Top 10 Cooperative Things to Pick Up Before Greater Than Games Goes Away Forever

I have been buying a LOT of stuff from Greater Than Games over the past few weeks to get ready for GMing my first game of Sentinels Comics: The Roleplaying Game! I have played the game many times (with my friend CC GMing), but I have never GMed myself! So, I have been catching up on supplies. Unfortunately, because of the unpredictable tariffs, Greater Than Games has “shuttered” themselves to a large degree, laying off almost everyone, and is just liquidating stock. See news announcement here! (This was a while ago, but I am just buying stuff now)

https://www.greaterthangames.com/blogs/news/greater-than-games-team-reduced-in-response-to-tariff-crisis

I really do hope they come back from this, but I have been trying to get everything I can in case they disappear forever! Here’s my Top 10 Cooperative Things (games, expansions, other) from Greater Than Games to get before they go away forever!

10. Spirit Island

Of all the games in the GTG lineup, I feel like  Spirit Island is the least likely to go away.  Even if Greater Than Games dies completely, I am very confident someone else will pick this up! At the time of this writing, Spirit Island is #11 OVERALL on BoardGameGeek!  I see Spirit Island in Top Solo Games lists all the time (and it made our Top 10 Cooperative Games of 2017 as well!).  I love this game, and if you’ve never tried it, it’s a great game! It’s almost a euro-cooperative game! I put this at #10 not because it’s my lowest rated game,  it’s just that I suspect this game will never go away; it’s too popular.   Someone will pick it up, even if Greater Than Games falters forever.

(And yes, there are a TON of expansions for Spirit Island, they are all fun, but I almost never play them.  I view all the expansions as Honorable Mentions for this list).

9. Legends of Sleepy Hollow

My group really liked this cooperative game, The Legends of Sleepy Hollow, but it has some wonkiness to it.  See our review here.  But they fixed some of that wonkiness with the Errata (see Errata review here).  If the idea of a cooperative game in the Sleepy Hollow universe sounds fun to you, check this out … and pick it up before it disappears forever!  Just make sure you get the Errata!

Sentinels of the Multiverse: Definitive Edition

The next three entries all all related to the Sentinels of the Multiverse: Definitive Edition

8. Disparation*

The Definitive edition of the Sentinels of the Multiverse is “essentially” the third edition of the game.  See our review here for more details.  The Disparation expansion for it … may or may happen.  When GTG first announced they were shuttering, it sounded like they shut down production of it, even though printing had already started!  Over the past 6 months, we had news that maybe it will print, maybe it won’t.  As of this writing, production has started back up again!  So, Disparation may still reach its Kickstarter (sorry, BackerKit) backers.  It’s unclear if this will ever see retail; if you see it, pick it up.  You may never see it again.

7. Rook City Renegades 

The first expansion to the Definitive Edition, Rook City Renegades, definitely did make it to retail, so you might still see it around.  See our review of it here.  If you end up getting and loving Sentinels of the Multiverse: Definitive Edition, you probably want to pick this expansion up before it disappears forever!

6. Sentinels of the Multiverse: Definitive Edition

This is the third edition of one of our favorite cooperative games of all time!  I feel like I am Superhero in a superhero’s world, battling villains and working together with my friends!  Take a look at our review and see if you might like this!  This is a rare 10/10 game for us, and you may be kicking yourself if you don’t pick this up before it goes out of print forever!

Sentinels of the Multiverse: Second Edition

The next few entries are related to the second edition of Sentinels of the Multiverse!

5. Any expansion, but especially Rook City!

There are a TON of expansions for the Second Edition of Sentinels of the Multiverse!  They are all good!

But, if I ever do a list of essential expansions for a game, Rook City (for the Second Edition) will be #1 on it!  This is one of my favorite expansions of all time!  The Villains and Environments in here are just so amazing!  This expansion really took the original (second edition) of Sentinels of the Multiverse to the next level!  (I think this is currently only offered as a bundle with Infernal Relics: I have the original).

4. Sentinels of the Multiverse: Second Edition

This is also called the “Enhanced Edition”.  You might wonder why the second edition is higher on the list than the definitive edition!  Well, to be frank, I like it better!  I think the coloring and art make it easier to see cards from across the room!  And even though the gameplay is “less smooth”, I am used to it.  Still, most of my friends liked the Definitive Edition better: See our review here!

It’s possible you might find some great deals on the Second Edition in the used market, so be on the lookout!  Just be careful not to mix editions!  Luckily, the only things for Definitive Edition are the three we list (that and foil cards)!  Just about everything else should work with the second Edition!

Sentinels Comics: The Roleplaying Game

Our last three entries are exclusively for the Sentinels RPG!  And yes, we consider this RPG a cooperative game!  What can be more cooperative than heroes coming together to save humanity?

3. Game Moderator Kit

2. Starter Kit

1. Core Rulebook 

You might wonder why Sentinels Comics: The Roleplaying Game stuff makes the top 3 spots on our list, despite the original card game(s) Sentinels of the Multiverse being some of our favorite games of all times! I think you’ll be able to find Sentinels of the Multiverse card games for some time, but I am not sure the Sentinels Comics stuff will be around! I think that the Sentinels Comics RPG didn’t get a lot of love, but it’s a pretty neat RPG system. My friend CC said it’s his favorite RPG to run! See our review here!

You can dip your toe in the water with The Starter Kit (#2) to see if you even like the game! The Starter Kit comes with pre-generated characters and pre-generated adventures so it’s easy to jump in!!

But of course, the funnest part of Superhero games is making up your own heroes, which the Core Rulebook allows you to do! The Game Moderator Kit is just icing on the cake if you decide you like this system!

Check out Greater Than Games Website (see here) to see if you can still pick up some of these things!

Kinfire Council + The Winds of Change Solo And Cooperative Expansion. A Journey and A Review!

No, this has nothing to do with the Scorpion’s song Winds of Change from 1990.

You guys are totally gonna laugh at me.  I didn’t back the original Kinfire Council when it back on Kickstarter! Despite it being a Kevin Wilson game! Why??? I usually really like Kevin Wilson games!  Between cooperative games like Arkham Horror (2nd Edition), Kinfire Chronicles (review here), and even traitor games (which I don’t usually like) like The Stuff Of Legend (review here), Kevin Wilson makes some great games!

The base game Kinfire Council (see above) is a competitive worker-placement game, which looked pretty mean!  It has voting on resolutions (which may screw the town or other players), and cultists that players may join-up at any point!  It looked like someone put traitor mechanics and take-that mechanics into a worker placement game!  No thank you!  Me and my group like cooperative games; this just didn’t look like it was for me/us.

Somehow I missed the memo that Winds of Change (see above: an expansion that seemed to be part of the same Kickstarter) made the game solo and cooperative!  You have to forgive me on this; it’s buried a little bit in the Kickstarter page! In fact, if go searching the page within your browser, the word “cooperative” doesn’t even come up! (It’s hidden in the pictures of the page).

Also, I am always suspicious of games where the solo and cooperative game are obvious add-ons. 

But I did get it.  It took some effort.

So, is this any good? Is it worth getting both Kinsfire Council and the expansion Winds of Change JUST so you can play solo and cooperative?  The answer’s a little more subtle than you might think.

Unboxing And Base Gameplay

The base game is pretty standard sized box; see Coke Can for perspective.

There is a LOT of stuff in this box! See above!

Each player chooses (or randomly gets) a Worker sheet … see above …

And a Councilor sheet! See above!

Together, the Councilor and worker sheet form your tribe!   See above!  (They don’t actually have an official name for this combination in the game, so I am using tribe to mean the combination of a worker sheet and a Councilor).  The Councilor is cool because it gives special asymmetric powers (see Head of the Temple above; she knows how to handle gold)!  Each player also gets a number of “generic” workers (see the 5 above).

The acrylic standee is a special worker called “The Seeker” who can go outside the city and do other special things.

As the game unfolds, you can upgrade your workers!  See above as Doma gets to be a Merchant!

At the end of the day, this is mostly a worker placement game!  Your workers and Seeker can be placed throughout the city and activate Locations!  Only one per Location .. unless you have something special!

Many Locations have a choice: do you activate the top or bottom?  For example (see above): The top is a choice between EITHER getting 2 coin or 2 food.  The bottom action is trading; the worker can convert 2 food or 1 common into a moon stone (rare) OR one moon stone (rare) into 4 coin.  These are some of the main resources in the game!

It’s probably safe to say this game is a resource acquisition/conversion game too!  See a bunch of the resources (from the Upgrade pack) above.

Kinsfire Council is also a voting game; you are members of a council for the city (I mean, it’s in the name for goodness sake).  Every turn, two Decree cards come out (see two examples above).  In order for these decrees to pass, they have to get a majority vote!  If you are in league with the Cultists, you may want to vote against them!  Or you may want to pass a decree that helps you but hurts the city!  Or you may not care at all and just ignore the decrees, preferring to spend resources on other things!  It DOES cost action/resources to vote!  So, you have to decide to vote or not!

Another issue the players have to deal with … Cultists come out!  They clog the worker placement board  and make it so you can’t go there!

See above as the #1 Cultist clogs the #1 Action space!  Luckily, your workers can arrest Cultists, by being adjacent to them (but unfortunately, arresting a Cultist takes your action, unless you are a guard…).

The Cultists also cause threats to come out!  The threats don’t necessarily immediately trigger!  They usually only trigger when enough Trouble tokens gets placed! (Thing in the Tunnel above needs 2 Trouble to trigger). If you can discard the necessary resources (at the bottom left of the card), you can stop the threat before it comes out AND get victory points (bottom right)!

Every Cultist placed will either place a new threat or add a trouble, depending on its number (see the bottom of the threat board).

It sounds crazy, but Cultists are resources too!  Even after you arrest some, you can still use the Cultists (say, as hostages for taking out threats: see above!).

There’s lot of good stuff going on too; you can also upgrade spaces on the board by using the City Planning space!  See above as it flips the white space to the blue side making it better!

There’s also Research (which is like good news cards) which can be really helpful too.  Like everything in Kinsfire Council, the Research cards are ALSO resources that  may be traded in (besides doing the something useful).

Along the way, you have to keep the city healthy: the chart to the left are the resources you need to “feed the city” (3 food) and “keep it clean” (1 gold): this is called City Needs!!  If players don’t collectively keep the City Needs under control, the city get more Cultists!  Interestingly, you don’t have to use a full action to take care of the City Needs; this is just an errand … every action has a free errand you can run! (Thematically, it somehow makes sense that politicians see taking care of City Needs as a simple errand, not a full action).

As part of the errand phase, you can also build the tower!  (See three such tower cards above!)  The Towers serve as inspiration to the city!  The Cultists hate the tower, because it provides inspiration and hope!  So, the less of the tower you build, the more Victory points the Cultists get!

To win, you need the most Victory Points: this is a Victory Point game! See the Victory Point track above!   You’ll  also notice that the Cultists have their own Victory Point marker!    It’s possible for the Cultists (to be clear, Cultists are NOT a player) to win the game!  If the Cultists win, whosoever has the most Cult Influence wins the game instead!

At the very end of the game, the Cultists reveal the Hidden Threat deck (created at the beginning of the game, and added to by certain decrees and threats) and add THOSE Victory Points to the Cultists!

The above 4 Hidden Threats would add 44 Victory Points to the Cultists!

This is a worker placement game, but with some really interesting ideas with voting, upgrading spaces, battling cultists, special workers, upgrading workers, collecting resources, doing research, building towers, and maybe … aligning with the Cultists behind the scenes!

Do you try to keep the city healthy or just let it go to hell and let the Cultists take over?  That’s all part of this competitive game!

Rulebook

Good rulebook. 

It gets a A- on The Chair Test (it could be an A, but the font could be a little bigger, especially seeing how much white space there is on the page).  BUT the rulebook has a great form factor, has some decent pictures, doesn’t droop down over the edges of the chair next to me, and it stays open to be easily consulted.  Great job guys!

The components pages are good; pictures and correlating text is always a good thing.  See above.

The set-up is also good; pictures and labels help!  See above.

Holy crap, there’s even an Index, and I used it multiple times! It was a useful Index!

The rulebook even ends with something useful on the back; see above.

My only complaint was that there were a few things that were unclear in the rulebook.  I posted on BoardGameGeek and got some responses; I post the thread here so you can benefit from my questions!  (The Designer, Kevin Wilson even answered and tacitly approved the answers).

Other than that, very good rulebook.

Solo Game (Unofficial)

To be clear, the base game of Kinfire Council is for 2-6 Players and is a competitive worker placement game.   There is no solo game built-in to the base game!

BUT, if you squint at the 2-Player rules a little (see page 20 from the base rulebook above) you can see the implications of a simple solo game!

In fact, the solo mode from the Winds of Change expansion is ALMOST the 2-Player game from the base game!

Basically, the official solo game and 2-Player game doesn’t allow player(s) to go after Cult Influence.  To win, the player(s) must get more Victory Points than the Cultists!   Interestingly, the solo (and 2-Player mode) redefine the Cult influence action to eliminate Trouble tokens and SUBTRACT Cult VP (rather than add Cult Influence and ADD Cult VP).

So, you can play the base Kinfire Council solo … unofficially! It’s really just the 2-Player game where you MUST be against the Cultists!

To win the (unofficial) solo game, you play like normal, and BOTH players VP must surpass the Cultists!  See above as I lose my first unofficial solo game as the red tribe is still behind on VP!

To be clear, this is an unofficial solo mode that is my own creation to just learn the game.  It’s not very hard, but it does teach how the game plays.  The solo player takes control of two tribes and plays the game normally, like a 2-Player game, but alternating between the tribes.

So, I played a couple of solo (unofficial) games to learn the game.  This is a great way to see all the rules and systems!  This (unofficial) solo game is MUCH EASIER than the official solo mode.   The official solo mode is WAY HARDER, but when you are learning the game, I think this (unofficial) solo mode is more approachable!  Basically, the official solo mode has more rules, more things to keep track, is a little oppressive (especially at the beginning), and may be a little too frustrating (in the beginning). 

I lost my first (unofficial) solo game and decisively won my second (unofficial) solo game.  But I learned the game.

If you have played The Captain’s Chair, you know that it has two official solo modes. The “simple” solo mode teaches most of the mechanics of the game without being too oppressive.  Once you know the basics, the “hard” solo mode is how you want to play.  I think that same idea applies here.  

Play the (unofficial) solo mode (which is basically just the solo player operating the 2-Player game by himself) to see how the game works; you only need the base game for that.  If you enjoy that, then you can decide if you want to move on the official (and much harder) solo mode from Winds of Change.

Winds Of Change Unboxing

Winds of Change is the expansion that provides official solo and cooperative rules for base Kinfire Council. 

It adds a bunch of new Locations you can swap from the base City Locations.

It adds three new Towers to swap in.

A bunch of new cards.

And a new resource called Favor Tokens which is like Magic, but its use gives the Cultists Victory Points. (Honestly, in all my plays, I stayed away from these resources)

BUT the most important thing this adds is the new Cult Decree Cards (see above).  This is what makes the solo and cooperative games more challenging!  This is the new key ingredient!

Basically, every turn, when you normally get two decrees (which you may or may not want), you ALSO get a Cult Decree card at the same time!  Just like the Decrees, you have to get the votes on Cult Decrees to make sure they don’t take hold!

The Cult Decree cards are even worse than you think because they ALSO have an immediate bad news (look at the bottom of the card)!

Official Solo Mode (Winds of Change)

If the (unofficial) solo mode is too easy, it’s the Cult Decrees that make the official solo game in Winds of Change a LOT harder.

The official solo mode is very much like the 2-Player mode.  Two tribes must work together (see above) to make sure the city survives the Cultists!  The three real differences are:
1) Players must now deal with Cult Decrees (GULP!)
2) The two tribes share all resources in one pot
3) Each tribe only has three generic workers instead of five generic workers

Since the two tribes now share all resources, there is only one Victory Point marker.  Both tribes move the same VP marker!  See above!  To win, the solo player must simply beat the Cultists!

The official solo mode is still basically the same game, but there’s no back-stabbing or bad councilors to worry about!  The two tribes cooperate!  The solo player alternates between the two tribes and plays normally.  The real difference is that all resources are shared between the two tribes AND they have to deal with the pesky Cult Decrees!

The official solo game definitely feels more oppressive!  Your first few turns feel like you can just barely hold back the tide of Cultists! It’s a little overwhelming!  I think I had some bad luck in my first official solo game, so I cheated a little just to make sure I moved forward to see the whole game!   

In my  second official solo game, I felt like I got it!  In the beginning of the official solo game, it’s HARD to keep the Cultists under control, but by the time you make it turn 5, you have a little bit of an engine going and you have enough resources to make a difference!  It feels  … inspiring … when you can wrest control of the city from the Cultists!  This is our city, darn it!

The official solo game is much harder that the (unofficial) solo mode (as we discussed earlier), but it is a good challenge and it will be a solo mode to keep you coming back.

It’s just a little bit of work to keep the solo and cooperative components separate from the base box.  (I actually ran out of space on my table, and had to put the Winds of Change box on my stove!!! See above)  It’s actually kind of annoying to put everything away.

Cooperative Game

You could easily play the 2-Player mode from the base game cooperatively as a 2-Player game.  And frankly, except for the Cult Decree Cards, it’s pretty much the same game.  Again, the Cult Decree Cards make the game SO MUCH harder. 

For one of our 2-Player cooperative games, we played with the official Winds of Change cooperative rules with the Cult Decree cards.  We wanted the challenge!

In the cooperative game, each player has their own VP marker.  Like before, ALL PLAYERS must have more VP than the Cult, or they lose!  See above as we win!  Both Teresa and I had more VP than the Cult!

The Winds of Change also has new Player Aids (which are quite good: see above).

Basically, we had fun playing cooperatively!  There’s a lot of multiplayer solitaire, which means we both have agency on our turns.  But we still have to talk a LOT to make sure we arrest the Cultists and keep the Cult Decrees under control!   I think this game a really good balance of having solitaire agency but still requiring plenty of cooperation!  At the end of the day, YOU decide how to move your workers, but still work together to keep the Cultists down!

House Rules: Cooperative – Sharing

There was one thing that really surprised us in the cooperative game; there is no rule for sharing resources!

In the official solo game, the two tribes share all resources, so there’s no need for any sharing rules.  But, the cooperative game has no mechanism for sharing?

We came up with a House Rule that seemed to work fantastically!  You can use an errand to share any single resource!!!  It’s an easy place to add the sharing mechanism, and it’s very thematic!  “Oh, as an errand, I need to make sure my friend has some Magic to stop the threat on their turn!”

It’s not free, as it still takes up an errand to do it, but it made the game a LOT more cooperative!  “Can you deliver me a Cultist?”  If my friends just needed one resource and could save us an action, why not do it?

It was sort of funny to have all resources (including Cultists and Cards) being something you can share.  For the Cultists, it reminded us of doing prisoner transfers across town.

We STRONGLY recommend adding this House Rule: as one of the options for an errand, you may choose to share a single resource.  If you can’t build the tower, or resolve City Needs as your errand, maybe you can still do something useful with your errand and help your compatriots.

Sharing as an errand made the game more cooperative, more interactive, and more fun. 

House Rule: Solo – Don’t Require Alternating

In the official solo game, you MUST alternate between the two tribes as you play.  But, why?  Since all the resources are shared, it doesn’t matter as much!  In fact, sometimes you have more options if you can choose any order you want!  Maybe you want to use tribe 1’s three workers FIRST (because they are all guards) and THEN do all of tribe 2’s workers after the board has been cleaned of Cultists!  I found many times, when playing solo, I accidentally didn’t alternate ANYWAYS!  You sometimes forget to alternate … but it doesn’t really change the game.  In fact, it gives you more options!  If you can choose the order of the workers of the tribes, sometimes you can pull off something really clever that maybe you couldn’t if you were forced to alternate.

This isn’t a big deal for a House Rule, but I think it makes the solo game just a little more fun: give me more choice so I can feel clever. 

Thoughts

We were originally supposed to play a 3-Player cooperative game, but Sara fell sick and just wanted to listen to us.  Here’s the funny thing; just listening to us play and narrate our turns to her, Sara gave this game a 7.5/10! She said it sounded really fun!

Teresa really liked it.  About a 7.5/10 as well.

I liked both the solo and cooperative modes a lot.  The solo game was about a 8.0 as was the cooperative game.  With the house rules we proposed, both go up to an 8.5/10. In fact, the sharing as an errand rule was such a good house rule, it might even make it a 9/10.

Conclusion

You can play the base Kinfire Council game as a solo and cooperative game to see if you like it (using the unofficial rules we described).   These unofficial solo/cooperative modes are pretty easy, but they give a good sense of the game.  If you like the game, then the Winds of Change expansion makes the game much more challenging.

Is it worth getting both?? I personally think it’s worth getting both  Kinfire Council and the Winds of Change expansion to play this solo and cooperatively.  It’s a lot of work to get there, between learning the base game, cooperative game, set-up, combining games, and set-up, but the unofficial solo rules can make it a LOT easier to learn the systems of this game.

If you do get Kinfire Council and Winds of Change, I strongly suggest you play with the cooperative house rule sharing as errand, as it makes the game more cooperative, more interactive, and more fun; it brings the game to almost a 9/10 for me (cooperative mode).   Even without that rule, it’s still an 8 or 8.5/10.  It’s so cool that a cooperative worker placement works so well!

The official solo mode is great, but a minor house rule (for relaxing the alternation) makes it a little more fun, as it gives the solo player more choice.  Solo: 8 or 8.5/10.

Storyfold Wildwoods. An Intimate Little Experience.

Storyfold Wildwoods is a solo storybook game that was on Kickstarter back in November 2024.  It promised delivery in September 2025, and it made it on time in September 2025!

This is a game with story, and a slightly weird worker placement mechanic.

Storyfold Wildwoods  presents itself as a solo game, but that’s not how we played it.  This review will be a little different than my normal reviews.

Team Solo

Even though this is a solo game, my friend Teresa was really interested in this dark themed storybook game.  So, we ended up playing Team Solo: both of us making decisions as we played as a team, pretending to be a single solo player.

I usually play solo first to learn the rules and teach my friends, but there was no need to in Storyfold Wildwoods; the games presents the rules as you play. 

There is a Rules Reference, but we only looked at it once or twice when we played.  Most of the rules are covered fairly well as the game unfurls itself.

What Is This?

This is a story game: you play a little girl and her animal companion wandering in the dark forests.

The story is dark both physically and tonally, as you are playing to stop both the physical and metaphysical darkness in the forest.

This is also kind of a worker placement game, as you decide which actions to perform. There’s a river of actions you can perform: the further down the river the actions are, the easier they are to preform.  See above as Explore is easier to activate since it’s at the start of the river.

There are dice in the game, so the actions you attempt may or may not fail.   So, this is a worker placement game where your actions “may” or “may not” succeed.

This is also a lot of game in the cards: there is a lot of story buried in the cards in enemies, and other things that come out.  See the 6 chapters above (the first, Prologue takes you through the rules).  Each Chapter of cards is a fairly hefty deck.

Experience

This is an experience of a game.  You read the story and you make decisions, and it’s heart-wrenching when your die rolls fail, as you are letting the darkness in.   It’s surprisingly depressing when you lose and end up All Alone in the Dark.  See above.

Although this is meant to be a solo game, it worked quite well as an intimate 2-Player game, where the players collectively make decisions.   It took some of the pressure off the dark theme as we decided and worked as a small group.  I suspect this COULD work as a 3-Player game, but I think that might be too much.   Teresa and I had a great time playing as Team Solo.  Er, not a great time … as we lost, and ended up Alone In the Dark … maybe better said as “we enjoyed the experience”.

Theme

I want to be 100% clear; the theme here can be too much; it’s pretty dark. I am not sure I would want a young a kid to play this by themselves (even though the main character has a little kid in the forest).  I do think that this could be a good game to play WITH a kid; that way you can explain/mitigate/explore the darkness and failure together.   Honestly, I think if theme appeals to your child, playing Storyfold Wildwoods Team Solo with your kid might be a fantastic way to explore this world and its dark themes.

Conclusion

I don’t want to say too much about this game, because there’s a lot of neat stuff to uncover, and it’s better if you just find it out yourself.  The way the game presents the rules makes it easy to learn the game as you are playing.

The theme is dark: be aware.   But the art is beautiful and the story is interesting.

The play mechanics might be a little simple, and maybe even a touch random, but this game is an experience more than a game.  It does have a real game underneath, but its the experience here that you are embracing … the game actually hits you emotionally pretty hard.

Even though this is nominally a solo game (and it would work as a solo game), I think I enjoyed it more playing it more as an intimate 2-Player experience (with shared reading and responsibility).  I think this would be a good 2-Player game to play with you and your Mom, an adult and a child, or a boyfriend and a girlfriend.  There’s something in the game that bonds you when you play; maybe facing the darkness together brings you closer together.  Even if you fail, you still have each other.

8/10.

The Original Ikeans: Vikings Building Furniture! A Solo and Cooperative Review of Valheim

Follow us along as we enter the world of the Vikings! Explore lands, find resources, fight big-bads, and … build furniture? Valheim is a big game that I had to “absorb” over a month to crystalize my feelings. I have lots of thoughts … as do my friends! Did I like it solo? Did me and my friends like it cooperatively? Follow us on our journey!

Valheim is a cooperative boss-battling and furniture-building game (yes, you heard me right) that was on Gamefound back in October 2024.   It delivered in October 2025.

This is an exploration game where players play as Vikings exploring the world and looking for resources to build furniture and weapons!  Although some of my friends might see the furniture-building as the main goal of the game, the furniture-building is a secondary goal; the furniture is for upgrades so players can fight the big-bad at the end of the game!

Let’s a take a look!

Unboxing

The first day I got Valheim, I spent 2 hours unboxing, punching out tokens, sleeving cards, and generally organizing the game.

The unboxing was a full two hours of work!  

Valheim is a big mama-jama of a game!  See above! I backed the full all-in package for this: SPOILER ALERT!! You don’t really need most the stuff from the deluxe kickstarter version.  The Dice Tower? Nah.  The Dice Tray? Nah.  The Playmat?  Nah (the board is better).  The card sleeves … there are issues (see later).  The Wooden Furniture is by far the best thing to get.  See below.

If I had to do this over again, I probably would have gotten the non-deluxe version. But I still would have somehow tried to get the wooden furniture….it’s awesome and thematic.

The deluxe box is huge: see the Coke can next to it.

This is just a big game.

It’s pretty fancy looking.

Like I said, it took a while to unbox/organize this; about 2 hours.

Gameplay

Each player takes control of one of the four characters.  These characters boards are really nice dual-layered boards: see above.  But the characters have no name or even designation (the archer? Maybe?)

Each character is just an empty template until you choose the skills; each player gets three skills! See above as the archer? (no name) gets Healthy, Carpenter, and extra move (lower right).

As you play, you can fill in the consumables area with all sorts of cool meads, potions, and things like honeycomb!  (You can actually build a beehive in the game!  That’s a type of furniture!)

As the game progresses, players can make or find weapons and armor to help in their quest.   See above as the yellow swordsman (seriously, no names for anyone?) gets a Hammer, Leather Tunic and Fire Wood Bow!

The cost of each items is in the lower left; you have to build your items too!

Players explore a world of hexes as defined by the scenario chosen!  See above!  Players are looking for resources from which they build their furniture and their weapons!

Resources generally are at particular Locations: see above, where blue archer can go exploring at the “rocky place” to get rock.

As the game unfolds, the players collectively collect more and more resources!  See above.

The resources in the environment are in a nice container (see above).

Another resource tray holds potions, consumables (like honeycomb) and other tokens.

The resource trays sit at the bottom of the board, right next to the house. 

The house is where you build furniture and keep resources.

Of course, this is a hostile work environment, and there are little monsters to fight along the way!  See the Greyling one space away.

The monsters are pretty well-defined on their cards.  The Greyling has 2 hits, rolls 1 black die during combat, and gives some resin as a treasure if you kill it.

But of course, the final thing is (usually) killing the big-bad!  See above!

In fact, fighting the final big-bad is a very different combat!  You “summon” the big bad, then fight them in a special arena!  See above!

If you can drop the big bad (Ekithyr above) to zero hit points, you win!   If you all die in the final arena, you lose! (You can also lose if you fail to summon the big bad before the event deck runs out)

Explore hexes, gather resources, build furniture, fight monsters, roll dice, and summon the big bad!  That’s Valheim in a nutshell!

Rulebook

The rulebook is ok, but it has three major major flaws.

First: The binding for the rulebook is NOT stapled pages … so it has trouble laying flat and open!! It uses a glue binding (usually that’s what most graphic novels use):  see above! We saw this binding in many games over the years, and we are were just as appalled now as we were then (most recently in War Story: see review here, but also Freedom Five: see review here).

The problem with this kind of binding is that it may/may not stay open!  Notice above that I have my two fingers on it to hold it open!  You can always “break the spine”, or “bend it back” to hold it open, but that severely limits the life of the the rulebook!  The worst  part is simply that the rulebook does NOT lay flat so you can see it on the chair next to you!  This rulebook FAILS the Chair Test!

The thing is, this rulebook is like 52 pages long! I think they only used the glue binding because it’s so long … but then I remind myself that Gloomhaven’s original rulebook was 52 pages: and it used a stay-flat stapled rulebook!!! Why on earth did they use this binding?

Second: Another problem with this rulebook is that it has two halves; the first 32 or so pages are the rules, but the last pages are all summaries and explanations of cards!  See above!  I think they should have SEPARATED the rulebook and summary book into TWO books!  That way, you could have had a separate stapled lay-flat rulebook and a separate stay-flat book describing all the cards and systems in the game.

(We’ll get to the third problem in a second). Let me say that this game has a great Table of Contents (yay: see above) but no Index (boo!).  I do think that this is a game that needed an Index!! Not all games need an Index:  we just recently saw that Ham Helsing has an Index, but it really wasn’t necessary.  But I think Valheim does need one …  but, this isn’t a deal-breaker.

The components pages are great.

The set-up was pretty good for the generic game: see above with lots of pictures.

The font is big and easy to read.  There are also a hefty amount of pictures; maybe even too many flavor pictures? See above.

The book also ends with a summary of tokens which I appreciated (unfortunately, it didn’t cover Kickstarter extras; that had to come in a separate sheet).

The final problem with the rulebook is that I feel like it missed a lot of edge cases that seemed to come up again and again.  For example; in raids, does the ! summon the raiding party if you are close by it? Not clear?  In the final arena combat, what happens if you die when the big-bad does?  Do you lose? Win?  Tie?  It all depends on if the actions of the big-bad are “atomic” in one transaction, or not.   Can you run away from combat? Can your skills be used immediately again and again and again and again if you can power them? (I think that last one is you can).  When you get the honeycomb, do you get to see what it is when you put it in your character?

It feels like these edge cases came up as we played.  We were able to get through them, and most of the rules were well-defined, but there was just enough edge case ambiguity to be frustrating.

But, this is a beautiful rulebook with a readable font, a good set-up, components, table of contents, and fairly detailed rules.   I just hated the binding, I wish it had been separated into two books, and I wish it handled more edge cases.

I learned the game, and the rulebook was good enough for that.  But that was in spite of the rulebook … see below.

First Play: Solo Game Tutorial

So, my first game was a solo game using the tutorial: see above.

The tutorial takes you through the game; setting you up, and taking you through the game in about an hour: see set-up above.

There is a deck of 50+ cards that holds your hand and takes you step-by-step through most of the systems of the game!  See the deck above.

The only problem with this tutorial is that you MUST have all 4 characters in play!  For the solo player, this is a LOT of work as he has to operate all 4 characters at once! GULP!

It was daunting, but you know what? It worked!  See some of the tutorial above!  This was a good tutorial.  There were a few places where it was a little unclear (and they actually made at least one mistake), but this method of walking the four characters through the game worked!

I would ALMOST say this is a great tutorial, but it just had a few problems.

At some point, you build some furniture … but it gets the cost wrong.  The cost to build the Fire Table is TWO resin and TWO wood, but the tutorial card shows ONE resin and TWO wood!  We assume that the summary (on the right) is correct?

The combat is pretty well-described, but  one card describing the combat with multiple participants was … poorly worded.

After all was said and done, this tutorial worked well,  Not great, but well.  I still had some questions, but I felt like I understood most of the systems of the game.

I was also exhausted, because operating four characters during the tutorial was a lot of work.  I was just a little disheartened by the few mistakes and a few poor wordings.

First Cooperative Play

A week later I was able to get a cooperative first play in!  It lasted about 1.5 hours from start to finish!

For our first cooperative play, we simply played through the Tutorial again.  We each played one character (there were three of us), and kind of “shared” control of the fourth character.

One of the great things about cooperative play is the sharing of the load. As a group, we set-up the game, as a group we ran the game, as a group we read the tutorial cards.  Remember how I was saying how exhausted I felt after my first solo play through this tutorial?  A lot of that went away when we played solo.  And I think this game really benefits from that sharing of the load, because there are a lot of systems to run.

As we played through the tutorial, it was good to get a refresher from the runthrough.  And it seemed to go well.

By the end of the night, the game Valheim had introduced itself to me and my friends. We did encounter the “poorly worded” multiple combat card and mistake of the fire table again, but we just moved through it.

My friends wanted to play again, after running through the runthrough.  I could call that a successful runthrough. 

True Solo

Strangely, I couldn’t find any reference in the rulebook to solo rules?  I even downloaded the PDF I could find and searched for the word solo.  No mention.  The only acknowledgement that you can play solo is the player count on the box!  See above.

My reading of the rules is that “each players selects a character”.  If you are playing solo, you only select one character, I guess?  Implicitly, this is a true solo game!  I just wish they had acknowledged that with a single sentence somewhere: “The solo player takes control of a single character and plays the game as-is”.  (And you almost always need to say “effects on another player in the solo game affect the solo player instead”; that wasn’t in here.  It should be).  Recall, last week we saw Fate: Defenders of Grimheim did exactly he right thing and made it clear how to play solo!  I wish Valheim had done this too.  Oh well.  Moving on, assuming true solo play …

My first solo game was the first scenario from the Scenario book (as recommended by the rulebook).  We have to deal with Ekythir again. Sigh.

The solo game is harder.  You get used to having a weapon in the Runthrough, but in the “real game”, you don’t start with any equipment!  You literally have to build EVERYTHING from resources!

And you find out right away that you CAN fight without weapons; you just get the yellow die WITHOUT any doubles!  Gulp!  So, you start the game feeling VEEERY weak!  

I start with nothing but the skills on my back!

This game is all about exploring the world so you can get resources!  You need resources for weapons and furniture!

As the game goes on, you had better be collecting resources so you can build some cool furniture back at home! See above as I build the rug, the fire table, the barrel, and the beehive!

Why do I build all this stuff??  Is the furniture even useful??  Absolutely!  The rug heals your stamina by 1, the beehive gives you consumables (see above), the barrel gives you mead, and the fire table allows you to have fire arrows!  See above for all the cool stuff I got!

And I need ALL of this as I go into my final combat!

Depending on how I played it, we either both lost, we both won, or I just lost?  In the final round, we both killed each other … maybe?   It’s not clear how much is simultaneous!    To be fair, with a very small retro motion, I was able to use my skills (powered by stamina) to kill him before the last round.  BUT I wish this would have been clearer.  

Generally, I had fun exploring the lands and gathering resources and building furniture!

Cooperative Play (Scenario 2)

A week after we played through the tutorial as a group, my friends were excited to build beehives together!

After learning the basics of the game through the good tutorial, we settled in for a real game Scenario 2.

In Scenario 2, we get to fight …

The ELDER!

Some good cooperation came out as we played.  Each of our skills requires all of us to “do something” to activate them (for example, I had to build 3 pieces of armor).   This game each player focus, and we all tried to activate all of our skills.

This meant working together to allow us to do stuff!  “Oh! You need to craft some armor three times? Okay! You need copper and I need to go kill monsters!”  Generally, this worked pretty well, as we all pursued our goals, and there was just enough serendipity that our goals helped each other.

Over the course of the night, we built tons of furniture to build our characters up.  In the end, we summoned the Elder and beat him up!

Good times.  I think my friends really enjoyed building the furniture building and world exploring … maybe even more than the combat (which can be a little random).  The combat almost seemed a necessary evil so that we HAD to build furniture.  I am telling you, I think my friends enjoyed the furniture making more than anything else in this game!  Just ask Sara how much Teresa talked about the beehive ALL WEEKEND LONG.

Issues

This game feels like an A game inside a B body.  There were so many places where a little extra thought/effort could have made things just a little better.

Raid Rules: these seem poorly specified.  They aren’t covered in the intro, so I had to go find the rules for Raids in the rulebook.   What happened to me: I was two away from the raiding party, so could I attract the raiders if I rolled a ! on the explore dice?  Thematically, it seems like they are trying to coalesce to attack, so they wouldn’t attack!  Pedantically, the rules say the raiders would move to me.  Which is it?

Sleeves for weapons/armor:  The sleeves fit on the cards just fine, but the sleeved cards DO NOT fit great into the dual-layered player boards.  They “sorta” work, see above.  But it feels nobody really tried the sleeves with the boards!  They boards should have slightly bigger or the sleeves slightly smaller … a small adjustment here would have made a huge difference!  

Sleeves for normal cards: The sleeved cards BARELY fit into the plastic insert.  You have to SQUASH THEM HARD to fit.  Even after you put on the cover, the cards slide around a little. See above.  Sigh.  The spaces for cards only had to be a touch taller and this wouldn’t have been an issue.  Well, at least the sleeved cards actually fit in the insert … barely, but not great.  See, they work, but it feels like a B work … not A work.


The house: This may just be a deluxe version, but the house doesn’t work.  Sorry, to be clear, the house stands up and can hold things, but it ends up obscuring the resources and furniture!  Although the cardboard house has a cool toy factor (see above), it is NOT useful for playing!  

In the end, we just took down the cardboard house so we could ALL see the insides of the house!! See above.  Again, cool thing, but interferes with gameplay.  Coolness gives it A, but then interference with gameplay drops it to a B.

Hex Spaces Feel Crowded: The spaces on the board feel very crowded if there’s more than one thing on there.  See above!! What resources do the minis cover?  It almost feels like the hexes should be one size bigger?  The game is still usable, but this kind of made the game clumsier.

Better notation:  If there are multiple enemies, there’s no “clear” way to notate which guys have taken damage.  

This immediately drew a comparison to Tales From Red Dragon Inn (see above), where each mini is CLEARLY marked with which has which hit points!  Sure, we can work around this, but it seemed … annoying they didn’t think of a better system for this.

Can’t Run?  If you get stuck in a combat you’d rather not, there’s no rules for escaping.  There are rules for others to come help you, but it seems strange there is no way to get out of combat once you are in!  If you character dies, it’s not the end of the world (you spawn back in the house), but … I think I wanted to run away from a Troll once and I couldn’t???

Odin Skills: The Odin Skills don’t fit great back into the insert.  You kinda clumsily plop them in.

Just Everywhere!  When you go to set-up the game, it’s a mess! I had to put boxes and box tops everywhere because this game is so big!

Table Space Constraints:  I feel like game REQUIRES you to turn your game longways.  The way the resource trays and home are set-up, there’s no way this would fit on my table any other way than the longways: see above.  So, I ended up sitting at the end of the table!  This just wouldn’t fit if  I used the prescribed layout!  I mean it looks cool (see above) but only one way.

What I Liked

Gorgeous:  This is a gorgeous game with great (modulo some issues) components.

Furniture:  Something about the furniture puts a smile on me andmy friends faces …  We are building furniture!  Cool theme.

Gameplay: Was generally straight-forward, once you got the hang of it.

Tutorial:  The tutorial was well done.  Not perfect, but good enough to get you into the systems of the game.

Conclusion

For Teresa, Valheim may be her game of the year!   She loved the theme so much, she was able to overlook all the issues we encountered along the way and just embrace Valheim!  I struggled a little more with the issues; I feel this could have been a great game, but the issues brought it down to a good game.   Maybe you’ll be like Teresa and absolutely love this game!  Maybe you’ll be like me and just like it.  That’s still a pretty good recommendation either way.  Hopefully our exploration of this game will help you decide what you might think.

Both Sara and I do worry a little about replayability; once you build all the furniture, what else is there to do?  Because of that and all the other issues I had, this is probably a 7/10 for me and Sara … just barely a recommendation, but we still liked it.  But Teresa will give this an 8.5/10 and point out that you can build a beehive!  That’s all that matters!