Wait, A Cooperative Euro Wargame? A Review of Sammu-ramat The Board Game

Welcome to the Start of Cooperative Surprise Month!  This month, we take a look at some of the surprises we have encountered recently in our cooperative game journeys! We start this month with a cooperative game called Sammu-ramat, which ended up being a huge surprise!

Wait, what just happened?  I just spent five days straight playing Sammu-ramat! This was a cooperative game on Gamefound back in November 2021, and it finally delivered to my  house just a few days ago (Wednesday, February 15th, 2024).  I have been playing it non-stop since it arrived at my door!

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This obsession is really weird, because I was on the fence for Sammu-ramat when it was on Gamefound. The game didn’t look “great”, but the idea of this cooperative resource-driven war game looked interesting, so I backed it.

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I have to admit: I wasn’t wowed by the production.  The cover isn’t great and this box was just okay.  If I were to see Summu-rammat at a game store, I might pass right over it.  It doesn’t look like anything special.

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But at the risk of giving away my thoughts early, it would be a crime to pass up this game!  Despite a lot of issues with components, production, and the rulebook, this is a very good game!  I adored it and couldn’t stop playing it for five days!

Let’s take a closer look!

Unboxing and Plutorial

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The first day the game came in, I unboxed it.  It’s a little smaller than a Ticket To Ride style box.  See the Coke can and #2 pencil for perspective (see above).

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Just under the rulebook is the Summu-ramat Plutorial. What’s a Plutorial you may wonder? A playable tutorial!

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The Empire Board is a way to track resources.

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The “save state” pad is useful for the campaign mode: Spoiler! The game comes with many campaigns!  But don’t worry, you can still easily play one-off games.

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There are quite a number of punchouts.  Most of the tokens are Goods tokens (yellow resources), good (green) tokens, or bad (red) tokens for the token bag,

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There is a pretty nice token bag: it’s not a main mechanic in the game, but there are times throughout the game when you will put/pull tokens (good green or bad red).

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There are a ton of plastic bags (for bagging the game up later), and some cards.  We’ll see these cards later!

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It’s important to point out that the game has a fairly extensive set of player aid cards for all players! See above.

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A lot of the punchouts are also characters you can play.  See above.   The meeples are generally military (red bad guys, yellow good guys). 

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Overall, the game production looks pretty good. There are a few issues we’ll point out later.

 

Plutorial: Playthrough and Tutorial

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This introduction shows the first few turns of a game, as it teaches you some of the core rules.  The Plutorial is well-notated and clear (modulo a few sections) as it takes you through some of the major pieces of the game: combat, characters, gathering resources, the Empire Board, the player aids, the maps, Areas vs Locations, and even reading the Glossary at the end of the rulebook!

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This Plutorial is absolutely essential to starting the game off on the right foot.  There are a lot of rules to Sammu-ramat, and I could have very easily lost interest in the game if I didn’t have this to guide me into the game.   

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The game is just complex enough that just reading the rulebook might turn off a lot of people (the rulebook of 32 pages and fairly technical).

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The Plutorial very clearly notates why things happen in the game, and even sets-up a little “puzzle” for you to solve (with a clear solution at the end). I think after I finished the Plutorial, I felt like I knew enough to jump into Sammu-ramat feet first. This Plutorial made me feel like I could understand enough to start playing the game … and that’s a win for a game this complex.

Rulebook

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This rulebook is okay.  It taught the rules, but it had a few problems.

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The first was the trifold nature in the first few pages.  I think this might be a clever way to have the components page always available while reading the rest of the rulebook, but it’s simply too unwieldy in real life.  I applaud them trying something new: I really like the basis of the idea!  I really like having the components page always available.  In the end, they would have been better served having the components list of a separate sheet that wasn’t awkwardly attached to the rulebook.

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The rulebook would probably get a B or B- on the Chair Test.  It doesn’t quite fit on the chair next to me.  In the end, it ended up on the table the entire time I played, taking up valuable table space.  I really wish the form factor had been a little smaller.

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The game had a nice components page, despite the form factor.

The set-up was also very well notated: see above.

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In general, the rulebook was okay, but it did read like a technical manual.  Without the Plutorial, this rulebook would have been much more difficult to get through.

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I think the rulebook must be also a translation: there were several points where the verbs seem misconjugated (that’s usually a dead giveaway of a translation) in number and/or tense. 

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The fact that the rulebook had a glossary was a major plus!  I just wish it had an index.

The back of the rulebook was used for something kind of useful: I wish it had been an icon summary, but at least it was something kind of useful.

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Overall, this rulebook needed just a few points of clarification, a better form factor, an index, and another pass by an editor.  Having said that, it was decent at presenting the rules.

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You can learn the game from the rulebook.  Just be aware that you will have to hunt for rules a few times.  I have played the game probably 10 times by the time you read this, and I still find myself searching the rulebooks for clarifications.

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But, the rulebook worked.

What Is This Game?

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At the end of the day, Sammu-ramat is a puzzle.

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The Challenge Cards (see above) define the puzzle for you.  The front side tell you how to set-up the puzzle: where to put Goods and Empire pieces for the players, as well as starting locations for the bad guys and “bad tokens” in the game.

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The back side of the Challenge Card then tells you what to do to win, as well as the bad things that will happen as you play!  To be clear, you know what some of the bad news that will happen before you play!

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The game proceeds over 8 rounds (7 for solo and other adjustments for different player counts).  The event cards usually are usually bad things, but occasionally helpful.   Most of the game, you know what’s coming, but the events are probably the most random part of the game.  (It has been my experience over about 10 games that there is usually one event that usually completely messes you up, but the rest are manageable).

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The event cards effects are notated in the upper left.  For example, for the event card above, the effects are localized to Phrygia (the spiky ball at the stop left), losing 2 Supplies in that area (orange cart), and drawing one token the bag (1 and arrow up from bag).

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Each player assumes the role of a single advisor (putting the personal side up), and then other advisors are revealed (based on where Ishtar Gates are at the start), who will be helpful as well.  Only the solo player may play Sammu-ramat directly.   Note that each advisor has their own powers: one that’s always on (infinity symbol) and an action only that advisor can take (A).  

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Interestingly, you don’t always have to play your character on your turn: you may choose to activate a different advisor (maybe they are closer to a problem that needs solving), but usually it’s in your best interesting to activate your personal character, as they typically have an exra action per turn.

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To help the players, they have Ashur card, which are all good news cards.  They all have a resource prerequisite on the upper right.  For example, the mule above needs 4 textiles in order to be bought.   The Ashur cards are key to the game: they help you do special actions, get resources, move further, get technology and so many other things!  

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This game is a euro because a major theme to the game is getting Goods (resources) to power your actions.   By playing a Ashur card, or activating a special action, or trading goods, or bartering, the players need to assimilate Goods!  The Goods power so many important actions in the game: For example, you need 4 Goods (the Textiles) to buy the Mule (Ashur Card from above)!  Sammu-ramat is a Euro because it’s all about turning Goods into other Goods for the problem at hand!  

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This game is a wargame because you need to make sure you stop the advancing troops that all heading to seat of power: Assyria!  The red meeples (above) are the bad guy troops, or the enemies: when they appear on the map, their job is to take over Capitols along the way, but head to Kalhu!  You can only stop the enemies with the military (the yellow meeples).   There is no randomness to the fighting in this game: when you initiate a fight, it’s a 1:1 battle: each side loses 1 enemy/1 military until one side wins!!   Before you head into a fight, you should know if you will win or not!!  Military is one of the resources you buy with special actions, Goods, or Ashur cards!

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This is a cooperative game: all players work together to decide on the best actions to win the puzzle! 

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Putting all this together: Sammu-ramat is a cooperative, euro, wargame!  But it’s really a puzzle: how can you work together to solve the objective on the Challenge Card?

Solo Mode

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So, the game comes with a built-in solo mode (thank you for following Saunders’ Law).  

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In the solo mode, the solo player takes  Sammu-ramat card as their player card and flips it to the solo side.

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There is about a half a page description on page 20 of the rulebook.  There are a couple of changes, mostly pretty straight-forward.   The one change I forgot multiple times was that Stage 4 draws 2 cards instead of 1: you will forget this rule! The only place it’s notated in the entire game is on page 20.   It’s way too easy to forget this rule, and I wish there had been a way to notate that (maybe on the Sammu-Rammut solo card).

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Most of the of games of Sammu-ramat I have played were solo … and they were excellent.  There is so much thought and consideration that goes into every action!  Everything you do matters!  That’s what makes this solo game so great: you feel like your choices really do matter.  It’s also great as a solo game because you can spend as much time as you want considering and reconsidering your choices.   Many times, I would start out a few actions, but then realized I had to do it a different way, so I would rewind … I would only rewind in Phase 5 and redo the player actions.  I don’t consider this cheating because I was only “trying” my actions to see what the effects were … I never let a rewind cross out of Phase 5 to use information I didn’t have.  And that’s the great thing about the solo mode: you can just try stuff out.  It’s a puzzle!

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Now, there is another way to play so: pretend you are playing a two player cooperative game and operate two characters!  Even though I have played most of my solo games with the official solo rules (playing Sammu-ramat), I think the two-handed solo game might be better … why?  Why, you ask?  Because there’s no exceptions! The official solo mode described on page 20 of the rulebook has about a third of a page of “new rules” (with the 4th stage extra card being the most persnickety).  If you play two-handed solo, you are just playing the base game with no exceptional rules: the game is as it was meant to be played. 

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The two-handed solo definitely feels different, mostly because each character usually has about 3 actions per phase, whereas the solo player in the offficial solo game has 2 actions for three characters. Both essentially get 6 actions per turn, but there’s something more satisfying about getting to do three actions on your turn: you feel like you can “complete” things you need to do.

Two-handed solo also has to worry more about card management, as there’s more work to manage two hands of Ashur cards.  So there’s that: it’s a little more maintenance.   But, if you are just going to learn Sammu-ramat solo just to teach the game to others to play cooperatively, I recommend using the two-handed solo mode: it feels more like how the game will flow cooperatively.  

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It might also be easier to learn the solo game two-handed because that’s what the Plutorial teaches!   My first game was two-handed solo to learn the game, and then I went to the official solo mode for my first campaign (as there is slightly less maintenance in the official solo mode).

It’s up to you: both solo modes work well!  Two-handed solo reflects more what the game feels like cooperatively, at cost of a little more maintenance.  The official solo mode has less maintenance per turn, but has enough exceptional rules to occasionally throw you for a loop.

Campaign

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Although you can play just a one-off game of Sammu-ramat, there’s a lot of fun to trying one of the campaigns.  Basically, the campaign is 5 games in a rows from Challenge Cards labelled A,B,C,D,E (there are multiple of each letter to give the campaign some variety).  

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What’s different is that you save state between games!  See above as I record the state of the my game at the end of Challenge A.  To start the next game, you start in “whatever state you left the game in”, and continue!

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After each Challenge card is complete, you score that gives you a sense of how well you did: yes, this is a “score-based” assesment.  

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I didn’t do great, but I did make it to mediocrity at the end of my full campaign.  I guess it’s better than being a forgotten ruler.

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What’s great about the campaign is that it’s only 5 puzzles (5 challenges), but what you do matters even more, as you set yourself up for he next game!  Maybe you’ll spend an extra turn to win so you can set-up something great in the next game!  

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I spent the entire weekend playing through the campaign as a solo player (official mode), and I had a blast.

Cooperative Play

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Although most of my plays have been solo and/or the campaign, I was able to get the game to the table with game group: we got a 3 player game going and had a good time.

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We did play with full Player Selected Turn Order (see below for more discussion), as Sara pointed out that it makes you feel more involved: each player chooses a character, and by allowing us to go in whatever order we want, we are more engaged and invested in our character (“I chose this character, and I can’t play it in the right order??!!?”)

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Unfortunately, we did lose, but it was because we were too concerned for keeping all the Ishtar Gates, as opposed to the servicing the goals!  I think the plan is to try again. 

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We had fun playing even though we lost!  We talked, discussed what we needed to do, and executed our plans!  This game could easily go sideways with an Alpha Player, if someone really knows the game.  Luckily, there are so many moving systems, it does mitigate that a little. 

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It was a good, engaging, cooperative game.  It’s clear, this game needs a good teacher though: I think going into this game without someone knowing the game is a recipe for disaster.  There’s too many systems to lean this game “on-the-fly”.   if you do want to play this game cooperatively, make sure someone shepherds you into the game for the best experience.

Randomness

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There isn’t much randomness in this game.  Combat is predictable: there’s no dice.  The “bad news” that comes from the Challenge Cards is completely known to you at the start of a Challenge: you know what’s coming.

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The greatest source of randomness was the Event Cards. There is no way (that I’ve seen at least) to predict what Event will come out, so you just have to deal with it.  In general, the events were’t devastating, but they did cause things to be dealt with.  It did seem, once per game, one event would just completely screw you!  But, it always felt you could come back from it!  The randomness did NOT seem debilitating by any means. 

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The other source of randomness was the Ashur Cards, as you didn’t know what you would get from turn to turn. But, the randomness there was usually not an issue: you could either use a Ashur card to power an ability, or you could draw extra Ashur Cards if you really needed something.  In general, the Ashur cards were more of a resource that was sometimes more or less useful, but it didn’t seem too random.

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All of this goes to say: I don’t think the randomness of this game is untethered.  Most of the actions have known outcomes (combat, Challenge Card bad news, actions), but there’s just enough randomness to keep the game spicy (between the random Events and the much less random Ashur cards).   Sammu-ramat is not a wargame with lots of dice and randomness; it is a fairly explicit puzzle.

Some House Rules To Consider

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This game uses a stilted version of Player Selected Turn Order (PSTO) (see our discussion of PSTO here to learn more).  On the first turn of each month, players talk and figure out which player goes first: hurray!  Players select the order for the first player … but then, play rotates clockwise!!   So, the players only get Player Selected Turn Order for the beginning of the turn!

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This is a strange decision to limit the PSTO because the (official) solo game has full selected Player Turn Order: the solo player gets to activate three characters in whatever order he wants every turn!  So, this seems a strange decision to limit the PSTO. Usually, it’s because many people aren’t used to PSTO and it can sometimes be harder to notate (see more discussion here).  I suspect adding full PSTO to the cooperative game would be more fun, as it would make the players feel like they have more choice?  It’s already been play-tested in the solo mode, so why not add it to the cooperative mode?

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One tool the players have to help them is technology.  The technology tokens are lain around the board, and players can pick them up as they explore the map. See a bunch above of technology above: the shield gives +1 defense, the mule gives +1 movement, etc.

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You can see Deoices has picked up the Amphora (vase) above (with 5 Goods as well) and it’s on his character card!  He can now use it!  It’s got a cool ability … but it can’t be traded.  Almost everything else can be traded (Ashur cards,  goods) …why not technology?  From a game perspective, all the technology pieces are physical things that should be able to traded (sword, vial, shield, etc), so it makes sense from that perspective that they can be traded.  BUT, by not mentioning explicitly that you can trade technology, it’s clear that the rules don’t allow it.   The physical nature makes me think they should be, so thematically it makes sense. In fact, you might accidentally trade if you don’t look too closely at the rules!  

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I would suggest two minor house rules to make the game more consistent:

  1. Allow trading of technology as Goods and Ashur cards (so it’s more consistent with other trading rules).  If you are worried about balance with this rule, you can make a trade of technology a full action rather than a free action.
  2. Allow full Player Selected Turn Order (so it’s more consistent with the solo game)

Of course, caveat emptor: both of these rules might change playtesting and balance.  The game is pretty hard as it is, so I don’t think these minor changes will do anything except make the game more fun: it’s a more consistent application of rules and gives the players more choice!

What I Loved

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I loved the puzzle of this game.  There were always enough options (between Ashur cards and special abilities) that I always felt I could solve the puzzle.  

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There’s quite a bit of variety in here on the Challenge cards!  There’s always a different kind of puzzle to solve even if you master one Challenge!

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The campaign is a really good way to extend the replayability of the game.  I love that you can start from scratch and play a game, but it’s such an interesting puzzle to see what happens if you leave the game state between Challenges!  The Campaign will be very different every time!

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I love this game as a solo game.  The fact that you can play solo two ways is also great, depending on what you are in the mood for.

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The Plutorial (Playthough and Tutorial) really drew me into the game.  I am very worried I would not have suffered through the rulebook without the Plutorial.  I love that this exists, and I wish more heavy games would have very explicit set-up and playthroughs like this!

Component Issues

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As much as I like this game, there were a number of physical component issues.

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A very minor component issue is that the little cardboard stands fell off all the time: the cardboard bases really needed to be plastic bases.

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You are supposed to put a military and a diviner on top of the Ishtar Gate, but they frequently fell off, especially when you were moving around other tokens near it (see above). The corrugated tops of the Ishtar Gates was a nice effect, but it made the tops even more precarious.

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The board is reasonably sized and looks decent, but it doesn’t take good advantage of space! The is a ton of “empty space” near the top and the bottom (middle) that is never used for anything! There are two obvious things it could have been used for: One would be useful charts and info (technology descriptions for instance). A second, better use, would have to have made each area and location bigger! I can’t tell you how many times I would move or knock over tokens because there were so many in one area! See above as Canaan was just overrun and had too many tokens.

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For example, at the start of the game especially, you might have 4 characters in Kahlu (see above) and they just barely fit! I would have loved to somehow made the areas and location on the board bigger to take advantage of the unused space at the top and bottom of the board. I suspect part of the issue was trying to make the area more geographically correct, which makes sense since this game a educational bent as well. Games like Pandemic: World of Warcraft, however, have solved the map issue by simply having an expanding magnifying glass view expanded “away” from the location. Take a look at the map from Pandemic: World of Warcraft below:

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Notice how the boards spaces the Locations fairly consistently, even if the actual map location is pointed to by the area? I suspect the usability of the Sammu-ramat map could have been helped by some technique like this.

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Related to that, sometimes you couldn’t see what Goods were produced by a Area because of the labelling as behind all the tokens!  What Goods does Assyria produce?  You can’t see, but it’s Textiles!

Honestly, the smaller areas/locations is my biggest problem with the game: Sammu-ramat could have played so much smoother if the areas/locations were even bigger! There’s a lot of rules to absorb in this game, and anything that helps facilitate that play experience makes it easier to absorb those rules.

Theme

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So, this game has an educational bent: it immerses the players into Queen Sammu-ramat’s rule of Assyria in 9th century BC, as guided by her advisors.

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Near the end of the rulebook are backstories for each of the advisors.

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Also, the Historical introduction (at the very front of the rulebook) gives a quick discussion of this world.

For me, the theme does nothing. Let’s be clear: the research and historical basis in this game is to be commended! I suspect a lot of time was put into the research and history of this game: that’s very clear and impressive.

I feel like I did learn a little geography and some history from the characters of the time. In general, I probably wouldn’t have picked this up if something didn’t grab me on Gamefound originally. I am really glad I picked it up, but I think I would have preferred a re-theming:

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I would have loved for this to be a Superhero game based in the DC Universe! Instead of Assyria, have the setting be the streets of Arkham! Imagine if this were a Birds of Prey series! It would still preserve the role of the women being in charge, but perhaps the DC theme would be more engaging for more people! Oracle would be Sammu-ramut, trying to orchestrate the heroes to keep the streets of Arkham under control! The advisers would be the heroes: Black Canary as Dinah (her secret identity is even Dinah in the comic books), Commissioner Gordon as Deoices, Nightwing as Wardiya, … just to name a few! Getting an Ishtar Gate would be like cleaning up a neighborhood: getting a hospital (medical), food (supplies), protection (police), and good samaritans (diviners) makes a neighborhood safe again!

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I’m telling you, it would be so easy to re-theme this game, and I’ll bet you Kickstarter would go crazy for this game if it were called Birds of Prey: Arkham Nights! There is a fantastic core game with the base of Sammu-ramat. I’m not trying to be disrespectful of all the amazing work here, I am just saying a theme that would perhaps be more accesible: I’d love to see a version of this emerge called Birds of Prey: Arkham Nights (A Sammu-ramat game)!

Conclusion

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Despite my having no connection to the theme, there being some component quality issues, and some issues relating to clarity in the rulebook, I could see this being one of my top games of the year! Sammu-ramat is a fantastic puzzle! It somehow manages to be a cooperative euro game (gathering scarce resources) while also being a cooperative wargame (keeping bad guys under control)! The puzzles set-up by Sammu-ramat with its Challenges cards offer endless variety to keep me coming back for more!

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The cooperative game is good: my friends gave it a 6.5 or 7/10: we had fun.  We definitely recommend embracing full PSTO for the cooperative game.  The more important thing is to make sure someone shepherds you into the cooperative game: there’s too much game to learn this “on the fly”.

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As a solo game, this is either a 8.5/10 or even 9/10 for me! I think I would like this game even more if they fixed the production issues and had a retheming to Birds of Prey: Arhkham Nights: I think that would bump this to a 9.5 or even 10/10 for me. This game is that good.

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The game had a very small Gamefound campaign: $12,461 crowdfunded by 235 backers. This game is fantastic and deserves a much bigger release!

Review of Marvel Zombies: X-Men Resistance and Differences to Marvel Zombies: Heroes’ Resistance

Welcome back to Cooperative Adventure Month! This month, we take on the role of the X-Men exploring the world to take out the Zombies!

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You might remember we discussed Marvel Zombies: Heroes’ Resistance about a year ago: see our review here. In that discussion, we mentioned how we weren’t interested in Marvel Zombies (where the players assume the roles of Zombified Heroes), but we were interested in Marvel Zombies: Heroes’ Resistance (where the players assume the role of Marvel Superheroes fighting the zombies)!

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In fact, the Marvel Zombies: X-Men Resistance was part of the original Marvel Zombies kickstarter, but that kickstarter required you to get stuff you might not want: like $240 to get all this stuff unrelated to Resistance mode! See above!

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In the end, I was able to get just the Marvel Zombies: X-Men Resistance from GameNerdz.com for about $103 (with free shipping, since it’s over $79: I have also seen it on Amazon for the same price). So, now I have the two Resistance titles in the Marvel Zombies line and didn’t have to get anything else from Marvel Zombies that I didn’t want!

Unboxing

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This is a bigger box than the original Marvel Zombies: Heroes’ Resistance! See the Coke can and number 2 pencil for scale.

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It turns out that most of the box is miniatures.

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Underneath the rulebook and a few cardboard cutout sheets are a large box chock full of zombies, heroes, and bystanders!

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Also in the box are some deluxe character card holders (we’ll see more of them later).

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Just lots of zombies.

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Below the zombie box  (see above) are the rest of the components: cards, and a bunch of large cardboard rooms, some dice, some colored plastic blocks, and plastic stands.

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Everything from the box looks really cool!

Components: Mostly The Miniatures

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Admit it: you just want to see the miniatures!  The bottom side of the miniature box does a good job of labeling how everything fits back into the box. Thank goodness the minis are labelled!  We struggled with Tamashii’s miniatures when they weren’t well-labelled!  

The walkers (5 varieties, see above) are the most basic zombie (and easiest to kill). See above.

The Runners and Brutes (2 shown each, left-to-right) are slightly more buff zombies. See above.

The hardest zombies to kill are the zombified heroes (that you may or may not fight against) in puke green (except for Ice-Man who is clear blue)! You have Abomination, Dark Phoenix, Ice-Man, Sabretooth, Cyclops, and Psylocke (resp., left to right). See above.

The Superheroes that the players play are some X-Men in grey: Wolverine, Mystique, Magneto, Storm, Colossus, or Rogue! See above.

Part of the Marvel Zombies game is about rescuing Bystanders: there are 12 Bystanders (brown minis) in the game (6 shown above).

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The total number of zombies is pretty daunting….

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Each hero will have an ID Card with powers and tracking health and power level.

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This game is also compatible with Marvel Zombies, so there are also “hero” cards for the 6 zombified heroes. We won’t see these again this review: we are only reviewing the Resistance version of the game (where players play the real Superheroes, not zombified heroes).

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There are also two versions of the Hero/Zombie Hero/Zombie Bystander, depending on which mode you are playing.

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The spawn cards bring out the zombies: see above.

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The Heroic Traits are one-time powers you can get as an action.

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The cardboard tiles are quite nice, as set scenes from the X-Men world!

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One of the coolest features of this box is the plastic tray for holding all the hero information!  The tray has a space for 1 bystander (because you can have at most 1 bystander) and 2 Heroic Traits (because you can have at most 2 Heroic Traits) and a little plastic indicator for your power (very bottom) as well as plastic cube spots.

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Overall, everything looks really nice in the components.

Rulebook

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This rulebook is better than the one for Marvel Zombies: Heroes’ Resistance! That makes sense, since they’ve had a whole year to clean it up and make it better.

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It gets about a B+ or A- on the Chair test: it flops around a little, but the fonts and big and the pictures well labelled. It also starts with a decent Table of Contents.

The Components pages are well-presented and well-labelled.

The Set-Up pages are next. It’s unfortunate that they span a page boundary: I wish the two Set-Up pages were on opposite pages. Nonetheless, it still worked pretty well.

And everything is very well-labelled and notated. There are tons of examples of play/combat that are all well-described! This is a very good rulebook!

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It’s still a little daunting as a rulebook, as it has 48 pages, but the last half of the rulebook is Hero Mode and Zombie Mode Scenarios, so only about half of the rulebook (24 pages) is “rules”; the last half is just scenarios. 

The rulebook even has an index!

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And the rulebook ends with a very nice summary.

This is a very good rulebook. It’s better than the previous version … even the paper is nicer! And that all makes sense: they’ve had plenty of time to fix it up. But it is very satisfying to have such a good rulebook: Table of Contents, well-labelled Components, Good Set-Up pictures, good rules explanations with example, index, and finally a nice summary at the end.

Good job guys: very good rulebook.

Gameplay

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This essentially plays like Marvel Zombies: Heroes’ Resistance. 

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There are some rules additions (rules for stairs and 3D structures mostly: see above), but it seems very very much like Heroes’ Resistance. Take a look at our review of Marvel Zombies: Heroes’ Resistance if you want more details on gameplay of this system.

Solo Play

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Marvel Zombies: X-Men Resistance has a solo mode just like the solo mode of Marvel Zombies: Heroes’ Resistance (thank you for following Saunders’ Law). As with the previous solo mode, the solo player plays four Heroes, alternating between them. 

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Basically, everything we said before (about Marvel Zombies: Heroes’ Resistance) applies here: the solo mode is a little daunting, as the solo player has to run four heroes! It works fine in the beginning, as the hero powers are simple. But, as each hero levels up and gets more powers, it becomes harder and harder to run everything well: it takes increasingly more time to context switch between characters! 

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The game is still quite fun as a solo game. Just be aware of potential for heavy context switching (as the heroes get more powers) as the heroes advance levels.

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In the end, despite the context switching issue, it’s still fun. You just have to be aware that context switching between four characters may be a problem for some people.  I think since the component quality is slightly nicer and I like the X-Men a little better, I think I had just a little more fun than Marvel Zombies: Heroes’ Resistance. I will play this solo again!

Cooperative Play

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Cooperative play is great!  I adore that Marvel Zombies: X-Men Resistance has Player Selected Turn Order (PTSO) (See description here)!   This means that players decide the order in which their Heroes activate! Do we want to have Storm go last so she can wind-sweep the room (moving the unkilled zombies into the next room), or do we want her to go first to do a ranged Lightning Attack to make it so Wolverine doesn’t have to waste turns moving?  The choice is yours!  You choose the order!  (Technical note: this is coarse-grained PSTO, as you must wait until players use all their actions before deciding who the next player is.  Fine-grained PSTO, like The Reckoners allows order to change after every single single action).

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Much like we saw in Marvel Zombies: Heroes’ Resistance, a little bit of role-play seems to emerge as you play: 

“SNIKT!  I gotcha darling.  That zombie won’t bother you anymore!”
“Logan, don’t call me darlin!  (Whoosh!) And you’re welcome for me swishing all 12 zombies into the next room!”

Everywhere we said about Marvel Zombies: Heroes’ Resistance is true here: PTSO is great, a little role-play seems to emerge as you play, and there is a nice amount of discussion.  This is a good cooperative game.

Differences Between Heroes’ Resistance and X-Men Resistance

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What are the main differences between these two Resistance games? Price springs to mind first: $34.99 on Amazon for Heroes’ Resistance and $103.99 on Amazon/GameNerdz for X-Men Resistance. If you are unsure whether you might like this game and just want to try it out first, I would absolutely recommend buying the cheaper (3x cheaper) version of the game. It is still very good, the components just aren’t as nice.

The real major difference in price is because the X-Men version has tons of plastic zombie and bystander miniatures (right) whereas the Heroes’ Resistance has only cardboard standees (left). 

Luckily, both versions still have all the heroes (zombies and unzombified) as miniatures, so they still look good.

The X-Men rulebook is much better, both in content and quality of rules. But the original rulebook was still pretty good.

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Of course, the X-Men version has nice plastic trays, and the original doesn’t.

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And the X-Men version doesn’t have the dials for level, it has the little track at the bottom of the little trays. 

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Probably the worst thing about the original Heroes’ Resistance is the little plastic “paperclips” that attach to the Hero card for Health and Power Level: these paperclips are a pain to move, and I am always worried I’ll tear the card. See above.

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The X-Men version has little cubes instead in the tray: it’s much easier to notate. See above and below.

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I have the read the rules of both, but I haven’t really found any major differences: they both still have Target Priority, Coarse-Grained Player Selected Turn Order, Power, Dice for Combat, Line of Sight … and they all feel about the same. The only major addition seems to be rules for when you are on stairs and/or moving between levels.

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Basically, if no hero is on a level, those zombies won’t activate.

So, which one do you want? Once you note the price and component difference, it’s sorta up to you: do you want X-Men and lots of minis and amazing components? Or do you want mainstream Marvel heroes with a few nice minis (mostly cardboard standees) but for a very good price?

Why not both? You can play them both together you know … was that not clear? You can combine them! Play Storm, Wolverine, Spider-Man, and Hulk on a secret mission!!

Target Priority and Directed Assault

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I still don’t like the Target Priority rule (see above from p23 of the rulebook): it takes away choice, and it doesn’t feel particularly thematic. I may have stumbled on a good compromise: Per combat, you can decide for yourself if you want to use Target Priority or Directed Assault. What’s Directed Assault? ONLY target any one bad guy! See, with Target Priority, your “hits” spill over to other zombies on the same space, so you can kill multiple zombies with one dice roll! That’s cool! But what if you choose to ignore Target Priority and focus on one bad guy? Then you can choose to NOT have your damage spill over at the cost of choosing just one bad guy! I like this so much better! I feel that’s much more thematic!!!

Storm chooses wild lightning this turn, trying to take out as many zombies as she can on one space (use Target Priority and have hits spill over).”
Storm now needs to stop a runner from overtaking a Bystander, so she uses directed lightning to target exactly one runner Zombie (ignore Target Priority using Directed Assault, but no hits spill over).” 

Look, this might just be me with this problem;  I just hate it when games take away my choice.  I feel like this could be a good compromise to the issue: it actually adds choice to the Hero and makes him feel that much more powerful!  I want to feel like a Hero and feel like my choices matter!  I hate it when I have to do “what the dice say”.

Caveat Emptor.  This game system has been out for a long time with 1000s of hours of playtesting, so the reasons for Target Priority are almost certainlly for balance of some kind.  I am not trying to undercut that: I get it.  I am personally trying to come to terms with a rule I don’t like and don’t find thematic: feel free to ignore the Directed Assault, but it’s a good compromise for me.

Conclusion

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If you liked Marvel Zombies: Heroes’ Resistance, you will like Marvel Zombie: X-Men Resistance: they are essentially the same gameplay but in a different Marvel universe. Of course, you can always buy both and combine them! The nice thing about having both of these available is that you can choose whichever one speaks to you (“Avengers or X-Men?”) or which one speaks to your wallet (“$34 for Spidey or $103 for Wolverine?”). The choice is yours.

Having never really liked Zombie games, I am surprised how much I liked this. This is a good cooperative game system. I think I am overcoming my dislike of Target Priority by having a Directed Assault rule: this may just be a me thing, but maybe it’s something that will help you get into the game.

More Cooperative Crime-Solving: A Review of Detective: Saints and Sinners

Welcome back to Cooperative Adventure Month! Last week, we took a look at the “Adventure In a Box“: Starlings! This week, we take a look at the expansion  Saints and Sinners for the wonderful cooperative (and more) Detective: City of Angels!   This expansion offers more mystery, adventure, and discovery with more cases in the seedy world of noir LA!

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Detective: Saints and Sinners was on Gamefound back in May 2023. This is an expansion for the wonderful game Detective: City of Angels (not to be confused with Detective series from CGE which is a very different set of games). Detective: City of Angels is a mystery solving game for 1-5 players (1-4 if playing cooperatively), with age rating 14+ and games taking anywhere from 30 minutes to 150 minutes, depending on the case and the number of players. We love this game so much, it made the #1 spot on our Top 10 Cooperative Games of 2019! It also made our Top 10 Cooperative Detective and Mystery Games!

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Detective: City of Angels Box Lid

There are multiple ways to play Detective: City of Angels, but we prefer the cooperative way (aka Sleuth mode): See our review here for more discussion of the game and different ways to play. 

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This expansion arrived at my house late January 2024. Saints and Sinners is a “new content” expansion for Detective: City of Angels: it’s a bunch of new mysteries to solve! Since Detective: City of Angels cases are “play-once” entities (once you know the solution, it doesn’t make sense to play it again), expansions like this are the way to keep the game invigorated! 

Let’s take a look!

Unboxing

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This is a box full of either 2 or 3 cases for the Detective: City of Angels game.

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Those of you paying attention may have noticed the little red sticker on the top right of the cover. That’s right! My version doesn’t contain the “Clock and Daggered” case cards? I only have two cases in my box!! What’s going on?

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It turns out Detective: City of Angels tried a different way of marketing new cases: one case at a time … and I guess it didn’t do very well. So, Saints and Sinners is an expansion is packing of 3 cases into one purchase. We actually did buy the single case Cloak & Daggered blister pack! See above! In fact, Cloak & Daggered made our Top 10 Cooperative Expansions back in 2021!

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And for those people who HAD bought the Cloak & Daggered pack, Gamefound allowed you to back Saints and Sinners with only two cases, so you wouldn’t buy the same case again!

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The box comes with only what you need for new cases: A new Chisel book for the 2/3 cases, A new Sleuth book for cooperative mode, 4 new briefing notes, boxes containing cards for each case, matrices for entries lookups, and finally the standees.

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Weirdly, the standees are very inconsistent: the first five standees are obviously Vincent Dutrait art, the next five are a different style, and the last 5 are an even different style! This is very jarring as previous standees have been Vincent Dutrait art! 

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However, I am here for the mysteries, so the mixing of art styles isn’t that big a deal. It’s the stories and mysteries that matter!

Solo Play

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To play solo or cooperatively, you have to play Sleuth mode: see an excerpt from the main rulebook above.

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Luckily, this new expansion supports the solo and cooperative modes: it comes with both the Sleuth book (see above) and matrix cards you need in order to play these mysteries solo/cooperatively!  (In other words, they didn’t just support the main game in Classic mode: they supported all modes!)

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If you know how to play Detective: City of Angels, you can just jump right in to this expansion. There are no new “mechanics” added to the game: it’s just new cases! So, I jumped right in, solo, for the first case (for me), One Last Hit For the Hit Man!

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Solo mode works great!  I went around the board trying to figure out when to choose moving to new locations vs searching  locations vs questioning people!  I only had a limited numbers of actions, and I had to make the best of them!   The mysteries are very much non-linear: sometimes you question a suspect and they reveal something that you need  … which means you have to move back to question someone you’ve already interrogated previously!

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I had this little monologue going in my head that sounded like a bad noir narrator:

“I figured, while I was on this side of town, I’d question the dames.  I couldn’t get anything out of Laney, but at least Brenda was just a short stop away.  At some point, I knew I’d have to bite the bullet and slough myself across town to the murder scene.  It’s quite inconvenient that the murder scene was so far away.  But I guess it was a lot more inconvenient for the corpse.

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I’ve said this already in my reviews of Suspects (see here and here): Why watch a murder mystery on TV when you can be part of one?   This new expansion is like a new season of your favorite noir detective show!  It still works great as a solo game.

Cooperative Play

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I was a little nervous playing the next game in the pack: Blast From the Past is labelled as a Veteran level case!

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Sara is a new gamer to our group: she hasn’t played quite as many modern board games, so I was afraid it would be too much.

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I don’t know why I worried: Sara handled it like a pro.  We had a fantastic time playing this case cooperatively! It seemed a little easier than we expected, but maybe we just made some really good hits at the start of the game.

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Overall, this still plays great cooperatively and this was a really fun case with interesting turns.  

Conclusion

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If you have finished all the cases for Detective: City of Angels, Van Ryder games has your back!  Saints and Sinners offers more cases in this noir world, and they are just as good as the original!  Of course, if you are still working through the original 12 cases in Detective: City of Angels, this expansion may seem silly.

Think of Saints and Sinners as a new season of your favorite Detective show.  You haven’t gotten around to watching all the seasons yet, but just knowing that there are more seasons of the show is heartening, since that demonstrates that people are liking this!  This show must be good if there are so many seasons!

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  1. Detective: City of Angels original cases (Season 1)
  2. Smoke And Mirrors (Season 2)
  3. Bullets Over Hollywood (Season 3)
  4. One-off Standalone Special: Cloak & Daggered!
  5. Saints and Sinners (Season 4: one episode was teased as a standalone)

Of course, this must be British TV since later seasons only have 3 or 4 episodes each …

A Review of Starlings Box One: The Most Fun I’ve Had Since Video Comics

Welcome to the start of Cooperative Adventure Month!  This month, we’ll talk about cooperative board games with a sense of adventure and discovery!  We begin this month with a game literally labelled with “An Adventure In A Box“: Starlings Box One!  Take a look below!

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Starlings was a cooperative game on Kickstarter back in January 2023. It was advertised as The Starlings: A Graphic Novel Escape Room. I backed this, but it got lost in the mail! It probably should have arrived at my house in November 2023 (see kickstarter update #10): at that point it would have been about 3 months late. Anyways, I contacted the publisher: they were very understanding and sent me the box above!

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Interestingly, there’s no player count, suggested, or time/length anywhere on the box or even inside. Just so you know, this is a light-hearted Escape Room aimed at a younger crowd with its “cute vibe”. The cover should be a good indication of whether or not you will like this game. In the end, I think Starlings is probably best for families, but if you don’t mind a lot of silliness, this light Escape Room game might be right up your alley.

Unboxing

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This is mostly a box full of very bulky envelopes and a few leaflets.

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The instruction leaflet sets the tone for this: this will be very silly! If you find yourself enjoying the the text of the intro leaflet (and the silliness and puns therein), I think you will love this game! Otherwise, you might want to bail now … it only gets sillier …

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The coolest part of this game is the Graphic Novel!! It tells the story as you go through!

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It’s definitely a kid’s comic book inside. See above. The art is nice and the word balloons quite readable. 

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Since this is an Escape Room, you may get stuck on some puzzles, so there is a hint book. We only used it once (as we always seem to get stuck on (slight SPOILER) folding puzzles).

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The bulk of the game is black envelopes with little symbols. When you get to a new chapter in the Graphic Novel, it will tell you to open one of these envelopes: the envelopes contain Escape Room puzzles!

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This is a pretty neat looking game.

Gameplay

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So, it’s hard to talk too much about this game without revealing too many spoilers. We will show some pictures of the game which might reveal something if you look too close, so don’t look too close!

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The Graphic Novel controls the flow of the game (but see below).  The story comes out very linearly: there is no branching or “Choose Your Own Adventure” here.  You just read the Graphic Novel, get to the end of a chapter, open a envelope, solve the puzzle.  Repeat until you get to the end of the game!

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There’s about 10 envelopes in here, and each envelope has a typical Escape Room puzzle … sort of. Most of the puzzles are simpler so a younger audience can enjoy them. We still had fun doing these puzzles even though we are all older. It’s an Escape Room! For a younger Audience! 

The main selling point is the Graphic Novel … at first. (We’re being enigmatic on purpose).

Legacy or Campaign Game?

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Is this a Legacy or Campaign game?

Overall, it took about 2.5 hours to go through the whole game, so you can play it all in one sitting if you like (as long as you are using the video, see below). You can also just stop the game, and just restart from where you left of at a later date: it’s probably best to stop at chapter boundaries.

From a replayability perspective, you can put Starlings back together to a pristine state after you;ve played it all the way through, but you just have to be a little careful (as you play) to note which pieces came from which envelopes: there are no instructions on how how to reassemble this! So, it’s “kind of” a legacy game if you don’t take good notes! This is a resettable campaign as long as you take good notes: be aware before you play!!

Video Comics

Video Comics was a television series that aired on Nickelodeon from 1979 to 1981. The show would feature stories from various comic books, mainly DC Comics, narrated and with voices. – Nickelodeon Fandom Wiki

I used to watch this show (Video Comics) as a kid: they would show comic books, panel by panel, with voice narration.  I was introduced to Adam Strange, Green Lantern, Swamp Thing, and a whole raft of DC comics.  See what it was like above: watch a sample episode!

I loved this show!  But I haven’t seen anything like this since 1981 … until now.

Starlings Video

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It’s very very very important (when you play) that you follow the link on the upper right side of the “ATTENTION” page! It takes you to a very long YouTube video … which is basically just Video Comics of the Starlings Graphic Novel!

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All the text and panels that appear in the Starlings Graphic Novel are presented here in this very long video!

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Just like Video Comics, this YouTube video takes you panel by panel through the graphic novel … with voice acting! The voice acting was actually pretty good! We all commented how well done this video was!

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The game is “meant” for you to follow along with the Graphic Novel, but we absolutely loved and preferred following along with the the YouTube video instead!  We think the game would been twice as long had we just read the Graphic Novel as a group!  Even worse, we’d all have to crowd around the Graphic Novel as we read. No, this game is meant to be enjoyed using the Video Comics of the Starlings Graphic Novel!

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By far the best way to enjoy this game is by watching the video and pausing it when you get to parts where you “do the puzzle!” 

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We would watch the video, pause it to open an envelope, solve the puzzles, then unpause it to move on! We were lucky enough to watch the video on a big screen: we recommend that for you!

Solo Game

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Intent on learning the rules, I sat down with the Starlings game, opened the box, read the first chapter of the Graphic Novel, … then stopped before the first puzzle. Theres no need to try this solo before showing your friends: Starlings is very straight-forward and you and your friends can just jump in. In fact, I think the game is much much more fun as a shared experience.

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I think you can play this solo, and in fact it might be more fun to play solo if you don’t want the video!   If you are interested in consuming the Graphic Novel as a physical book in your hands, then solo is probably the best way to play!  With multiple people, it would be harder to share the experience of reading/consuming the physical Graphic Novel, as you all have to sit physically together behind the book! Unless that’s what you want: it’s more chummy to snuggle around the book and read it together … but I think you have to be close as a family or friends to do that.

Although you can play Starlings solo (which might be best for consuming the physical Graphic Novel), this game really is much more fun as a group.

Spoilers?

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Here’s some pictures of us playing: they don’t necessarily reveal anything unless you look to closely, but they show the game a little bit.

Conclusion

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This silly, made-for-younger-audiences, Escape Room game was one of the funnest nights we’ve had in a while! We were enchanted watching the Video Comics of the Starlings Graphic Novel! We laughed at the silly jokes and puns! We had fun with the puzzles when they came out (none were too hard)! Sara commented this was almost an activity since we were watching the Video and only had 10 puzzles.

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Calling Starlings “just an activity” does it an injustice: the phrase on the cover captures the spirit of the game more than anything! This is An Adventure in A Box! Assuming you like the youngish silly vibe, we think you will absolutely love this journeying through this adventure. This is the funnest time we’ve had in a while!

If we had received Starlings in 2023, it should have made our Top 10 Cooperative Games of 2023! It was so much fun. This is probably a 9/10 for everyone involved!

The cover says Box One: I hope they do more!

Appendix

Below is a video we took for one of the puzzles.  It gives away a lot about that puzzle, but it also shows how much fun we were having! So, only watch this if you are on the fence and want to see more about the game!