the other come at a cost: summon more cultists, lose health, lose sanity, gain a weakness and some other stuff!  So, you can always reroll as many times as you want, but you will pay a cost.    It’s kind of cool that you can take a ton of rerolls if it means the difference between winning and losing!!  … It will just cost you … (evil laugh)…. but at least you can make that choice!

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How do lose? If all players go to zero health (only one player has to survive to win), or if the cultist ritual finishes (see ritual track at the bottom of the board), or a few other ways.  Players only win if they can all find their DARK SEAL and survive to the end of the turn!

Solo Play

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Thank you to Roll For the Great Old Ones for following Saunders’ Law: there is a viable solo mode! It’s easy: the solo player just takes control of one character and plays normally. Most of the scaling for the number of players for the game has to do with “how fast” the Cultist Ritual evolves. For a solo game, the Cultist Ritual doesn’t complete nearly as quickly. For example, at the beginning of scenario 1, the Ritual only completes one step for 1 player (2 steps for 2 players, etc 3 steps for 3 players, etc). There are some other places in the game that note the number of players, but they are usually clearly notated.

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I think it was very important to play this game solo before teaching it to my friends!! For a roll-and-write game, there are a surprising number of rules! I have played a number of solo games and I still feel like I miss a rule here and there.

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The Scenario sheet does a pretty good job of having the rules on the sheet, but after multiple plays, I realized I still needed to lookup the rules in the Scenario-specific book. There’s just a little too much to notate on the monster sheet, even with the tiny fonts it uses!

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It took a while to read through all the rules and get a sense of the game. But, I will say that, once I got into the flow, the game moved rather quickly! Roll some dice, choose some dice for you and the monster, assign your dice, mark off stuff, handle the monster, lather-rinse-repeat! The game moved at a pretty good clip once I got it.

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I was able to win my first game as Ms. Jones, but I think I cheated! Like I said, there are a lot of rules. You should probably play solo a few times to get a sense of the game before moving on to teach your friends!

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It felt like the solo game took up more space than it should: I had to have the rulebook on the chair next to me, the scenario book on the table, and then part of a table for the large player and monster sheet! Whew! It takes up more space than I expected! See above.

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After all is said and done, I liked the solo game. It wasn’t great, but I had fun.

Cooperative Play

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Cooperative play worked well. Each player takes a character and assumes the role of that character! In this case, Sara had to play Mandy Belle because of the red hair!

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A few more dice are rolled to create the dice pool in cooperative game: each player needs to get a die (a d6), and the monster still gets a d12 and a d6. So, part of the cooperation at the start of the round is figuring out which player should get which dice!! “I need an even to complete the clue! “ “Okay, I’ll take the 1! I need an odd!” But, just as important, we have to work together to make sure the monster gets a bad die from the leftovers! I really like this system, where we choose not only what we get but also what the monster gets! I may choose the 6 this turn so the monster can’t summon a ton of cultists! (The d6 for the monster is the “power” of the action, so 6 is usually very good from the monster’s perspective)

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There are also mechanisms in the game where your action can help a compatriot! One of the actions on your board is to heal a compatriot! This was very important in one game as Teresa healed me so I wouldn’t die!! If a character dies, everyone else continues, but the ritual still advances as if everyone were still playing! So, it’s best not to die.

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So, there are some mechanisms for cooperation, but not a ton. Generally, each player does the best they can on their sheet, and every so often, especially in the endgame, players can ask for help! There are just enough mechanisms (heal a compatriot, ressurect, give a compatriot a clue) to make this feel like a cooperative game and not just multiplayer solo, especially in the endgame.

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I think this game is better as a cooperative game than a solo game: there’s just enough cooperation that I enjoyed playing this while hanging with my friends. I still get to make my own choices on my own board, but I collaborate with my friends at the start and occasionally ask for help!

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To be clear, it’s very very very hard to have an Alpha Player in this game: everyone is very focused on their own board!! Maybe this is the strongest argument that this a good cooperative game!

What I Liked

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For a roll-and-write, this was surprisingly thematic! The weird art in the game, and the references to cultists and summoning evoked more theme than I expected! The dice were even creepy/Cthulu dice. There was even a sense of dread as the endgame approached as the Cultist Ritual looked like ot might succeed!

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I liked that the rules were “mostly” on the player and monster sheets, only requiring a few lookups during play.

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Even though there are a lot of rules, I was able to quickly teach this game to my friends! (You gotta learn the game solo first). Then, the game flowed well without too many questions or rule lookups.

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I liked that the game was pretty quick. My solo games went pretty quickly (40 minutes?) and our cooperative games went 80 minutes or so. The box says 60-90 minutes and I would that feels very accurate!

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I liked that everyone felt engaged: every one had their own board so they could make their own decisions! But there was still enough cooperation (picking die, using actions to help, etc) to keep discussion flowing!

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I also like that ther are multiple scenarios which are different enough to keep the game interesting.

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I also want to be clear: I am so glad the cards in this game is laminated! They worked really well when we played! The laminated cards also made it easy to clean and play another game!

What I Didn’t Like

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The game might have a few too many rules. I feel like every time I played that I missed a rule somewhere! “We won! Oh, but asterisk next to that win, we forgot the Migo rule!” I’m not sure what to do about that: as I mentioned, it would have been nice if everything could have been notated on the sheets, but I think the game just ran out of space. Maybe bigger sheets? Cards with rules on them instead of a full rulebook? (I can imagine a card with the MiGo Summoning rules: that way it can be next to the board and everyone can see it/pick it up when its relevant?)

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The dry-erase pens were okay (I would have preferred finer tips on the pens, but they worked ok), but the erasers on the end kinda sucked. We ended up using kleenex to clean the boards instead.

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The art may be divisive. My friends loved it (and thought it thematic), I still don’t love it, but it does go with the game.

I also thought the rulebook could use a few spruce-ups (better font, bigger font, less white space, an Index), but we already covered that.

Conclusion

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Roll for Great Old Ones surprised me! It was more thematic than I suspected for a roll-and-write game, and it was fun! The only real problem with the game is that there are just a few too many rules: you absolutely want to learn this game solo before you play it cooperatively. I think our cooperative games went so much better because I had soloed previously, and thus I was able to get the group into the game quickly!

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The solo game is pretty good. It’s quick and easy to set-up and it flows quickly once you have the rules down. I had a nice time and will probably play solo again. The solo game is probably a 7.0/10.

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The cooperative game was a little better than the solo game: everyone is engaged in their own board, but there’s still enough cooperation to keep discussion flowing! I’d give the cooperative game a 7.5/10.

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The best part of this cooperative roll-and-write are that there are are two strong mitigation methods to controlling the dice: which dice you select and when you reroll! I got this because it was a cooperative roll-and-write, but I was worried about it: I need not have worried! This is a good game: solo game is 7.0/10, cooperative game is 7.5/10 (maybe even better).

Would You Rather Watch or Play a Murder Mystery? A Review of Suspects: Eternal Detective Claire Harper

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Would you rather watch or play a murder mystery? I have to admit, I am a sucker for the BBC murder mysteries like Midsomer Murders, Sherlock, Death in Paradise, and so many others! As I watch, I am constantly trying to figure out the twist before the end .. sometimes it’s easy (as the show offers up clues), and sometimes it’s hard (as the show hides things until the very end)! Still, it’s always fun to try to solve the mysteries along with Sherlock, Richard, Humphrey, and your favorite Detective Investigators (DIs)!

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We originally reviewed the original Suspects: Claire Harper Takes The Stage back in 2022 (see our review here), and we liked it so much it made the #4 position of our Top 10 Cooperative Games of 2022! So, we were very excited when “the green box” Suspects: Eternal Detective Claire Harper was available for order! From now on, we’ll just call Suspects: Eternal Detective Claire Harper “the green box” and the original “the orange box”!

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Interestingly, “the green box” came out in 2022 (if you believe BGG): I think it was released overseas first in non-English language editions. The English version of Suspects didn’t seem to get released to the USA until very recently: my copy of Suspects “the green box” didn’t arrive until October 2023! So, it’s strictly speaking a 2022 release, but I really don’t think it was available in the USA until 2023! So, that’s why we are reviewing it now. No spoilers are given as we discuss the game, but don’t look too closely at any pictures!

Unboxing

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This is pretty much just like the “orange box” in term of contents: a rulebox, some large cards, and three separate decks of cards. See the water bottle for perspective.

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The rulebook is barely four pages, but it’s easy to read.

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The large cardboard cards are all part of the three different cases that come in the game.

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But the core of the game are the the cards for the three cases, each in their own separate deck!

Like the original “orange box” Suspects, when you solve the mysteries, you are done with them forever. It’s kind of like watching a TV show mystery: you can watch the mystery again, but you already know the solution so it maybe less fun. Luckily, you can fully reset the three mysteries and give them to someone else! I originally gave my “orange box” of Suspects to Charlie and Allison after I played all the way through.

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The game looks really great! I love the art that comes with the game!

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The game has a very high production and looks great.

Gameplay

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The mystery is all in the cards  See above!  

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As you play, more and more cards come out which give a clearer and clearer picture of the mystery! The tension here is that your score is based on how many cards you look out, so the fewer cards that are revealed, the better your score! Honestly, in all my three games, we generally ignored the score and concentrated on solving the mystery .. because that’s the fun part!

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Solo Play: Shakespeare’s Tears (Mystery 1)

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So, this game plays great as a solo game: Thank you following Saunders’ Law and having a viable solo mode! The solo mode works without any modifications to the game. It’s just you as the investigative team!

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Over the course of an hour and a half, I lived in the world of the S. Elizabeth school and became embroiled in a murder there! I lost track of time as I became immersed in the game play!

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I really felt like I had just become directly involved in one of my BBC Murder Mysteries! There was a clear arc, there was exploration, there was thought, there was deduction … there was fun! I had an absolute blast playing the first mystery by myself. It may rank as one of my favorite gaming sessions of the year, as I was so immersed in the mystery!

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Fantastic time: 9.5/10 soloing this first mystery!

Cooperative Play: Dead on Arrival (Mystery 2)

Interestingly, Dead on Arrival did not go nearly as well. Was it that it didn’t work for cooperative play? No (as we’ll see below), the real problem was that everyone in the game group was actually quite tired and there is a fair amount of tedious paperwork keeping track of certain movements.

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Everyone was still involved as we played, but there was a significant amount of bookkeeping that could be described as tedious.

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To help with the tedious bookkeeping, we “borrowed” a clear sheet from the Star Trek: Cryptic Escape Room game: this allowed us to do the bookkeeping without messing up the original sheets in the game (using clear sheet and dry-erase markers).

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I ended up getting most of the answer myself, but I couldn’t convince my friends, so they ended spending another 15 minutes trying to double-check the bookkeeping.

In the end, everyone had fun, but the conclusion was “Don’t attempt a Murder Mystery Game when you are really tired!!” I do think the tedious bookkeeping in this Mystery was more than I’ve seen in other mysteries, so that detracted a little from the game. 7.0/10.0

Cooperative Play: The Mystery of the Lady of the Lake (Mystery 3)

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Cooperative play in the final mystery went over like gang-busters! As a group of 4, we had so much fun following clues, conjecturing solutions, and playing the game!

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The cooperative play really emerged in this mystery: play rotated around the table as we conjectured and explored! We were all engaged the entire time! We honed in on different alibis and why they worked or failed! This was a truly engaging cooperative play!

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This experience was a 9.0/10.0. My only complaint was that I think you needed a lot more cards revealed to really get the mystery than previous mysteries: I am not sure you could even hope to get the whole thing and still get a perfect score.

Thoughts

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Ignore the scoring system for the most part: just enjoy the mystery. The scoring system gives you a way to keep track of how far you are, but mysteries 2 and 3 both felt like there’s no way you could get a perfect score. Don’t obsess on the score: enjoy the mystery!

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One thing to note is that the mystery is constrained by the cards: you can only follow where the cards lead you. Some “purists” might think this makes the Suspects mysteries more “on rails”, as you can only follow where the rails (the cards) lead you. Those of you who want a more “open world” to solve your mystery should consider some of the games on the Top 10 Cooperative Detetctive Games like Sherlock Holmes: Consulting Detective or Mythos Tales. These games have a more open world where you can truly explore, but that does make it easier to get off track. Both the strength and weakness of Suspects is that the mystery is constrained to a 90 – 120 minute adventure.

Conclusion

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Why watch a mystery when you can play it? Suspects has the just the right amount of mystery and the right amount of constraint for a 90 minute (solo) or two hour (cooperative) mystery game! If you want an open world mystery, Suspects may not be right for you, but it gives such great mysteries in a constrained format!

We loved Suspects (the green box) both solo and cooperatively: Averaging the scores of 9.5, 7, and 9 gives about an 8.5/10 overall for Suspects (the green box), aka Suspects: Eternal Detective Claire Harper! Fantastic game.

Daredevil Saves The World! A Slightly Askew Review of UnMatched Adventures: Tales To Amaze

I have really been looking forward to Unmatched Adventures: Tales to Amaze! It promised delivery in Aug 2023, but it arrived at my house sometime the week of October 15th: I think I was literally the last person of the Kickstarter to get it, because I already see it In Stock at places like Miniatures Market and GameNerdz. But I am not bitter. Really. I’m not!

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I have been excited to get this because it adds a cooperative and solo mode to Unmatched: a very head-to-head skirmish game for 2 people (and 4 people if you squint, but the base UnMatched is really a 2-Player game).

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I have been SO EXCITED for the coming of Unmatched Adventures, that I have been buying Unmatched sets so I can have a wide variety of the characters! If you look closely (above), you’ll see I have all the Marvel sets (I love Superheroes: see our Top 10 Cooperative Superhero Games) and Cobble and Fog with Sherlock Holmes (I love Detectives: see our Top 10 Cooperative Detective Games). Honestly, I have been prepping for this day all year!!

UnMatched: Me vs Me

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So, you have to understand, neither me nor my friends like skirmish and/or head-to-head games. None of my friends play Magic (well, Mark does) or any games of that ilk. Dice Throne is the closest thing to my friends like head-to-head games, but even then we prefer to play with the Dice Throne Adventures module which makes the game cooperative! See our Review of Dice Throne Adventures base game here and Dice Throne Adventures with Marvel characters here!

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I’ve had a lot of these UnMatched sets for months, and no one (including me) was really interested in play them. I finally broke down one day and opened up Hell’s Kitchen so I could be ready to play UnMatched Adventures with Daredevil!

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My first UnMatched game was a me vs me game of Daredevil vs. Bullseye. I basically alternated between the two characters, switching positions as I played. I kind of “pretended” I didn’t know what the other side would do (our Changing Perspectives Idea), and got through a couple of games to learn the mechanics.

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UnMatched is a quick head-to-head game where you move around a board and fight, spoiling each others turns with great moves and great cardplay! It’s a back-and-forth game that’s over quickly: each game seems to be about 20-30 minutes in my experience. Bullseye won the first round, but I think Daredevil is harder to play well. We’ll see this again later …

First Battle

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Unmatched Adventures: Tales to Amaze comes with four characters you can play: Tesla, Golden Bat, Dr. Jill Trent, and Christmas Annie. Nope. I chose to play with Daredevil for my first game!

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Why? I have literally no emotional attachment to any of the characters in the base box! But Daredevil? Bullseye? Electra? I was collecting comic books when Frank Miller did his run on first run on Daredevil, then his Electra stories, and Daredevil Born Again! Then later when Mark Waid took up the writing, I fell in love with Daredevil again! Just about the the entire reason I got UnMatched Adventures was to play Daredevil in a solo or cooperative adventure! Remember, me and my friends don’t like head-to-head games!

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Included with the game are two scenarios: Mothman (see map above) …

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.. and Martian Invaders (other side of the map).

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Daredevil is a solo hero! It makes sense that he will take on the Mothman by himself!

Solo Play

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So, congratulations to UnMatched Adventures for following Saunders’ Law and having a viable solo mode! And it is a true solo mode, where the solo player plays exactly one hero! To keep the play balanced with any number of heroes, UnMatched Adventures changes the scaling for solo mode in two ways.

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First: The hit points for the main Villain scales by the number of heroes. In this case, Mothman has 10 x (the number of heroes) = 10 x 1 = 10 hit points to start the game. The more heroes there are, the more hit points the Villain has! See Mothman’s hit point dial above (should be 10).

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Second: the number of Minions that help the main Villain are the same as the number of Heroes.  So, see above as the Tarantula minion (just one Minion for a one player game) helps the main villain!  The more Heroes there are, the more Minions there are!

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This all fits together as the players have an initiative deck with one of each Hero, Villain, and Minion. This deck will be shuffled every round to determine the player order for that round.

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Each scenario has a very different objective and set-up: see above as Daredevil plays in the world of Mothman! He has to keep the bridges from being destroyed! The win condition is generally always the same: take the main Villain to 0 hit points!

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My first few solo games went south very quick. I was surprised how quickly the game played and how quickly I lost! I did remember that Daredevil was a little harder to play because of the way his deck works, so I played a few games as Bullseye to gain some confidence that the game can be beaten!

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After a few games with Bullseye, I was able finally to beat the Mothman. One thing to note: it was very easy to play multiple games back-to-back because the game moves so quickly! It’s typically over in about 20 minutes! I retackled Mothman with Daredevil and was finally able to beat him!

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I liked that this game was hard to beat out-of-the box. I had to play 5 or 6 games before I finally figured out a winning strategy, especially with Daredevil (who’s a little harder to play).

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I then launched Daredevil into a solo game with The Martian Invader (see above) and Tarantula and did much better!

In case you were worried, Daredevil did save the world. Twice! I mean, that’s the name of this story: “Daredevil saves the World!

Cooperative Play

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So, I think the time on the side of the box is not quite right: it says 20-60 minutes.  I really feel like the solo game is 20 minutes, so that’s right.  But the cooperative game, since it scales by the number of players, should be 20 minutes per player! That more jibes with what we saw in our cooperative plays: “about 20-30 minutes per player”.   Our 4-Player game (see above) took about 2 hours.

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I will say that I think this game is much stronger as a cooperative game than a solo game for a bunch of reasons.  

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First of all, all the randomness we saw in the solo game seemed to be “smoothed out” more in the cooperative game!  This makes sense as more cards and more players just makes the game seem less punishing: the “randomness” we saw in the solo game was distributed over multiple good guys and bad guys, so the game felt less punishing.

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There was also a lot of cooperation where we had to keep the Alien Fields under control: we talked a lot about “who would take the hit” (someone typically needs to discard a card when the Martians attack), but we also collaborated as to when we take the damage so the next person can clean up!  Such a simple combat system made this easy to talk and think about our strategy!

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We also seemed to just have fun playing: see Sara and Teresa smiling as we play!  This is a fun but kinda silly game with Martians invading.  The game is simple enough that we don’t get stuck in the rules, but each player has enough “unique mechanisms” that each player feels “unique” and “involved” as we play.

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In one cooperative game, in the final turns in the Martian Invader game just had us barely defeating the Martian Invader!  Daredevil got to play his “smart bomb” and do 8 damage on the penultimate turn to bring the win within reach!  It was a fantastic moment! The Electra crushed the final Martian with the Hand and we won!

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I think this game is much stronger as a cooperative game than a solo game: It really does keep everyone involved and feeling unique, but with simple enough rules to keep the game flowing.

Zero Emotional Attachment

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This gorgeous game comes with 4 Heroes I don’t think I’ll ever play. I have literally zero emotional attachment to any of them: Tesla was kind of a jerk, and I’ve never heard of the Golden Bat, Jill Trent, or Annie Christmas. Are they made up? As of right now, all of the base hero cards of UnMatched Adventures are still in shrink wrap. I am looking forward to trying out Cloak and Dagger, Ghost Rider, Spiderman, Dr. Strange, She-Hulk, Sherlock Holmes … ! I’d literally rather play a hero from any other UnMatched set than what’s included in UnMatched Adventures. The new heroes may be fantastic, but I just don’t have any emotional attachment to them the way I do every other character in UnMatched! ( I do admit, I might try Golden Bat, but only because he’s a Superhero).

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I feel bad saying this, but I wish UnMatched Adventures came with 4 solo/cooperative Scenarios and no new heroes rather than 2 solo/cooperative Scenarios and 4 new heroes. I’d rather have spent my money on new Scenarios! Hopefully, this set does well so we will get some more Scenarios on the future.

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Even in the cooperative game, when I gave everyone a chance to play “whomever they want”, we ended up playing Ghost Rider, Black Widow, Electra, and Daredevil.  Given a choice, I am not convinced people will ever want to play the heroes that come in the base box.

Having said that, I have heard that other people really do like the new Heroes. Caveat Emptor.

Setting Solo Expectations

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So, I was very disappointed in my first few solo games of UnMatched Adventures! They were over quickly and felt very random. I was depressed how random they were!

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And then I realized: this is how the head-to-head game feels! Players parry and feint and bluff and sometimes play devastating cards that destroy the opponent! If one player draws the right card at the right time, especially in the endgame, you can get completely devastated! It doesn’t feel random where you are playing head-to-head because it looks intentional: the other player plays cards on purpose. But the game looks random in head-to-head mode if you can’t see the other player! Cards come out “at random” and mess with you! So, that experience has been captured in the solo mode very well!

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I think I was a victim of my own expectations: I wanted a complex framework to play Daredevil through many of the Adventures in UnMatched Adventures! That’s not what this is! The solo mode still feels like UnMatched: it’s a quick game with quick turns, quick play, and sometimes devastating and seemingly random card play! And that’s what I saw over about many games in this universe : a quick game with seeming randomness. But it was fun once I set my expectations!

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We should actually be happy that the solo and cooperative game of UnMatched Adventures retain the quick feel of UnMatched! Recall that King of Monster Island (a cooperative game in the King of Tokyo Universe) was surprisingly more complicated than its competitive brethren King of Tokyo! See our Review here for more discussion! King of Monster Island was complicated enough that I had trouble recommending it to people would just wanted “a cooperative King of Tokyo“, because it was so much more!

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In our case, I can recommend UnMatched Adventures to people who just want “solo or cooperative UnMatched“. UnMatched Adventures is just a little more complicated, but it still retains the feel of the base game.

If I want a quick 20 minute solo game with one of my favorite Marvel heroes fighting Mothman or Martian Invaders, UnMatched Adventures offers a quick solo or cooperative romp!

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I do want to say that I did NOT have to lower my expectations for the cooperative game: UnMatched Adventures really knocked it out of the park (for cooperative play): it was quick, fun, engaging, simple, but still strategic.

Randomness

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There is a lot of randomness in this game: let’s be clear. You have no idea what cards the Villain/Minions will draw, you have no idea what order the characters will get to play (it’s a random shuffle every round), you have no idea what special tokens will be drawn, and you have no idea if your attack or defense will be cancelled! Like we said above, this is just par for the course for this UnMatched, and that’s okay.

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I would normally rage against this much randomness: recall how the randomness of the Trace rolls really downwardly influenced our rating of Tamashii: Chronicle of Ascend. (See our review here). The difference here is that UnMatched (and to a lesser extend, UnMatched Adventures) is a simple and quick game. If you get screwed by too much Randomness, oh well! It’s over quickly and you can play again! Tamashii was a 2-3 hour game where that extra spicy randomness could ruin a long and carefully planned game!

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I will also point out that the randomness I saw in the solo game was significantly less pronounced in the cooperative game: there was just fewer opportunities to be overwhelmed by a random draw because there so many cards (bad guy cards and initiative cards).

Random Initiative Order

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Just hear me out: I still hate the Random Initiative Order we see here (the Initiative Deck is reshuffled every round to re-order play), especially in the solo game. We’ve seen this same initiative mechanism in Aeon’s End and Adventure Tactics: see our discussion here in Seven House Rules for Cooperative Games. The problem is simply that the player(s) can get completely shut-out if the bad guys take all their turns at the end of a round and then start the beginning of the next round. For example, in a solo game, the solo player could have to wait 4 turns without being able to do anything … and meanwhile getting pummeled! ! It’s no fun, it feels unfair, and it can completely decimate the solo player.

One simple suggestion is to just keep the Initiative Order static so that they always come out in the same order. Another suggestion is to make it so the bad guys can never have more than 2 turns in a row: if the third turn would have the bad guys play, simply reshuffle until a player card is drawn.

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Having said that, the cooperative play did not seem to have this same problem: the pathologically bad Initiative draws are much less likely to happen the more cards you have! So, as we played cooperatively, it just seemed like we never saw ourselves get completely screwed! Even if one character got beat up, there were still enough characters around to keep the game going.

Said another way, I think the solo game needs a mechanism to keep the Initiative cards from having pathologically bad draws, but I think the cooperative game has enough cards to mitigate this effect without needing anything special.

Conclusion

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UnMatched Adventures is a gorgeous production with amazing minis, amazing components, good rulebooks, and a really good insert that holds everything. The production is outstanding and it is a sight to behold: see above.

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Would I recommend buying UnMatched Adventures by itself if you just want the solo/cooperative game? I don’t know? For the solo game, probably not, at least without a few fixes (see our discussions above about the Initiative deck). The solo game is pretty good, but you need to set your expectations a little. On the other hand, the cooperative game was fantastic out-of-the-box and we had so much fun playing! I would strongly recommend the game for the cooperative experience!

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Unfortunately, neither me nor my friends had any emotional attachment to any characters that come in the box, so I would recommend picking up an UnMatched set where you like the characters (Cobble and Fog, Hell’s Kitchen, etc) if you want to play in this universe. I really wish UnMatched Adventures had contained 4 solo/cooperative Scenarios (instead of just the 2 Scenarios and the 4 new Heroes), but I suppose it would be too hard to sell just an expansion without any Heroes (although, technically Dice Throne Adventures did and it worked just fine).

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Just make sure you set your expectation to what this is: the solo game game is a quick and furious game of UnMatched, but the cooperative game really shines! This game can still be pretty random, but that’s okay for a fun-filled romp of 20-60 minutes (well, realistically 20-30 minutes per player)! Once I set my expectations, I enjoyed it much more. UnMatched Adventures: Tales To Amaze takes UnMatched and makes it solo/cooperative without giving up the spirit and feel of the game.

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This wasn’t quite what I expected, but it was still fun. Objectively, this is probably a 9/10 for the cooperative game, but I may just call it a 7/10 for the solo game. But I still had fun!

A Review of Earthborne Rangers: A Cooperative 4x game … eXplore, eXplore, eXplore, and eXplore

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Earthborne Rangers is a cooperative exploration game for 1-4 players: it uses a deck-advancement as a main mechanism (see more discussion below). I was super excited to get my copy, as Earthborne Rangers made the #7 position of my Top 10 Anticipated Cooperative Games of 2022! This game was on Kickstarter back in August 2021 and promised delivery in July 2022. It delivered to my house in late October 2023, so that makes it a year and a few months late. Interestingly, this game has a different reason for being late than most Kickstarters …

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To quote the Kickstarter page:

Earthborne Rangers: A sustainably produced customizable, cooperative card game set in the wilderness of the far future for 1 – 4 players.

You’ll notice the game has no plastic! It’s all paper! One of the loftier goals of the Kickstarter was to try to make a game locally, using sustainable components (i.e., all paper, no plastic). The Kickstarter was very good at keeping the backers up-to-date, but they struggled to find manufacturing that was both local and purely sustainable. A few compromises were made (see the Kickstarter updates), so that contributed to the lateness of delivery. This is one of the few “really late” games I think I can forgive because they encountered “unique” manufacturing problems.

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As you can see by the back of the box, the game looks gorgeous! It looks like they did a pretty good job!

Before We Begin

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Before we begin, we just want to say: we like this game.  We are saying that because there is a rocky road ahead!  We will have to get grumpy at a few things in the game! We will have to give warnings and helpful tips to keep you on-track, and they might even sound bad.  We are trying to help you navigate around the game so you can get the best experience!  There are just enough things that could derail you from wanting to play, but with a little forewarning, you can avoid the pitfalls.  So, be on the lookout for our warnings and helpful hints!  Remember, we like this game!

Basic Unboxing and a Warning!

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The Kickstarter version comes with an extra box (more cards to make the deck-building have more choices) and a VERY IMPORTANT envelope!

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The envelope contains some components that (ahem) either were missing or were printed wrong. Make sure you get this envelope if you get the game new! (I suspect this will be fixed if they do a second printing).

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Basically, the cardholder from the base box (all cardboard, no plastic) is missing several sheets and the punchouts from the base box are misprinted. Really, the punchout misprint is just that they don’t have 3s on the other side: you could probably work with the base, but you might run out of counters. (You can also just punch it out to have more tokens).

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A bigger problem is that you really need the cardholder: this game is all about the cards!

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Base box components on the left, envelope contents on the right.

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Honestly, building the little card holder was kind of fun.

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But let’s look inside the main box now!!

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The main box contains mostly cards (540 according to the back of the box), a Campaign Box, a Rulebook, tokens, and a Valley Map.

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The Valley Guide (above) is a campaign/scenario book. There is a little bit of a “storybook” vibe going on here as the scenario book has text to read and decisions to make. See below for a snapshot of a page within the “Lure of the Valley” book.

In case you were worried there might not be enough content, the scenario book is 56 pages long! And the font is tiny, so there’s quite of bit of text.

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The rulebook is a big of a monster at 48 pages. We’ll discuss both of these books more below.

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The map shows the valley you are exploring! You will need this to figure out what terrains you will be traversing, what places are important, and where do you want to go! This map is quite important to the ongoing game.

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But of course, the showpiece of this game are the cards. They are gorgeous! I love the art!

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Overall, this game looks like it was worth the wait! Just make sure you get the envelope if you get the game new!

Uncarding and a STRONG Warning!

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One of first things I do when I get a game is to find the Components page (see below: page 6) and try to correlate all of the components to their picture. In this case, it was mostly cards.

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Many games aren’t labelled well (like this one *cough*), so you have kind of “immerse” yourself in the components to get a sense of the game/components/labelling. The picture that comes on page 6 seems great! … but seems is the important word!!! GIANT WARNING COMING!

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I initially tried to match the cards exactly to the picture on the components page: Warning!! BE VERY CAREFUL! The Components page really doesn’t note that cards are grouped by “sets”, and as you go through trying to correlate the components picture to the cards, you may lose track of cards and what sets they belong to!

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For example, notice the Traveller cards above have both Gear and Moments cards in them (see above), but if you tried to sort the cards by Moment cards and Gear cards (as implied by the Components page), you’d really mess up your decks! Keep the sets together! In this case, keep all the Traveller cards together.

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Similarly, the role cards seem belong together according to the Components page. . Nope! Each role should stay in in respective Specialty deck (Explorer, Shaper, etc).

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Don’t let the Components page fool you. Try to keep the decks sorted by the set (labelled on the left side of the card). I was very grumpy when I realized that although the Components page is “technically” correct in how it counts cards, but it’s NOT how you will store or play with cards.

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The Card Dividers are probably a better way to help you uncard your game. Try to use those (as they are labelled in the appropriate sets), and just use Components page as a guide to what the “kinds” of cards are contained within the game. I’ve never had an uncarding make me so grumpy.

Rulebook and a Helpful Tip!

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This is a good rulebook generally. I think it could have done better in a few places, but generally it was good.

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The game gets an A- on The Chair Test, it flops over the edges a little, so it almost got a B+, but the font is huge! The sections are well-labelled and colorful ! I could easily see the rules next to me as I was playing, and it was easy to page through: solid A-.

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I don’t normally talk too much about the Introduction, but it was pretty heartfelt. It gave me a strong sense of “Hey, these folk really like exploration” and gave me a sense of confidence that maybe they would get exploration right in the game!

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This game has both a good Table of Contents (sections in order they appear) and an Index (keywords sorted in alphabetical order with a reference to a page number). Thank you! The Index saved me from searching the rulebook a number of times. See picture below.

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The font is big, the sections are well-laid out, and there seem to be a lot of pictures.

There’s even a few good, BIG examples that helped me get through a couple of rules.

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My biggest complaint is that Card Anatomy cards didn’t come until halfway through the rules! (Right where the staple is! When you read a lot of rulebooks, you tend to notice stupid things like where the staple is). I wish this picture had been further up, maybe right after or before the Components! This page, once I found it, helped me understand a lot more of the game! Helpful Tip! Find the Card Anatomy pages (24 and 25) to help you understand the rules!

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The rulebook does a lot of stuff right, but it looks more dauntingly long (48 pages). At page 33, however, the rules end the “detailed card explanations happen” … so the rules aren’t THAT long. Well, I guess 33 pages of rules is still pretty long.

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And the rules end with a nice reference on the back.

Seriously, this is a good rulebook: I would call it great except for the problems with the Components page (see previous section on Uncarding) and having the Card Anatomy later in the rulebook. But, the big font, the great layout, the clean pictures, the well-chosen colors, the decent examples, the good Table of Contents, and great Index make this is a good rulebook.

It is a big long. It might take a you a while to read it. And you need to read the rules. Really.

The Prologue: A Missed Opportunity and a Helpful Tip

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Earthborne Rangers includes a Prologue for first play at the start of the Scenario Book. See above.

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Unfortunately, there were a lot of problems with it. First, the prologue still requires you to read the entire rulebook … wait, what? I loved how Tamashii (see our review from a few weeks ago) stepped your through the rules as you played: you didn’t have to read the rules all at once … the Prologue sort of “guided” you through the rules. Nope, not Earthborne Ranger. You still have to read all the rules before you play the Prologue!

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Secondly, the font for the Scenario book (where the Prologue resides) was way too too small! It was so hard to read and follow the directions of Prologue! And this was after the rulebook was so readable with a big font! I really struggled reading this tiny font! I don’t mind this tiny font for the Scenario book “story parts”: you read the story parts once out loud to people. But a tiny font is terrible for rules: you have to set down the rulebook pick it up, lose your place, reference the rules again. That tiny font made me very grumpy: please don’t use tiny fonts for rules!

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Third, the gameplay in the Prologue was poorly described and documented. Many times, it was unclear where you were within a turn (“Wait, did I Refresh? Was I supposed to Travel?”). Because this was a an “abbreviated” version of the game, some rules weren’t there yet, other were, and the turn placement was underspecified. The main problem was that the Prologue was that there were too many “exceptions” from the basic flow of the game: “Wait, is that a rule because I am playing the Prologue and not the main game? What does the main game do?

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After two tries, I got through the Prologue, but I think newcomers should should go ahead and play through the main game normally. This is a huge missed opportunity and a potential turn-off: I think a lot of newer gamers will be completely put-off by this Prologue and not want to play again. The Prologue should have been a way to introduce people to the game! Spoiler: this is a good game! The Prologue just didn’t work. It’s unfortunate, because a Prologue should make me want to play the game! Consider Tainted Grail’s amazing introduction (see here), or Valor and Villainy: LLiudwick’s Labyrinth phenomenal introduction (see here), or even Tamashii: Chronicle of Ascend’s introduction (see here) as examples of good prologues! Earthborne Rangers’ Prologue turned me off: Too many exceptions to the rules, poorly documented gameplay status, tiny font, and still required full reading of the rules.

Helpful Tip: Just read the rules and play a normal game. You’ll struggle a little, but it’s better to struggle with the real rules and real gameplay than to struggle with a Prologue and its abbreviated/incomplete rules.

Gameplay

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This is generally an exploration game. You have to explore this world and “do things” in this world. But what you have to do varies from game to game! Sometimes, you’ll be trying to find stuff, sometimes you’ll want to travel, and sometimes you’ll befriend creatures, sometimes other stuff! That’s what so interesting about this game: you are exploring this world, but that means many things! Discovering new Locations! New Gear! New items! New creatures! It’s all about exploration. Earthborne Rangers has a little bit of an “open world” video game feel to it.

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Now, I’ve called this game a deck-building game, but it’s really more of a deck-advancement game. We first used that term (deck-advancement) back in our review of Adventure Tactics (see here).   Basically, this means your deck is fairly static in the game: new cards only come into your deck at the end of a complete game session (“a day”), and only then available for the next distinct play session.

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See above as the Quiet card comes into my hand as a reward.  I guess strictly speaking this “could” be a deck-building game because you may choose to swap some newer reward cards during the Camping phase … so, you can “deck-build”, but it’s so much slower! In a normal deck-builder game, you generally get one new card every turn. Here in Earthborne Rangers, you might some new cards every tenth turn (when you get a reward). So, it’s probably better to call this a deck-advancement game with a trickle of deck-building.

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Another interesting feature is that the deck is your stamina: kind of like Gloomhaven!  As you play cards or suffer ill effects, you place cards either in discard stack (where they can’t generally come back: see left of role card) or fatigue deck (where you can soothe to bring them back, see above discard).  If you are ever instructed to remove fatigue and you can’t (because your deck is empty), then the day must end.  The deck is your stamina!

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You get rewards in the game as you encounter when you succeed at missions you take in.  One of my missions in an early game was to deliver biscuits!

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Most obstacles in the game (befriend, fight, climb, run, anything) are overcome by doing a test.  For the Harvest test (above), I have to spend at least 1 AWAreness, and (REASON: the triangle) and get at least two successes to succeed.  The AWAreness can come usually only come from your Aspect card.  The REASON can come from discarding any cards.

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You can see the two green AWAness energy tokens on my Aspect card (above).  In my hand next to it, I have several cards, with a few (blue cards) having the REASON triangle (in the upper left corner). 

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Once I choose what to commit (cards and tokens), I draw a Challenge Card (above, left).  The +1, 0, 0, -1 modify the result depending on whether on the type of test.  My AWA test would get +1, but a FOCus based test would get -1!  So, if you can equal or beat the challenge level (usually 1, but sometimes harder), you succeed!  Every point over may allow you “more success”, which may equate to more tokens/successes/traverses/harms on a card.

I like this mechanism because it’s not too random: you can still take a chance and hope to get lucky, but you always have a pretty good sense of whether or not your test will succeed or fail.  Do you want to push your luck and use fewer tokens/cards? Or do you want to go for it? Since your cards are your stamina, it is useful to preserve them …

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So, you go around the board, exploring, moving around the map, doing challenges, and occasionally reading from the Story book.  

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It’s an open-world video game! In card form!

Paper or Plastic?

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So, the game’s production really embraces the no plastic/only paper vibe! The cards come wrapped not in plastic, but paper!

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There’s no plastic on the outside of the box, only stickers (see above) to hold it together! My only problem with the stickers is that they cover “important” text (see above) … the expansion box has the same problem …(see below).

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But, the game definitely stays in that vibe: there’s no plastic anywhere to be seen in the game.

But that brings up two important questions: “Do I sleeve my cards” and “How do I store my tokens?

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Let’s tackle the second question first. How do I store my tokens? I have two plastic baggies left over from a previous different game, so I used those. But, if you don’t have any plastic baggies, the tokens will flop around in the box: you really need some way to store them. I would have preferred if Earthborne Rangers had given me paper baggies for my tokens. I feel kind of guilty using plastic baggies in my game!

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On the subject of guilt: It’s a deck-building game, so you have to sleeve it, right? In deck-building games (or deck-advancement games), you constantly cycle through your cards, you constantly touch your cards, and you generally handle the cards a lot. But, somehow it feels wrong to sleeve this game? There were certainly no options for plastic sleeves from the Kickstarter. But, it’s a deck-building game, so you sleeve it, right? But, it’s a game that strives for sustainability, so you can’t sleeve it, right? What do I do?

At the moment, I haven’t sleeved it. I could say that’s it because I am so enlightened, but I think it might just be just because I’m lazy: there’s 540 cards here.

What I Wished Were Different

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The Location cards are not sorted Alphabetically if you use the natural order of the cards (by the card number within he Locations: see above). I suppose I could just sort my deck alphabetically. It just makes it easier to find a Location card when you are looking.

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These Location cards are beautiful! See above! I adore the art: I wish they were fully double-sized or even larger cards so I could enjoy the art that much more. It feels like the art is a little under appreciated at the smaller size.

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I wish the cards were better labelled. The back of the cards are not labelled so I don’t know what’s what. The Components section of the rulebook (grrr) would have been done better to show the front and the backs of the cards. Those orange backed cards? Those are Path Cards: you can see me trying to figure that out when I was sorting my cards! The rulebook refers to them as Path Cards, but the cards themselves do NOT label themselves with that! There are quite a number of examples of “unlabelled cards” in the game. After some time, you get familiar with the cards, and then you maybe don’t need the labels. But I prefer labels: if I come back to this game in 3 months, I want to be able to just jump back in!

What I Like

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The art and layout and readability are just great! Let me emphasize: I love the art!

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I think it does a good job making the game feel like we are exploring.

I like how you can customize your character deck by choosing Background, Specialty, and Personalities: every character deck is VERY different! Your deck is what you want it to be! That level of customization really draws you into the game: “I made this! This is my character!” It really helps immerse you in the game by giving you that sense of ownership.

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I like the story that comes out as you play. The story doesn’t come out every turn, but every so often, a little bit of story comes out and enhances the gameplay that much more. I actually kind of like that the story only occasionally comes out … sometimes, I get tired of reading the entire games (sometimes I like that: Agents of SMERSH was a great Storybook game with lots of reading, but you know what you are getting into).

What I Don’t Like

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The Components page. Grr.

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The Prologue. Grr.

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The amount of rules. There’s a lot of rules. I think they are all necessary, but there are a lot of rules. The 48 page rulebook belies the number of rules.

Solo Play

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So, thank you to Earthborne Rangers for following Saunders’ Law and having a viable solo mode! The solo mode is a true solo mode: you play exactly one character (you do not have to play multiple characters). You play one Ranger and explore the world!

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The balance is kept in the game by scaling most of the tests to be based on the number of Rangers (in the solo game, there’s just one Ranger: you!): This is denoted by an “R” next to the challenge. For example, to traverse away from the Ancestor’s Grove Location (see above), you need 4 traverse tokens PER Ranger to move away: Notice the 4R on the lower right of the card.

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The solo game still takes up a lot of space. You’ll notice my solo game uses the right half of the table for the main play space …

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.. and I have to use the left side of the table for the Storybook, tokens, and rest of the cards. It’s even worse, because I have to have the rulebook on the chair next to me … and finally the campaign sheet (more discussion below) to my right! Whew! This game takes up a lot of space!

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As implied by everything on the table, there is a fair bit of maintenance per turn to get keep the game going. The biggest maintenance hits seem to be when you travel: you have to prepare a new Path Deck, sorting old cards, then shuffling and combining decks to make the new deck! Whew! There was quite a bit of maintenance, and it can be a tad overwhelming. After a 2.5 hour game, I was wiped! Luckily, you can either (a) leave the game set-up and continue later or (b) choose to end the day (choose to camp) and end the game session, putting it back in the box.

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Putting the game away with your chosen cards isn’t too bad: the dividers that come with the game help keep the cards sorted pretty well.

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I do like the solo game and I want to play it again. I feel a little like I am playing a solo video game, exploring a world and having adventures! The only downside is how much maintenance you do as you play. Some of this overhead goes away as you become so familiar with the game, but there’s sort of an incompressible amount of maintenance per game and it’s substantial. Just be aware that there will b a lot of maintenance to keep the game going for a solo player.

Cooperative Play

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Even after investing 10 hours into the game and playing the game solo multiple times, I still found I was learning rules when I was teaching my friends!  There is a lot to unpack in the game!

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My first thought was that maaayyyyybeeee we could do simultaneous play when we played cooperatively to move the game forward quicker (like we did with Tamashii: see a few weeks ago).  The game has a lot of turns that could be overlapping.  Nope!  Basically, I had to be the rules shepherd to make sure I was available to answer questions, so it was not really possible to play simultaneously, at least in our first cooperative play.  In general, we tended to play our turns solo without too much interaction, so it seemed like simultaneous play might be a useful thing here.  I think it will be in future games, once we ALL have internalized the game.

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There was a mechanism to try to help foster cooperation: the Ranger tokens: see the rules above. Unfortunately, that’s the only elaboration of the rules!  And, also unfortunately, the rules seemed poorly specified: how often could you move The Ranger Token?  Just once per turn?  Does it have stay on the card you put it until the card goes away?  We chose to allow only one move per round.  It helped foster cooperation a little more, but not hugely.

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We played almost three hours in our first cooperative game, and we barely scratched the surface of the game.  We ended up ending the Day early: not because we ran out of cards, but because everyone had to leave!!  The real problem is that the game seems to really drag as you wait for your turn to come around: there is a lot of thinking each player needs to do (and looking up rules), so each player’s turn took some time.  I think, as players internalize the game more, that you can do some simultaneous play to move the game forward. But, even after three hours of living in this world, my players still wanted to take turns in sequence because they still had questions for me.

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The general cooperative consensus was that people liked the game, but felt it had too many rules.  Everyone was willing to play again: they liked a lot of the ideas, but it felt a little grindy.

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I do want to mention that the game has an interesting way to help each other (to cooperate): you can actually do actions on other Ranger’s area!  So, if a player is really stuck on a card, other players can help!  So, if you have any cards in front of you, you have to bypass them to help you fellow Ranger … and each card will cause Fatigue.  I wanted to point this out, because I thought this was a unique way to allow cooperation!  There is a penalty if you are “dealing with your own stuff” (active cards in front of you), but you can still make the choice to help your fellow Rangers if they are really floundering!  This mechanism feels unique.

Campaign

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This game is a campaign game.  As a deck-advancement game, you are always upgrading your hand at the end of each “day” (game session), and putting your newly augmented deck back in the box for your next game!

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Unlike most campaign games, the goals in Earthborne Rangers aren’t dramatic or overwhelming: it seems like most missions I have encountered so far feel more like “Side Quests”.  Remember, this is an exploration game!  So, taking on a bunch of missions is okay … you just may defer them to later sessions …

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In the end, I think the campaign will be “fairly easy” to come back to.  It’s pretty easy to put away your cards and come back another day.  The only hard part would be remembering the story and what you have seen … I think I wish there were more mechanisms for “noting” what cards and entries in the storybook you have seen so you can “remind” yourself what you’ve seen.   Oh wait! That’s what the campaign sheet is for!!

Writing

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A quick note about the writing and the campaign.  I like the writing!  The writing seems to bring out the personalities of different people you encounter, and there are some points of humour as you play.  The world you inhabit in Earthborne Rangers feels … fleshed out.  I think this is a different kind of game, and that’s good!  It’s not a “dungeon dweller”, it’s not a “beat up all the bad guys”, it’s more of a “hey, let’s explore this world!” And part of that exploration is the people you meet along the way: these people have personality that comes through.

Conclusion

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It was a bit of a rough road to get though the first few games of Earthborne Rangers: there were some stumbling blocks along the way, but hopefully we’ve pointed them out so you can deal with them appropriately in your own journey …if you wish to pursue Earthborne Rangers.

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After struggling to get through a number of solo games, I do like the game!  The overhead to set-up, the maintenance while playing, and the work to tear-down is significant enough that it will dampen your enthusiasm for the solo game.  Having said that, I do like the solo game quite a bit: I like the sense of exploration and wonder of the game (highly augmented by the amazing art)! I’d give the solo game an 8 or 8.5/10.0 I think.  I think I was able to get a point where I had internalized most of the rules, so I could move forward and enjoy the world despite the huge number of rules.

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The cooperative game reduces a lot of the set-up/maintenance/tear-down issues by sharing the load, and the game seems to scale well. Unfortunately, the game seems to bog down more in the cooperative mode, as you seem to be always waiting for your compatriots.   I’d give it a solid 7/10.0 for a cooperative game.  If your players can internalize the game to embrace some simultaneous play more, I think the game will open up a little more to maybe a 7.5/10 or even higher!! Unfortunately,  even after 3 hours of playing cooperatively with a rules shepherd, the game still felt a little grindy because of all the rules questions and waiting for other players.

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Build your character, explore the world: Earthborne Rangers reminds me very much of an open-world video game with tons of exploration! This is a really fun game: Just be aware there is steep learning curve which may or may not scare you away.