Third Time’s The Charm? A Review of Batman: Gotham City Chronicles Solo and Cooperative Expansion

Come along with me on my journey as I learn (from complete scratch) how to play Batman: Gotham City Chronicles in its newly released solo and cooperative modes! It’s a bit of a rough trip, but that experience has many moments along the way that will help inform whether this expansion is for you!

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Batman: Gotham City Chronicles has been on Kickstarter multiple times.  Season 1 (see here) and Season 2 (see here) offered a ton of content and a ton of miniatures! The only problem for me was that the base game is a 1 vs. many game … neither cooperative nor solo.  Since this blog (CO-OP Gestalt) is all about  solo and cooperative games,  it didn’t make sense to pick it up!  As much as I love Batman and my Superheroes (see our Top 10 Cooperative Superhero Games), I had to pass on these first two Kickstarters…

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The Season 3 Kickstarter (see here), however, offered an expansion for the game that makes it both solo and cooperative!  See the expansion box above!!  (It also offered an RPG, but that wasn’t what I was interested in).  I mean, that art also helps me like it! That’s a great cover!

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This box (see back of box above) transforms Batman: Gotham City Chronicles from 1 vs. many into solo and cooperative! That’s something I might enjoy playing! 

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So, this means I have to get quite a bit of stuff: the base game (see below) as well as the expansion! 

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Wait … is this what I want to do this?

Trepidation

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There was definitely some trepidation in getting this, because this meant that I had to get the base game … and it’s not cheap!

I also freely admit that some of my trepidation came from the Shut-Up & Sit-Down review of the original Gotham City Chronicles! (See link above) This is one of my favorite videos from those guys, but they pretty much trashed it. If you haven’t seen the video, there’s a link above! They do a good job of discussing gameplay and ideas … as well as destroying the game!

I love the Shut-up & Sit-Down videos, but over time, I realize that I am anti-correlated to their opinions! They loved Arkham Horror the Card game and hated Marvel Champions! I was completely the other way around! So, maybe I would love Batman: Gotham City Chronicles with the solo and co-operative expansion?

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So, with some trepidation, I took the plunge and ordered the base game, some expansions … and the new solo/co-op expansion!

Day 0:  Ummm

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I got two big boxes from Monolith in late June.  Ummm … I don’t have time to deal with this right now!  But I know exactly what this is!  I just don’t have time!

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There’s a lot of stuff here.  I knew I’d have to “deal” with it.  Not now.  It’s very daunting … as excited as I was, I knew this would eat up a few days.  I wasn’t wrong.

Day 1: Unboxing 

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I got a lot of stuff, but the first thing I opened was the solo/co-op box.

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Two things stood out about the box: it’s surprisingly small and surprisingly sturdy! It’s a hefty box! See the picture above with a Coke can for perspective.

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The solo/co-op box comes with both the English Directions/Cards and the French Directions/Cards.  There’s also a few language independent punch outs and a die.  Half of what I paid for was the French content, which I would never use.  That made me a bit grumpy.

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The cards will be used to direct the AI in the solo/co-op games.  These are very readable: see above.

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Unfortunately, there are production issues.   The rulebook contains the solo/co-op changes for the set-ups for the Scenarios from the game.  Although most of the English Scenarios are in English, both rule books had the last 10 or so Adventures in French!!  See above as I have the English rulebook and French rulebooks next to each other … and they are BOTH in French!!!  

If I ever want to play these Scenarios, I will have to use Google Translate to translate them to English.  That seems less than ideal.  I hope Monolith recognizes the problem and sends out another copy?  Or at least some kind of fix?  Monolith: please publish these scenarios in English on your web site so I can print them!!

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Given how long I have been waiting for this, the solo/co-op box was a little disappointing: there’s not much here, it has a small but thick rulebook, it has some French content I will never use, and some scenarios are in French only.

Still Day 1: Rulebook

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The solo/co-op rulebook basically gets an F on the Chair Test.   

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The binding makes it so it can’t stay open on the chair next to me!  And the book is tiny.  And the font is tiny (because the book is small), so it’s harder to read.  I can’t put this on the chair next to me at all.  (There is an okay workaround, see below). 

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Compare this to the original Rulebook and Scenario Book for the base Batman: Gotham City Chronicles!  These two (above) both get about an A- on the Chair Test, as they stay open, are large, and can sit on the seat next to me so I can consult them easily!  It’s very frustrating that the solo/co-op book is so hard to consult.

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After playing around a little, I realized I could use the  solo/co-op expansion box to “hold open” the rulebook!  See above as I carefully set the rulebook in the box, and it “kinda” stays open.   This is a workaround for The Chair Test: it wasn’t perfect, but it’s a hack that might help you too. At least now I can “kinda” hold the book open and keep it flattish to consult it …

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But then came the moment I was dreading, but I was pretty sure I’d have to deal with eventually.  In the first paragraph of the solo/co-op rulebook were these words:

“Therefore, you must know how to play the regular multiplayer game before learning the Solo/Coop mode”

At this point, it was time to stop reading here and start learning the base game.  That took the wind out of my sails, so I stopped for the day.

Day 2: Base Game and Essential Stuff/Printing

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So, it’s day 2: time to learn the base game!  

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I was hyper-aware that the rulebook for this game was supposedly problematic, so I was very nervous heading into Day 2.

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Apparently, I have Rulebook version 2.0: see above!! Have they fixed a lot of stuff up?  I think so … this rulebook worked for me.

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I was able to (start to) learn the rules straight from the rulebook.  I had read a LOT of rulebooks, and this wasn’t that bad.  I think Monolith has really fixed it up since the original version.  There’s a decent set-up,  table of Contents, no Index (booo!), but at least it has a Glossary (yaaay!).  It was actually pretty good. 

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However, I encountered my NEXT roadblock: “Where’s the Skills and Traits Booklet?” The Components page (above) references that, the Map Board References, and Skill Sheets. I did not have any of those????? It turns out, you had to order the Batcomputer Files expansion box (or get it from the Kickstarter). See this link on BoardGameGeek for the discussion. I happened to miss that you needed that when I ordered my stuff.

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Hope is not completely lost: you can print many of the things yourself! The Monolith website has  most of the content listed so you can print it. 

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So I couldn’t get the exact Skills and Traits rulebook, but I was able to print the two sheets above! They were good enough.

Unfortunately, much like the Scenarios in the solo/co-op rulebook, some of the content was still in French (even though the downloads were in the English section)! See below.

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See above as the content is still in French (even though it’s in the English downloads area).

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However, I printed most of what I needed.  The most important things seem to be:

  • The Map Reference Sheets
  • The Character Sheets
  • The Skill Sheets (Villain and Hero)

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The Map Reference Sheets:  The board above above looks super cool and thematic!  But you have no idea how to traverse it!  What’s on different levels?  Where are the walls?  Where does Line of Sight work?

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The Map Reference Sheets have a much much more useful description of the topography!  See above.  Honestly, I can’t imagine playing without these!   I found it easier to print each map separately on its own sheet of paper (you can save some space by printing double-sided, but my printer isn’t great for double-sided).

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The Character Sheets are just as important, as they take the icon-rich sheet like above …

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… and condense it down to a readable sheet of abilities!  Again, I think having these is critical!  For my printer, it made sense to have each one on its own sheet (also, since you never know which heroes you will use, it makes sense to have each character sheet separate).

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Finally, you should print the Villain Skills and Traits.  I wouldn’t go two-sided: you want both sides up.  You can’t play the Villains without this: period.  This information is in no rulebook that I have.

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So, when I am playing the Heroes: the Hero sheet is right there! See above! So much easier to play!

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And the Map Reference Sheet and Villain Traits are right there next to the Villain! So much easier to see and play!

I think Batman: Gotham City Chronicles is probably nigh unplayable without these extras. Make sure you get the Batcomputer Expansion Box (which has these sheets) or print them yourself from the Monolith website. These sheets DO NOT come with the base game.

To be clear: this game is unplayable without these.

Day 3: Set-Up and Reading 

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After getting everything I needed, the next day was all about reading all the rules and setting-up the game.  These actually kind of went hand-in-hand, as I learned rules, I set-up the game and I set-up the game, I learned the rules.  See above as I get ready to play!

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This rulebook is 60 pages. Yep, it’s longer than Gloomhaven’s rulebook (I remember that the original Gloomhaven rulebook is 56 pages)! And this is just the base game! I methodically went through all the rules to understand the base game. And before you say, “Why didn’t you just watch the video?” (which there is one), I find that videos don’t work for me: I like to be able to go back and look at rules in written form.

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And don’t forget, I still have to read and synthesize the solo rules! So this was a full day.

There’s been a lot bad press about how bad the Gotham City Chronicles rulebook is: I didn’t think it was that bad, but I also had version 2.0.

Day 4: Solo and An Icy Welcome

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In the Missions Book is a list of all the Scenarios (see above) and how many characters come into play!  I chose, for my first solo play, a true solo experience with one hero:  “An Icy Welcome!”  You can absolutely play solo with multiple characters, but especially after last month’s solo experience with Weirdwood Manor, I prefer true solo to learn the rules for complex games!

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I finally got everything set-up to play Batman vs Mr. Freeze!  “An Icy Welcome!” See above!! The board is all set-up with cool minis, the Map Reference is next to it, Batman is below with his reference sheet, the co-op scenario changes are to my right, the Villain’s board and set-up are to my leftish, while the rulebook is on a chair next to me, and finally the Villain sheet is on the table … within reading distance if I need it!  Whew!  It’s a bit much to get everything set-up!

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The full Scenario is described in the “Missions Booklet” that comes in the main game (see above).

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The changes to the co-op/solo mode Scenario  are described in the solo/co-op book. See above.

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In this Scenario, Batman has to collapse an abandoned subway line to stop Mr. Freeze from getting access to the Bank!  To do this, he has to traverse the map, fight Thugs and Brutes (and maybe Mr. Freeze), and prime 3 bombs to stop the plans of Mr. Freeze!

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To prime the explosives, he has to roll 3 successes!  See above as Batman primes one of the three bombs with 3 successes!

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And then, heartbreakingly, Batman fails to prime the last bomb on the last turn!  Batman loses!  This is an especially frustrating roll (no successes at all), because you need at least 2 rerolls to fix it!  Batman loses in the last turn!  Arguably, this was incredibly thematic and tense, but it still kinda sucked to lose.

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Here’s the thing: I had fun playing this, but operating the solo/co-op AI is a lot of work.  I mean, a lot of work.

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The AI is pretty straight forward to operate, (basically the AI does one of three things: attack, protect, or advance), but it still is a lot of work.  On Batman’s turn: I do a few things and I am done.  On the AI’s turn, I have to activate every mini of interest! For example: the AI above activates the Villain group in position 1 in the river; it happens to be the Thugs: so, we have to activate all three Thugs!  Each Thug mini activation requires thought: “Can I actually complete this operation?”  Basically, if you can’t “complete” the action (you can’t attack, you can’t move, or you can’t advance), you have to fall through the next action (which is why all three actions are listed on the card).  So, for every Thug on the board, you can have to make a determination of what to do!  Which is work.  And then, they may attack! Or advance! Which means further work … for each mini!  

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And then you have to do that AGAIN for the next column on the card.

Every AI activation card is a lot of work.  You get used to it, but then you still have to consult the Scenario to see what the special rules are for the villain.  And remember, these rules for the AI are ON TOP of all the rules in the base game!  Remember that 60 pages of rules for the base game?

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There’s a lot of work to set-up (it took me a few days to get there, but once you get it, it’s not quite as bad), there’s a lot of work to run the AI, and there’s a lot of work to tear down the game after you win/lose. The solo player has an inordinate amount of work to keep the game going.

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And yet, in spite of all the maintenance needed to operate the solo mode, I still had fun. I was Batman, counter-attacking, using Parkour to move around the city, using Martial Arts, throwing Batarangs, and just being Batman! “I’m Batman!”

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My biggest complaint was just everything is decided by dice. In the final round I lost, not because of something I did wrong, but because I rolled badly. There are lot of places where rerolls are built-in, and you can always choose to use your action cubes for rerolls, so it’s not pure chance. But it was still frustrating.

Day 5: Solo and Deadly Riddles

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With one solo game under my belt, I wanted to try another solo game and see how things went. This time I have to save the civilians (the orange minis)!

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This time, I chose “Deadly Riddles”! In this one, Batman has to save 4 Citizens and/or solve riddles that the Riddler has put forth!  

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With some practice from the previous scenario, operating the AI was a little less work.

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I still had to consult the solo/co-op book quite a bit, because each scenario has differences that need explaining!  See above!! What I really want is for the solo/co-op book to be two separate books! One for the Scenarios (which I can keep open with a decent binding), and one for the actual rules (which I can consult when I have questions)!   

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Set-up was better, as I knew what I was doing.  See above!!! I moved the Missions Book to a chair next to the Rulebook chair (see my left), I kept the solo/co-op book in the box (see my right), but I moved the Villain Traits and Hero’s Traits to the table so they were easier to consult!  In general, the set-up was easier, as I knew where everything was.  The set-up doesn’t quite as daunting this time.

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The maintenance on the AI turn was still a bit much.  I think I fudged it a few times.  It almost feels as is the AI needs a flowchart: there are a lot of rules to operating the AI that can get lost in the sea of rules of Batman: Gotham City Chronicles.

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The second game actually was a loss as well!  On the last turn, Batman failed to roll 3 successes on three dice … just like the first game!

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This was heartbreaking, as Batman moved through the Drones to solve the final riddle of the Riddler, spent most of his points, but could NOT roll three successes, even with a reroll!  It was very frustrating. Again.

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Things went better for the second game: set-up was quicker, the AI was a little easier to run, and tear-down was quicker.  Still, the AI was a chore to run.

Cooperative Play: Two Weeks Later

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Because of the nature of game groups, it took about 2 weeks (after my solo game plays) to get some cooperative play in.

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I did forget some rules and had to look some stuff up in realtime, but my friends were patient with me.  Over about 2 hours, we were able to get the game set-up and played!

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Now, we did miss a few rules as we played (mostly Villains traits), but the game moved fairly smoothly once we got going.

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The solo burden I had setting up the game was now shared: Sara looked for the character sheets and displays, Sara helped set-up the board with Teresa, and I unpacked all the Villain cards.  It certainly helped that I set-up the game by myself a few times; I was able to direct my friends in shared set-up.  This “set-up burden shared” actually kind of made the game feel more cooperative!  That’s a crazy thing to say, but we were all so “invested” in the game because we all spent so much time setting up.  I guess you could call that the equivalent of “Stockholm Syndrome” for board games! Nevertheless, we all felt involved in the game because we were all invested in the game because we all set it up!

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The game itself seemed to have its own cadence based on the Scenario we chose: Batman was the fighter, Catwoman took out the Bombs (the real goal of the scenario), and Orphan was there to “lure” the Villains away from Catwoman.  It’s not quite what we planned, or maybe even wanted, but based on our powers, that’s how we won.  

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Just like there was the “shared burden” for setting up, there was the “shared burden” of maintenance per turn.  Teresa and Sara helped execute the maintenance (moving/attacking/protecting) while I tracked down rules.   I became the default rules-guy (since the game is so rules heavy), and Sara and Teresa helped keep the game moving.

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One of things that we enjoyed was there was no turn order: players can spend energy however they want, in whatever order they want, to execute their actions!  I’ve said it many times: Player Selected Turn Order makes a game feel that much more cooperative! We can decide (as a group) the order in which we want to play, engaging the group in cooperative strategy.
      “Let me set-up Catwoman so she can get to the bomb: I’ll clear the way! “

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So, I liked this cooperatively: me and my friends had a good experience.  The girls liked the game, but they just noticed “there are a lot of rules here“!  I had to explain to them that our enjoyable two-hour session was the evolution of many days and reading and printing and set-up!  I had gotten to the point where I could shepherd the cooperative experience fairly well.  And that made a potentially horrendous experience into something fun and palatable.  We had fun.

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The game was better cooperatively, but I think it’s only better cooperatively if the solo player has gone though all the pain to get through a couple of games.  Said another way, this is good cooperatively, but only if there’s a good shepherd.  A good shepherd can help guide the players through the rules, help distribute the “shared burden” of set-up, help distribute the per-turn “shared burden” of maintenance, and keep the game flowing.   I think this can only happen if the shepherd is experienced enough in the solo game.

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This game would have been a disaster if we tried to learn everything “as a group”.  My friends would have bailed, and I would have been left with an expensive toy.   Learn the game solo: if you like it enough, keep playing a few more games until you become a good shepherd.  Only then should you bring this out cooperatively!  At that point, the shepherd will run the game smoothly with the “shared burdens” of set-up, maintenance, and tear-down making the game an enjoyable cooperative experience.

Reflections

Now that I have played enough, here’s some things to keep in mind.

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Since this is solo/co-op: you can rewind the game if you want.  In my second game, I chose to pursue solving an “elaborate riddle”, so I started down that route … but after I got to the room of interest, I forgot about hindrance rules!  With the Riddler in the room when I tried to solve the riddle, I realized I needed one more success: WHICH I COULDN’T GET on the dice I had?? So, I backed everything up and took a different tact.   In the 1 vs. many game, you could never do that because that’s basically cheating! But, since the alternative is to start over, the solo/co-op mode can just “rewind time” and try again with minimal effort.   This “rewind” helps take some of the sting out of the incredibly long set-up and tear-down of the game.  In that way, the solo/co-op makes the game better.

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I also think this is a lifestyle game: this is a game with so many rules, especially with the new solo/co-op rules, that unless you play this frequently, you are likely to forget the rules.   Case in point: See the previous section on Cooperative Play! After only 2 weeks, I started to forget some rules!  If this is only a game you pull out from time to time, I think it’s much harder to get back into it.  

I have a group of friends who play FrostHaven once a week: they all love Fantasy and don’t mind the complexity of that world.  I could see me and a group of friends playing Batman: Gotham City Chronicles once a week … but I don’t have any friends who love the Batman world as much as myself.

Counterpoint To Shut-Up & Sit-Down

I previously mentioned the Shut-up & Sit-Down video where they trashed the game. I want to reflect on a major point they made during their video, now that I have some experience with the game:

0) “We like hitting each other”.  One of SU&SD’s complaints is that the game requires players to be judicious about how they use their energy, rather than just beating each other up!  I actually like the thinky aspect of the game!  It makes it a puzzle!  And this thinky-ness is incredibly thematic, especially for a Batman game! Batman is all about being smart: knowing when to rest, knowing when to attack, and knowing when NOT to attack!  I think the way this works is quite clever, so I completely disagree with SU&SD‘s point on this.

Conclusion

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I don’t think I can, in good conscience, recommend the solo/co-op expansion unless you adore Batman. The solo/co-op mode had so many production issues (French/English issues, rulebook form factor issues, needing separation of Scenarios and Rules issues, small book factor, binding issues), and there is so much maintenance per turn to operate the AI, I can’t objectively give this more than a 5.5/10. The solo/co-op mode works, but there are a lot of issues.

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And then the randomness of the game with the dice can also be very frustrating, especially after spending so much time in set-up, AI operations, and tear-down.

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Despite all these issues, I subjectively am going to give this expansion a 7.0/10.0. Why? Because I did really feel like Batman moving around, trying to be “smart” about how to use my energy, fighting only when I needed to (like Batman does), and trying to figure out the puzzle of trying to stop the bad guys! I can finally play Batman! I enjoyed the set-up with the minis, I enjoyed putting the board together, I enjoyed the experience, even as much work as it was. But, realize this is a me-rating: if this were a fantasy game, a space game, a Smurfs game, an Aliens game, I would probably hate this game. But the Batman theme makes me like this game: I like living in this world with these Heroes and Villains!

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At the end of the day, can I recommend getting Batman: Gotham City Chronicles if you just want the solo/co-op mode? You’ve seen my journey: from knowing nothing, to set-up, to reading rules, to printing augments, to reading expansion rules to finally playing solo and co-op!! It was quite a rough road to get there! But, you know yourself better than me! Maybe all you needed was this solo/co-op expansion to finally dive into Batman: Gotham City Chronicles! Decide for yourself based on everything you’ve seen here!

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If you do pick this up and want to play cooperatively, I think it’s imperative that someone plays the game solo to become a shepherd for the game. Without a good shepherd, I think the cooperative game will end in disaster. With a good shepherd, the cooperative game will be a fun experience! But it’s a very thin line!

Bandersnatch, Cumberpatch, Smoochy-Pants: A Review of Ultimatch!

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Ultimatch is a light cooperative card game from Fireside Games.  This was NOT on Kickstarter: I ordered this directly from the Fireside Games web site.

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This is a super light cooperative card game for 1-5 Players, taking 10 minutes to play, for ages 10+.   

Unboxing

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This … is pretty small.  It’s a deck of 48 colorful cards, 5 Player Aids, and a pamphlet (sigh) of instructions.  See the box above and below (with a Can of Coke for perspective).

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The cards are very colorfully labelled numbers 1-8 in six colors: 6 * 8 = 48 cards.  See above.

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The pamphlet isn’t great, but it does teach the game.  See above and below.

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Probably the most important part of the instructions are how to make a match … see the nice graphic on the back of the rule sheet.

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This same match information is replicated on the Player Aid cards. Once you have the game down, it moves real quickly, but this Player Aid is quite nice to have.

There’s not much else to it!

Gameplay

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Players make a pyramid of cards and try to make matches (on revealed cards) to slowly eat away those cards, until all the cards in the pyramid are gone!  If you matched ALL the cards in the pyramid, you win!  If you run out of cards (in your hand) on the way, you lose!  See above at the starting game!

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As the game progresses, you remove cards from the pyramid: you can only match and remove the revealed cards. Once you match a card, you take it away.  If you ever take away both cards covering the level above, you flip the new card!   Think 7 Wonders Duel! See above as we have uncovered the leftmost card …we can now flip it so it can take part in matches!

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To get rid of cards out of the pyramid, you must make matches.  You can match in one card: either the color or the number.  In the example above, the player hand is at the bottom: the green 6 can either match the Green 2 (color) at the bottom or the red 6 (number)!  Sometimes, you need two cards to match: in which case you can do math and add/subtract!

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For example, Yellow 7 – Blue 5 is Green 2 … so that’s a match!

It turns out you can also combine colors (additively) to match! So the match above: BLUE + YELLOW = GREEN would also match!

Ultimatch

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The reason this game is called Ultimatch: if you match BOTH color AND Number, then you get a special match called The Ultimatch!  You strive for The Ultimatches!  Why?  Because you start the game with a limited number of cards, and the Ultimatch is the ONLY WAY to get more cards!  When you make the Ultimatch, you discard both cards (and the card from the pyramid), but you get 2 cards back!  

Your life is about to change.  All you do is look for is the Ultimatches once you start playing this game.

Solo Play

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Kudos to Ultimatch for having a solo mode (and following Saunders’ Law)! 

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The solo player is given 13 cards (see the bottom) and told to get going!  The only new cards the solo player can ever get is from making Ultimatches, so the solo player tries to find all the Ultimatches he can!

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I played 5-6 solo games in a row: it was so easy! Ultimatch really is about 10 minutes long per game.  But, I made mistakes, I forgot rules, but after about 5 games, I was starting to see some of the strategies: primary colors tend to be more valuable than composite colors because you can combine primaries to make composites, but not the other way around!   And it’s better to match with 1 card if possible!  And there’s all sorts of little things you learn.

Part of the fun of Ultimatch is playing a bunch of games quickly to discover some of the strategies.

I could easily see playing this solo while waiting for some friends to come over … it’s just so quick!

Cooperative Play

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But I think this game shines in cooperative mode.  It’s also a little harder:

  • There’s a trade phase you have to think carefully about
  • You can’t share information about what’s in your hand
  • You CAN share the Alta-hand and talk about how you might use the Alta-hand

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The Alta-hand is a shared group of 3-5 cards (see photo above, the Alta-Hand is below the pyramid).  The players share the cards in the Alta-Hand: they can use those cards (as well as the unshared cards in their hands) to make matches.  Managing this resource (Alta-Hand) is key to winning.

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We found, after losing quite a bit, that the trade action (action 1, “Trade A Card“: see above) is quite important! It allows people, who may not have an Ultimatch, to offer cards that may help.  It does double duty: a trade may give you an Ultimatch, but it may just be sharing information about the cards available.

Just like the solo game, we had to play multiple times to start figuring out a winning strategy.  But since the game is SO QUICK, it’s easy to try a bunch of hands and start developing strategies.  One strategy that worked for us was trying to get primary colors in the Alta-Hand!

Bandersnatch, Cumberpatch, Smoochy-Pants

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The funniest thing happened: my friend, while looking at the scene above asked me:

“What’s the big matchee thingee called again? Ulti-smash?”
“Um, it says on the back of the cards. It’s the name of the game.”

From that moment on, the name of the game changed and morphed into Bandersnatch, Cumberpatch, Smoochy-Pants and many other variants!

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The game is so light and fluffy that it’s easy to have some conversation going while you are playing! So, the name of the game devolved into the funniest variants of  the word Ultimatch we could think of!  We joked as we played.

I think this is a real feature of the game: it’s offers a challenge, but it’s still light enough you can have fun conversation going around the table.  And it’s cooperative, so you don’t hate each other like you do after a game of Uno.

Reactions

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Generally, everyone liked the game!  But not everyone.

CC: “It was elegant, simple, easy to learn, challenging but not impossible to win, quick to set up and put away. Solid nine. Only thing missing is a theme or some kind and a way to vary play for some more replayability. I plan to pick it up.”

Joe: “Game 8/10, Name 10/10”

Kurt: “It was cute but not something I’d gravitate to. Maybe a 6? I’d play it but I wasn’t wowed by it.”

Rich: “Good times.  Solo game was pretty good: 7/10.  The cooperation really shone through in the multiplayer game: 8.5/10”

Conclusion

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If you want to replace Uno with a light card game that’s cooperative, Ultimatch might be what you are looking for.  It’s easy to learn, easy to teach, and is quick to play.  We found ourselves wanting to play over and over to hone our strategies in the game.  

Ultimatch is light enough to have fun conversation going on while you play: we ended up trying to come up with funny variations of the name: Bandersnatch, Cumberpatch, Smoochy-Pants!  That was suprisingly fun.   Ultimatch is fun: you’ll find yourself playing multiple times to try to win!

Good times.

A Review of Weirdwood Manor: Putting a Weird Manner into a Cooperative Game!

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Weirdwood Manor was #7 on our Anticipated Cooperative Games of 2024!  This is a bit of a weird entry into the cooperative games space: it’s a cooperative boss-battler worker placement euro game with elements of Pandemic! Whew!

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I backed Weirdwood Manor when it was on Kickstarter in April 2023, and it promised delivery in April 2024.  My copy of the game arrived in June 2024, so it’s about 2 months late … which is actually quite good in Kickstarter terms.

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This is a cooperative game for 1-5 Players, Ages 13+.  I think the 90-120 minutes (as reported by the box above) is too short: It’s been more like 2 hours + 20 minutes per player in my plays.  All of my 4-Player games have been 3.5 hours or more!

Let’s take a look!

Unboxing

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This is a pretty big boy, but it still seems about standard box sizes: see above with Can of Coke for reference.

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This is gorgeous production! See above!

Rulebook

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The rulebook is pretty good overall, but has two major flaws.

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First problem: Weirdwood Manor makes the fatal mistake of making the rulebook the same width and height as the box!  It’s a giant square!  It gets like a C+ on The Chair Test, as I can’t really lay it on the chair next to me! It flops over the edges and is harder to read.

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The second major problem: there is no index.  In many games, that’s not a huge deal, but Weirdwood Manor  is a very complicated game with many, many, many, many rules: it is in dire need of an Index!  

Other than those two flaws, this rulebook is pretty good.  

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The Components page is great, even differentiating between the deluxe and retail versions!

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The Set-Up was mostly really good.

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In general, this rulebook is pretty good: it’s just long!  This is a very very very very complicated game with lots of moving parts (both literally and figuratively)!  The rulebook does a pretty job of explaining most of the pieces and showing nice pictures/examples!  See above!

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I always feel like the rulebook is doing something right if the back cover contains a summary of rules/flow/icons, which Weirdwood Manor does. See above.

This rulebook is pretty good, besides the square form factor and lack of index.  It taught the game pretty well.   Just be aware: it’s a long rulebook because it’s a pretty complicated game.

Good Guys and Bad Guys

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Each player takes the role of one of 6 characters (see above) in the game: these characters are all magically oriented.  These are the good guys!  They have magic powers and spells! Note how nice those dual-layer boards are! 

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Each player takes the corresponding standee: I have the deluxe version which has the acrylic standees (they are just cardboard standees in the normal version of the game). See above.

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Each player gets their own very specific deck of cards.  Every turn, each player must play exactly one of their cards to “do something”! See the decks above!

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As a cooperative boss-battler game, players choose one of three bosses (see above) to fight.  Each one is very different!

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As a cooperative boss battler, there will be a lot of dice rolled when attacks and defenses happen! See above!

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The monsters (and Lady Weirdwood, off to the left above) are also acrylic standees!

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The good guys characters and the bad guy monsters are all very different!  The good guys each have a different deck of cards with different emphases!  See some above!

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Each character also has a different experience track! When you “do stuff” in the game, you get experience which you can immediately spend to upgrade your character!  With experience points, you choose which track to advance, and each character has different annotations (see above) on their three experience tracks!

Other things make the characters asymmetric:

  • when the character rolls a STAR, a special ability (for that character) only activates
  • each players has different start resources
  • each character has VERY different spells they can activate
  • each character has a different progression to get dice

In general, these characters are VERY different and will play very differently!

The Manor: Worker Placement Rooms!

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The core play of the game is in the Manor (mansion) above.  It’s a bit of chore to build!

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You place tiles in concentric rings: the outer ring (above)…

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The middle ring … (see above) …

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And the inner ring!  See above!

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Players place their standees on the entrance to begin: see above.  

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This game almost has a worker placement feel as well: when you end your turn in a room (see above), you activate the special ability of the room.   See above for two rooms!  The top one will allow you to get resources and the bottom one will allow you to rewind time!  Each room has a very different ability to activate in the game!

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When the Manor is all built (see above), it has a very daunting table presence! See above!

Resources

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There are a number of different resources in the game you get (usually from activating a room): Power (pink), Scarabs (yellow), flame (blue), or books (green).  See above!  These resources are spent for many different things in the game: activating spells, buying dice, buying Companions, and many more things!  

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The small twist here is that the Scarabs, even though they are resources you need (yellow, see above) are also the “Bad News” tokens and they spread “kind of like” the disease cubes of Pandemic!

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Scarabs in a room make it so you CANNOT activate the special ability there! You would have to go into the room and specifically fight them to get rid of them … and if you kill all the Scarabs on your room, you may still activate that room at the end of your turn.

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Scarabs advance from the inner rings to the outer rings when “The Scarab Phase” happens. It reminds me of Pandemic for two reasons: 1) the Scarabs will “blight” a room if there are ever two or more in them (not unlike losing a city in Pandemic Legacy). This blight causes you to lose the room as a worker placement spot! (Don’t despair, you can always repair a blighted room) 2) The progression as Scarabs are always coming out and spreading … just like the disease cubes in Pandemic are always coming out and spreading!

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Generally, flames and books are easy to get from rooms, Scarabs have to be obtained from fighting, but power is harder to get!

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There are limited rooms with power tokens, but most power tokens comes from advancing the Power track on your character (the pink track above).

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There’s a reason we call this a cooperative boss-battler worker placement euro (with elements of Pandemic)!  The worker placement and resource management aspects feel very euro.

Time

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Many cooperative games have some flavor of timer on it: you must win in so many turns, you must win before the Bad News deck runs out, and so on.  Time is handled very interestingly in this game!  In between the concentric circles of the rooms are two rotating rings that tell time!  The first ring (above) is like the hour clock: as you play, time advances from sunrise to morning, to afternoon, to night, and back around!  See above!

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The outer ring is like a day clock: it has numbers from 1-12 on it (see above)!  Every time the inner ring advances from night to sunrise, the outer ring spins!  If the outer ring ever moves from 12  to 1, players lose!  They have run out of time!

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How does time advance?  In two ways!  First, the Monster “bad news” card moves the inner hour circle; see above as the monster card will cause hour time to advance 4 spaces!

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The second way is that a player’s card is to be placed in one of the 4 positions above his character sheet: see above.   Each position is labelled with a time of day: The Lore Master Meditation card (above, far right) has been played above the Night symbol, which means the player MUST SPIN the inner circle to the next night phase symbol!  Every turn, the player MUST play a card to one of the spaces above.  Part of the choices are trying to advance time as little as possible.

This time advancement mechanism must be balanced against matching symbols on the top of the card: see above as Prepare Defenses shield matches the Touch the Fae card!  (Wild)  If these symbols match, the player gets that symbol’s effect (a shield gives one more defense in combat).  Sometimes you may choose to waste more time to get a better symbol match!

This is just one of the many choices players make when playing a card: Which card?  How does time advance?  How do symbols match?

Doors and Connectivity

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These spinning concentric circles of time also controls the connectivity between rooms! See above as the characters in the room with the Chaos Ogre can’t get out to the middle rings! There’s NO DOOR between the middle ring and outer ring! When the day counter spins, the doors will spin and an exit will emerge!

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These “moving” doors take a few turns for players to get: “Wait, playing my card will move the rings before I move my character?”  Most of the time, we would “pretend” to advance the ring to see what connections would open up and then if the connections looked right, … then we would commit.  I do admit, this is very daunting the first few times until you get a handle on it.

Spells

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Each player has three spells on their character board: see above (Upper right of the board). These spells vary tremendously between characters!  Some characters are more help-focused, some are more defense-focused, some are more combat-focused  Each character’s spells are very different. 

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The spells are activated by spending resources … with Power usually being one component.  See above! This is why Power is such an important resource in the game component!  The spells are incredibly powerful, many times making the difference between a winning and losing combat!

Companions

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Players can also recruit Companions to help them!  Companions cost resources (of course), but give two main abilities!  First, they usually give a nice little power you can use once (before you recharge).

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Possibly more important, the Companions give another position to play cards, so you reset time less often! (Every reset causes a Scarab phase!) See above as Oliver has two companions, so he can play two cards without resetting!

Solo Game: True Solo With One Character

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The game has rules for a solo variant (congratulations on following Saunders’ Law)! Basically, you can play as many characters as you want!  The game recommends playing two characters, to get some synergies between characters going!

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You might notice, I spent quite a bit of time describing the components and mechanisms of this game!  I don’t know about you, but playing two characters seemed a little much for my first solo game!  I ended up choosing to play my first solo game as a true solo game: one character.  See above.

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The game really  needs no changes to play  solo with one character: the main balancing mechanism of the game is advancing time for each play, so the total number of plays of the characters remains about the same.  Very approximately, a game is “about” 2 * 12 = 24 turns total.  Each character moves up the hour wheel by 1 or 2 spaces per turn, but the monster moves the hour wheel by 2-5 spaces per turn.  On average, it takes about 2 player turns to advance one day, so at 12 days, the games lasts about 24 turns.  So a true solo player will have about 24 turns, a 2-Player game would have each player take 12 turns, and so on.

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The point of all that is — Sure!  You can play this game true solo without any real rule changes!  I always love it when the solo game follows the main rules: it’s usually so much work to apply solo rule exceptions to a game!

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After playing a true solo game, let me say three things:

  1. This is a pretty fun game solo. 
  2. It is a bit long.  I think it took about 2 hours 30 minutes?  
  3. I absolutely would suggest your first game be a true solo game!  This game has SO MANY RULES!  And SO MANY INTERACTIONS!  Your first game will struggle with rules, discrepancies, and just getting the game.  The last thing you want to do is to context switch between two characters!  Remember, every character is very different and plays very differently!  Context Switching between two characters (as we’ll see below) is rough.

The true solo game works, and it works pretty well. 

Solo Play: Alternating Between Two Characters

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So, because the rulebook “suggests” that two character solo is the preferred way to play, I ended up playing a two character game that way by myself.  At this point, I had at least one true solo game under my belt, so I at least felt ready with a decent understanding of the rules.

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You can see above as the game table became even busier!   And I remember this solo mode working, but I felt like I just had to “get through” it. There was so much work context switching between characters that it was overwhelming.  I’ve emphasized this point quite a bit: the characters in this game are very distinct and very complicated to play!  Each character requires a lot of focus to play it well.  

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Maybe this is your favorite game of all time!  Maybe you want to explore all the characters and how they work together!  I remember in Set A Watch (a cooperative dice placement game we reviewed most recently here),  the 4-Character solo seemed daunting!  Over time, I came to love that 4-Character solo mode after I had totally absorbed the game! Maybe the same thing will happen here?

But, I think focusing on a single character is a lot more fun.   The 2-character solo play felt a little like a slog; don’t get me wrong, it worked, but I just felt like I was going through the motions.  But, maybe after I absorbed this game some more, maybe I will come back to the 2 character solo mode? Maybe?

Right now, I can only recommend the true solo game, especially if it’s your first game!

Cooperative Play

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I was able to get two big cooperative games together: both of 4 players.

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These game groups are very different, but two things seemed to remain the same between the groups.

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One: This game is very long: both 4-Player games took more than 3.5 hours.  Some of this time will go away since it’s a learning game, but all my friends are seasoned gamers and jumped right in (with my help: I taught the games knowing the rules pretty well by this point).  It feels like Weirdwood Manor is going to last at least 3 hours no matter what.   See above as we all go away to dinner, leaving the game set-up to finish later!!!

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Two: All the games I have played had the players “multi-player solo” in the beginning of the game, but engendered cooperation more in the later game.    Well, we strictly speaking, didn’t have to cooperate, but we would have lost if we hadn’t!  Many times, we had to figure out cooperatively how to engage the boss, but someone would have correct the topology (remember the rotating rings?), or defeat Scarabs protecting the boss, or any other issues …  someone had to “blaze a path” for the next player!     Or the next player had no chance!

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Early in my first 4-Player game, I had to “clean-up”the Scarabs in the middle of the board (to protect Lady Weirdwood), but it meant I had to “take one for the team” to do this!  It meant I had to lose a lot of resources and be behind the ball for leveling up my character!  But we ABSOLUTELY had to do this, or we would have lost! (If Lady Weirdwood dies, we lose!) So, I took one for the team … enabling my compatriots to continue!

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Generally, the game starts out very “multi-player solo” because everyone is in dire need of resources!  To get anything going in this game, players have to concentrate on themselves … then, as the game gets further along, it’s clear players HAVE to cooperate, or they will lose!

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Some characters had more abilities or spells that enticed cooperation, so the choice of characters also can affect how much cooperation there is!

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What I saw in my game groups was that the Alpha Player was kept at bay because (as we saw in the solo section) there’s just too much to keep track for a single character!  It’s much much harder to Alpha Player when you are busy concentrating on running your own complex character.  The cooperation happened more organically by people asking for help! 

“Hey, can you get rid of those Scarabs? I need to attack the boss!”

“Hey can you make sure time doesn’t advance too far? I need to make sure the boss isn’t angry yet!”  

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In general, there was a decent amount of cooperation, it just happened more in the later game.

Things I Liked

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The production is amazing.  The game pops on the table!

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The Bad News cards (the Monster cards) are labelled on the back with a “hint” of the basic operation of the card!  The Monster Card (see above) tells us that the Monster will “move somehow”!  You flip the card and find the monster moves!  This is a fantastic mechanism!  It allows players to try to play cards with some general knowledge of what the bad guy will do!   I remember seeing a variant of this mechanism in the cooperative game Paleo (see our review here) where the back of the wilderness cards was labelled with a generic icon as to what was coming!  (We think a mechanism like this could have helped my friends like Hacktivity, from a few weeks ago, more).

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I adore the acrylic standees.   These alone made the Deluxe version worth getting!  They are beautiful, well-labelled, and just pop on the table.  They even emphasize the color on the bottom!

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Playing cards into a slot to control the time advancement is really neat and interesting.

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The rotating rings being used for both TIME and TOPOLOGY is very different and interesting!  It took a little getting used, but it was cool.

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The experience point tracks work really well: you get to make choices and advance your character at the same time!  I think this one mechanism engages players more than might have expected: you become attached to your character as you care how he levels up!   And your character just gets better and better as the game goes on, so you feel like you are doing something!

What I Didn’t Like

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Probably the biggest detriment is the length of the game: several of my friends complained how long the game was. There’s that table (above) left set-up while we went to dinner because the game was so long …

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As cool as the rotating rings are, sometimes we struggled to rotate them: this is a physical issue!  We had to readjust the board on the table to avoid the crack in the middle!  Even when it lay flat on another table, sometimes it didn’t advance great?  It usually worked, but it just needs a slight tweak to make it easier to rotate the rings.

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Speaking of the rings, why does time advance COUNTER-CLOCKWISE in the game???? When time advances in the game,  you spin the rings COUNTER-CLOCKWISE!!  In real life, when a clock advances forwards, it’s CLOCKWISE … thus the name CLOCKWISE!  The rulebook even used the terms clockwise and counter-clockwise in descriptions!  It knows the terms!  This seems very counterintuitive to me!!  It really seems like time moving forward should have been CLOCKWISE (like clocks).  I dealt with it, but this little thing really bothered me!!

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Complexity: this is a very complicated game with lots of moving parts and a long rulebook.  It will take a while to absorb this, and some people may bounce off of it hard because of the complexity.

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Even though this game has a lot of euro elements (worker placement, resource acquisition) and a lot of predictable elements, there’s still enough randomness to that it might just frustrate you.  The game is, at its core, a boss-battler with lots of dice! You will be rolling dice and you might roll great and you might roll poorly!   My friend CC got completely screwed early in one game, and had trouble recovering: he got completely smashed by the boss, and spent the rest of the game trying to recover  … meanwhile watching while the rest of us were doing really well!

That element of randomness … might make one of your friends have a bad game.

Reactions

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The reactions to this game from my friends was generally positive, well, except for CC who got trounced.   CC’s reaction was probably the most nuanced:

I think I might have liked Weirdwood Manor more if I had gotten to play to the end. Sounds like my character got to be useful later on, which was a feeling the game had lacked for me in the turns I got to play. I liked the theme of that one and some of the mechanics were fun, but I got pretty frustrated when I kept getting shut down while watching other players advance. Nice table presence, though, and it felt like it was telling a story in a cool environment which I liked.

Kurt: He started at a 7.5, but upped his bid to 8 or 8.5/10. He really liked it!
Joe: 7.5/10
Teresa: 7/10
Sara: 6-7/10, but want to play it again for more precision
Andrew: 6 -7/10, but wants to play it again for more precision
Me: Solo (true solo), 7.5/10, Solo (two character) 6.5/10, (Cooperative) 8.5/10

Conclusion

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Weirdwood Manor is a beautiful cooperative game with a beautiful production!  But you have to know what you are getting into!  This is a very long and complicated game with euro worker placement elements.  The game always seems to start “multiplayer-solo”, but evolves into more cooperation as the gameplay advances … if you don’t cooperate in the endgame, you will lose!

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I could easily see Weirdwood Manor being someone’s favorite game of 2024!  It has so many unique and quirky mechanisms, satisfying advancement, and engaging play!   Just be aware how complicated this game is!  The extra complexity does have the advantage of keeping the Alpha Player at bay!

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I recommend staying with true solo (take control of one character)  to learn the game, and only tackle solo with multiple characters if you want more challenge. 

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My groups all like the game, with ratings between 6 and 8.5, with most people giving it at least a 7.

Hopefully this review helps you decide if Weirdwood Manor is for you!

More Cooperative Cats? A Review of Nekojima: A Cooperative Cat Dexterity Game

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This week we take a look at a cooperative cat dexterity game: Nekojima!  It can also be played competitively, but we focus on solo and cooperative play here.

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There’s been a trend recently towards more cooperative cat games: just a few months ago, we saw and liked the cooperative cat game Hissy Fit! See our review here.

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Going back a year to July 2023, we saw and loved the cooperative cat game Race To The RaftSee our review here!  We liked it so much it made our Top 10 Cooperative Games of 2023!

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Will Nekojima fare as well as Hissy Fit and Race To The Raft?  Let’s take a look!

Unboxing And Gameplay

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We got the deluxe wooden Collector’s Edition: see above (it  comes with some extras).  We’ll talk about what’s there, but we will focus on what comes in the base game.

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This is a cooperative dexterity game where players place poles and cats! See above! If the poles ever fall over, players lose!  It’s kind of like cooperative Jenga

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The poles must be placed on the platform above: notice how there are 4 different colored regions!

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Each turn, a player will roll two dice (see above), and the dice will indicate where the two regions to place the poles in!

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There are three different variety of poles: blue, red, and white.  See above. 

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The pole color you draw each turn is chosen by drawing a cube from a bag!  See above as the white cube is drawn, and the two poles have to go between the red and green districts on the platform!

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If players draw a black cube (see above), they must also place a cat (see below) to hang from the poles!

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The goal of the game is to build your poles as long as you can without toppling them! Like I said, kind of like Jenga! (Well, reverse-Jenga because you add wood blocks here, whereas you takeaway wood blocks in Jenga).

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Every cube you draw is placed in a Level score chart: this shows you what your “score” is at the current stage!

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If a single pole falls over, it’s game over!  Your score is the last level you achieved!  Actually, when one pole falls … generally all of them fall!  See above!

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That’s the basics of Nekojima! See the components above!

Rulebook

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The rulebook describes the basic rules pretty well: see above.  The set-up and components are described above on page 1 in one fell swoop.

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The rules are like 4 pages! You’ll notice (if you look closely above), there are some restrictions on how the poles are placed (you can never touch the wire, you can never wrap the cord, etc).

You’ll also notice how the rulebook commits the cardinal sin as being the same size as the square box: it gets a B- or C+ on The Chair Test as the rulebook flops around and hangs over the edges,

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The rulebook is short: the game is easy to describe!  The only difference (really) between cooperative and competitive is in the focus: play still keep building poles and adding cats until everything falls down.  In the cooperative game, all players worked together to get the best score and win/lose together! In the competitive game, the person who knocked the poles over is the loser … only one loser and everyone else wins!   The mode changes the unfolding of the game a little, as the cooperative players will try to set-up their compatriots for easier moves, but the competitive players will try to set-up their foes for harder moves! 

Solo Mode

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The solo mode is described on the last page of the rulebook: see above.  Thank you for following Saunders’ Law and having a solo mode for this cooperative game!

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Basically, the solo player just keeps adding blocks and cats as long as possible  …

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… until the poles fall over.  Whatever the highest level is (see above) is the solo player’s score!

Solo mode worked great for learning the game: it was basically the same set of rules as the cooperative game!   The solo player does the best he can to set-up the next player (who just happens to be himself) for easier placements!   

I mean, from scratch, I learned the game and played the game in 15 minutes. It was very easy to get this to the table.

Cooperative Mode

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Cooperative mode works great.

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The first game ended quickly in heartbreak as the poles fell over.

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Undeterred, my friends wanted to play again to do better!  THIS time, we stood up!  We stood away from the table so as not to shake it!  We did everything we could to prevent any “accidental mishaps!”

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We made it much farther in the second playthrough! See above. But alas, the poles will always fall!

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The great thing about the cooperative play is that people seemed to want to play again!  

Too Many Expansions?

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There are waaaaaaay too many ways to play this game!  See 4 variants above!

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There’s another two variants that comes with the Collector’s Edition as well!

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But in the end, my friends and I were happy with just the base game.  I am not convinced we will ever play anything beyond the base game.  It’s nice that all these expansions are in the box, but the extra expansions seem to “muddy up” the experience.

Abstract or Thematic?

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This is a fun cooperative dexterity game, but it’s probably more an abstract game … that just happens to have cats.  Nekojima seems to really lean try to lean into the cat theme!  See the cat placemat that came with the game!  The cat tokens are nice!

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But, at the end of the day, this is probably an abstract cooperative game. Just don’t tell the cat lovers.

Some Issues

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The Collector’s Edition BARELY fits in the box: in fact, it strains the clasp on the wooden box.  And the stuff that came with it? 

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The extra dice tray is problematic as the dice bounce right out! And the extra game mode with the arches (see above) … ??? I will probably never play that mode, as cool as it looks.

If you find yourself interested in this game, I don’t think it’s worth getting the Collector’s Edition: just pick up the base game.  You’ll be happier for it and have saved a little more money.

Conclusion

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I got Nekojima delivered from Kickstarter sometime in 2023.  Unfortunately, because I get so many games, this one just kinda slipped through the cracks.

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Nekojima is a fun, cooperative dexterity game that leans pretty heavily into the cat theme … but it’s still pretty much an abstract game.  The cats do make it cuter though.

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Nekojima would probably make my Top 10 Cooperative Dexterity Games if I ever redo that list.  This is probably a solid 7 out of 10 overall, with the cooperative game being more fun than the solo game.

I suspect Nekojima will be played quite a bit at RichieCon 2024 this year: there are a number of people who love their cat games and this game just looks so great set-up on the table.

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Appendix: Furoshiki

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One of the things that “seems” to be in the base box is a cat placemat.

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I thought it was just a placemat for the game.  Nope!

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Nope! Apparently, it’s for Furoshiki! See the back of the pamphlet above! It’s about the art of folding and carrying things.

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I thought it looked nice as a cat placemat.

More Horde! A Review of Skytear Horde: Monoliths (Solo and Cooperative Only).

We’ve been sitting on this review for a few weeks, but since the new Skytear Horde Campaigns is currently crowdfunding, we thought it would make sense to put this out now instead of later!

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Skytear Horde: Monoliths is a standalone expansion for the Skytear Horde game system: this is the first expansion.  This is a tower defense game!  This game system is an odd duck for player counts: it is a solo game (1-Player), cooperative (2-Player), or competitive (2 or 3-Player) tower defense game.  The game type is closely tied to the player count!  We will only be discussing only the solo and cooperative gameplay today.  

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Skytear Horde: Monoliths was on Gamefound back in May 2023 and delivered to my house in May 2024. They said it would take a year to deliver and they weren’t wrong!

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We reviewed the original Skytear Horde back in March 2023: See our review here.  We liked the original Skytear Horde enough to make our Top 10 Solo Board and Card Games of 2024, which is why we picked up the expansion! 

Let’s take a look at this standalone expansion!

Unboxing

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This is a smallish box: see the Coke can above for scale.

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The original game (which had the deluxe box) is a little bit bigger.

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This is mostly a card game: although there are some punchouts and a rulebook, this is an expansion with 250 new cards.

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There are 3 new Alliance Decks: Green, Red, and Blue (see above).  Recall that the solo and 2-Player games have each player take an Alliance deck: they are 40 cards of goodness per deck (for 120 cards of Alliance decks).

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The good guys are protecting their Castle: they choose one of 6 new Castles at the start of the game (see above).

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Of course, there has to be a big bad for the players to fight: the expansion comes with 3 new Epic Monsters! See some above.

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There are three new Horde decks (87 cards total): see above.  Recall that the Horde decks are the “Bad News” decks that summon bad guys monsters that you have to fight!!  The type is notated in the upper right, with the difficulty marked on the very bottom: each deck can be configured to be harder or easier based on the difficulty icon on the bottom.

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There are a set of portals that control the summoning rate of the Horde: see above.  There are a different set of Portals for solo, co-op, and competitive modes.

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There’s some new cards (Roots and Troops) …

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Altogether, the new cards are gorgeous with art consistent from the original game.  

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There are also some tokens, of which you will need some! 

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I have the original deluxe version of the original game, which comes with the playmat AND some plastic tokens.  Even if you have the plastic tokens from the original game, you still want some of the tokens from the expansion to play!

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Basically, the temporary tokens (with the white middle) are really necessary to track temporary statuses. I found this out the hard way (during my first game) that you really do need these temporary status tokens.

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Overall, the expansion looks good.

Rulebook

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This new rulebook is 24 pages.  This is important because the original rulebook was only 16 pages: we’ll see why this is important in a second.

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There is mention of a video for learning the game on the cover: we prefer learning from the rulebook (so we can lookup things easier later).  But, it’s good to know there is an official video.

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Skytear Horde: Monoliths gets an A on the The Chair Test: I can see the rulebook on the chair next to me, the rulebook stays open, and the font is pretty readable.  Weirdly, there seems to be a lot of white space: I would have preferred a bigger font and less white space?  The white space choice bothered me. Otherwise, it does very well on The Chair Test.

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The Components page is very good at listing all the cards and pointing out features of each set of cards.  See above.  I spent a decent amount of time on this page correlating the cards to the Components page: I feel it’s important to touch and see all the components as a step towards understanding the game. 

It’s a good Components page.  The token discussion was quite nice (on the opposite page) as well.  

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The set-up is quite good too: See above. Interspersed in the text, there’s even suggestions for monsters and characters and bad guys for your first game!  Thanks Skytear Horde: Monoliths!  My first game(s) were easy to set-up!

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The rest of the rulebook is pretty good too.  

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I ended up keeping pages 12-16 open and active as I played: it just seemed easier to help me keep track of where I was in the game.

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This was a pretty good rulebook, but not great.  Recall, from our review of the original Skytear Horde that we felt the rulebook could have been a little better.  They have definitely evolved the rulebook: it’s better, more readable (especially for the first-timer or virtual first-timer), but it still doesn’t have lots of examples or FAQs or edge case discriminators.

In both one and two-player game, a bunch of questions came up as we played, and we struggled to find some edge cases (Can we attach an item to a compatriot or only ourselves?  If we “kill” a minion, but something heals it, does it reactivate to Pillage? How does a Castle get minions if it can’t engage?).   I am sure there is something online (the designer seems very active in the BGG forums), but I wish there had been a little more in the rulebook.

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There’s a table of Contents (yay … see above), no Index (boo), but there is a Glossary (yay … see below)!

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This was a pretty good rulebook.  I want more edge case rulings or a FAQ, and the white space bugs me (but I am pretty sure that is a me thing).  In general, the rulebook has evolved for the better and I was able to jump in pretty quickly.

Gameplay

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The gameplay of Skytear Horde: Monoliths is pretty much the same as the original game, but with new ideas peppered in (Troops, temporary armor/attack, new Hordes, new Alliances, etc).  If you liked the base game and just want more, this is a perfect expansion.

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I ended up playing with the plastic tokens and game mat from the original game, but I didn’t need them: they just made the game spiffier.  You can play the whole thing by itself without needing the original game.

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That’s pretty much what I did: I wanted to see all the new content, so I only played with new stuff!! Monoliths!

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The rulebook (by being a very nice guide) has made the gameplay “seem” smoother in the new game, even if it’s just a by-product of my imagination.  

Nothing in the expansion is ground-breaking, mind-altering, or life-changing.  It fits in the basic flow of the game easily and just adds more stuff.

Solo Mode

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So, Skytear Horde: Monliths follows Saunders’ Law and there is a viable solo mode.  In fact, I almost feel like this is a solo game first, and then the cooperative and competitive modes are afterthoughts … well-developed afterthoughts, but not the primary way to play.

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As proof, the cooperative mode is listed as an afterthought AFTER the solo play is explained ..

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… and the competitive mode is listed after the co-op and competitive modes. See pages from the rulebook above.

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I really do like that the solo mode is a pure solo mode, where the solo player takes control of just one Alliance deck!  Solo is so easy to jump into; I picked the blue Alliance deck (above) and was able to start playing pretty quickly!

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My first solo game went really well, but I realized I was cheating a lot!  Not on purpose, but I just kept missing a lot of nuances and edge cases (like I said, I wish the rules were a little better on edge cases!)

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Once I got a few more games under my belt, the solo game became a much more interesting puzzle!  See above as I just barely win with 1 Alliance card (just 1!) after defeating the Epic Bad Guy!  I just barely won and it was glorious!

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It took me about 3 games to feel like I got all the nuances.  The first few learning games were fun, but I think you need a few games under your belt before the game starts firing on all cylinders.

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Playing Skytear Horde: Monloiths solo reminds me why Skytear Horde originally made my Top 10 Solo Board and Card Games of 2023! This is a fun puzzle! And Monoliths is more of the same!

Cooperative Game

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This time around, I was able to get the 2-Player cooperative mode played … you might recall in our review of the original Skytear Horde, I never was able to get my friends interested in playing!  Luckily, I have been doing a lot more 2-Player co-ops lately, so I was able to get both Sam and Teresa interested in playing!

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Unfortunately, these games didn’t go quite as smoothly.

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Although it seems a natural extension of the solo mode, as each co-op player takes an Alliance deck, the game didn’t seem to play as smoothly.

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It seemed like we were playing a little more multi-player solo than really cooperating.  Sure, we needed to discuss what monsters to engage, but there didn’t seem to be as much cooperation as I had hoped.  

One thing that seemed to really keep us down was that the Mana allocation was lesser (it’s only +3 per round) for two players.  It felt like it was harder to get things going in a 2-Player game because of the Mana restriction … and that was more frustrating.

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We also had some bad luck, even with the Mulligan in set-up rules.

I feel like it would have been nice to have a few more cooperative mechanisms:

  • share Mana?  The small portions of Mana might have felt less debilitating if we could apportion the Mana?  Say “the team” gets 7 Mana per turn to apportion as they wish, instead of 3 each?  This can help mitigate bad card draws.
  • share Attachment? At the time we played, it was unclear whether Attachments could go to the other player. I think, after some hunting through some rules, that Attachments can go to either player.  This needs to be stated much more explicitly!
  • share cards?  Not necessarily “pool cards”, but it might have been nice to have a mechanism to share cards better?   Maybe each turn players could swap one card?

I wanted more cooperation in my cooperative game.  Don’t get me wrong, the cooperative game works, but it felt more like multi-player solo.  That maybe a good thing for some people: a lot of people don’t like it when the Alpha Player (see our discussion of Alpha Player Syndrome here) tells them what to do!  The cooperative mode definitely avoids some of the Alpha Player pitfalls, but at the cost of some cooperation. Caveat Emptor: this may be the perfect cooperative mode for you and your friend! I just wanted more cooperation.

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The cooperative mode just wasn’t quite as smooth as the solo mode.

What I Liked

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I like Skytear Horde!  The Monoliths expansion gives me more of the same … in a good way!

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The card art is pretty phenomenal.  Even when we were having a bad cooperative game, my friend Teresa said “I really enjoyed the cards and art“.

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Speaking of the cards, they are well-notated, easy to read, and usually very clear. 

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I really love the solo mode.

What I Didn’t Like

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Even with the Mulligans during set-up, sometimes you can get completely screwed by a bad card draw.  We had to take a Pillage of 11 cards (like more than 1/4 of our deck) during the first turn because we could get nothing going!  I am pretty sure that’s why we had such a bad first cooperative game, but there’s not much you can do to mitigate the randomness of some card draws …

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It would be nice, for example, to have a choice of two cards when you draw (when you kill a monster, you get to draw a card).  Currently, there is no mitigation of the luck-of-the-draw: you just get the card you get.   It might be nice if we got to choose the card we got?

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The rulebook needs a FAQ or some more edge cases description.

Conclusion

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I like Skytear Horde and I like Skytear Horde: Monoliths.  It’s great that Monoliths is a standalone expansion (so I can just play the new stuff) or an addition (so I combine old stuff and new stuff).   There’s nothing ground-breaking here: just more of the same, in a good way! If you like Skytear Horde, you’ll like Skytear Horde: Monoliths!

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I think I prefer Skytear Hordes: Monoliths as a solo game.  The cooperative mode is pretty good, and maybe perfect for you if you want to avoid the Alpha Player in your games (at the cost of some cooperation).

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This is a good game with a good production: we recommend it wholeheartedly for the solo player, and a little cautiously to the cooperative players.  Hopefully our review will help you figure out if this is something you would like.

A Review of Slay The Spire (The Board Game) From Someone Who Doesn’t Like Rogue-like Games And Has Never Played The Video Game!

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Rogue

When I was an undergrad at college, a lot of my friends played a game called Rogue on the vt100 computer terminals.

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It was a little dungeon crawler that my friends spent HOURS and HOURS playing.

It’s a Dungeon Crawler? Fun!  Do you save you characters very often?
“Uh, … no.  You just play until you die.  You don’t save characters.”
I’m out!”

And that was pretty much where I learned to dislike Rogue-like games.  If I play a dungeon crawler spending hours leveling up my character, I want to save it!  Part of the fun, for me at least, is returning to my character that I’ve invested in.  I have no desire to play a formless character that just dies.

To be fair, my opinion has not aged well.  I have been informed by many people that Rogue-like games have some saving capability.  Still, my malformed opinion has persisted through the years.

Slay The Spire

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Because of my prejudice against Rogue-like games, I have never played the original Video game Splay The Spire.  I must admit, though, that I was intrigued by Slay The Spire (a cooperative deck-building game) when it appeared on Kickstarter back in November 2022.   The original Slay The Spire video game was really only a solo game … maybe the transition to cooperative board game would make it something more up my alley?

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This arrived at my house in May 2023 (see above); it had promised delivery in Dec 2023, so it’s about 5 months late.  In the world of Kickstarter, 5 months late is not bad.

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This is a cooperative board game for 1-4 players, Ages 12+, with only 60-90 minutes per Act!  I was intrigued!  To be fair, a lot of my friends seemed “excited” to play this game, so I freely admit that their enthusiasm was contagious.  

Let’s take a look!

Unboxing

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This is a pretty tall box (see Coke can above for perspective), but  it’s about the same form factor (in length and width) as a Ticket To Ride size box.

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The top of the box has the rulebook and Upgrades and Items guide.

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Don’t be too impressed by this Upgrades and Items guide: all it does is show all the cards!  It has no disambiguating text!

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There is a very nice boxing/unboxing guide for putting this together and taking this apart. See above.

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Are you like me as one of the few people and didn’t know that Slay The Spire Video Game was a deck-building game? Well, the board game is also a deck-building game!  As a deck-building game, this game comes with SO MANY cards!  See above and below. And its own sleeves!  For more discussion of Cooperative deck-builders like this, check out our Top 10 Cooperative Deck-Building Games!

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I have been informed that the cards and art look exactly like the Video Game.

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And there are a ton of cards and boards!  See above!  This game looks really fantastic! See above!

And it looks like the Video Game.

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I want to be 100% clear about this: this production is amazing!  It’s a deck-building game that comes with sleeves!  The tokens come in an easy-to-use tray! The cards can all be stored very easily in the box!   The box is easy to repack!   They really knocked it out of the park on the production of this game!

Gameplay

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Each player chooses one of 4 characters to play: see the characters above. I have been informed by players of the Slay The Spire Video Game that these are straight out of the Video Game!

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Each player also takes the corresponding figurine: these will be used to notate which “row” you will be fighting in; we’ll describe that more below.

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Each player has their own deck of cards to start with: each deck is a little different and really represents a different play style.  Simplifying a little too much: the blue deck is defensive, the red deck is offensive, and the green deck is all about poison.  

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Players together choose a “path” to take to get to the final Bad Guy (at the top of the board above). These decisions can have you fight a monster, summon the merchant, build a fire (“smith” or heal: I learned the word “smith” from one of the Slay The Spire Video Game friends), fight Epic monsters, or take events. I was informed these choices were very reminiscent of things that happen in the Video Game.

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When you fight a monster, each row next to a character gets some monster(s) from the Encounter Deck! See above as “the red guy” fights a Shelled Parasite. (I don’t know “the red guy’s” name because it is not notated on his board). Note that the monster has some hit points (left and right of card), and some icons: those icons tell you what the monster does when it attacks you.

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As a card game, you play cards to attack your monster and/or defend yourself!! Shields up your defense (blue icons above), and swords up your attack (red swords above). You only have a limited amount of energy per turn to spend to play a card (usually 3 energy worth), so that limits which cards you can play (the energy cost is in the upper left corner).

You draw up to 5 cards every turn, and discard all when you are done. That feels very much like a deck-builder.

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Typically after you win a battle with a monster, you can add an upgraded card to your deck: you deal 3 and choose 1 (apparently, just like the Video Game). See an example draw above.

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See above as some of my cards have a GREEN text for the title?  This means that I was able upgrade the card BY FLIPPING IT OVER!  Each card has two sides, a normal side and an upgraded side: you can “Smith” to turn the card over and therefore improve it!!  This is a really neat mechanic in a deck-building … and rare! I can’t think of another deck-builder that does this!

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You can also occasionally get new additions from a rare deck (see yellow outline): these are much better cards!

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To be clear, each character has their OWN upgrade deck to draw from and their OWN rares deck to draw from!  See above: the red guy has a starter cards (grey outline), upgrade deck (black outline), and rares deck (yellow outline).  This makes each character very distinct as they are built to upgrade a specific way.  Like we said earlier, the red guy’s decks concentrate on attacks, blue guy’s deck concentrate on defense, and green guy’s decks concentrate on poison.  

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You occasionally can buy stuff from the passing merchant, including potions or treasures and even random cards. This even includes a way to cull cards: we call this The Andrew rule: A deck-building game MUST have a fairly systematic way to cull cards. Luckily, Andrew would (and does) like this game because he can cull cards.

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Along the way, there are all sorts of other cards that come out: Events, Monsters, Potions, Treasures, Epic Treasures, and deck-cloggers (Daze and fire).  I have been told this is just like the video game!

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But of course, the purpose of all this is to take down the Big Bad Monster at the top!  See above as I fight the Big Bad Bronze Automaton and a Bronze Orb! 

Like many cooperative games, all players win together when they defeat the Big Bad, or they lose if any of them dies! So, it’s in everyone’s best interest to cooperate and keep each other alive!

The Rulebook

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 I need to talk about the rulebook.  It’s okay, but not great. It really should have been better given how great the production of the rest of this game.

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It does well on The Chair Test: it only droops over  the edges a little, the font is big and readable, and the book stays open on the chair next to me so I can see the rules without taking up precious table space.  This rulebook gets an A- on The Chair Test!!

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The game starts off great with a Table of Contents, a link for a Companion App, a link for a How to Play video, and a list of all components (most) with correlating pictures!!  Very very nice! I felt very happy to see this!  My only fix might be that I had wished they had labelled the tokens better … there are a lot of tokens and I didn’t know what any of them were!! 

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The set-up is pretty good, but this where the cracks start to develop.  This is my first example of this rulebook being too minimal: I accidentally shuffled the Summon deck, but it doesn’t say WHY you shouldn’t it!  I didn’t know how to recover?!?!??!  It turns out the Summon deck should “probably” just be alphabetically sorted so you can find cards easily … that’s the only reason to not shuffle it, you just make your life harder when you have to find a card.  Really, I could have used a sentence:

  “Don’t shuffle the Summon Deck because you will be searching for cards (alphabetically) in it later in the game.  Just sort the deck alphabetically if you accidentally shuffle it!

But other than that, the set-up went fairly well.  

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This rulebook is pretty well annotated with lots of pictures and examples.   See above.  In general, the rules are fairly clearly set out.  But the real problem with this rulebook is that it seems to assume that you have played the video game.  There are a lot of places where a rulebook for a normal game would be chastised.  I can’t tell you how many times I played with Jon and Keala (who have played the Video Game A LOT), and when I went to lookup a rule, they told me “it’s just like that in the video game!  So it probably means that!” So many times, they clarified a rule by saying “it’s like that in the video game!”  … which is not good for those of us who haven’t played the video game or other Rogue-Lites.

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My canonical example of this was the Regret curse.  I actually got two curses one one turn, Regret and Injury (see above)!  My reading of these was that Injury was a worse curse because it keeps clogging my deck as I draw it and shuffle it back in.  I though Regret was a better curse because you just got once and it was out of your deck.   Nope! It clogs your hand so you draw fewer cards!   You draw up to 5 cards, so if Regret is in your hand, you can only draw 4 cards.  I didn’t think the rule was well-specified in the rulebook, but when I asked Keala and Jon they said “Oh it’s just like the Video Game, you can only draw 4 cards!”.  I really wish the rules had made this clearer!  This is just one of SO MANY examples where Jon and Keala said “Oh it’s like that in the video game!”.  This rulebook should have been vetted by someone who has NOT played the video game so as to clarify a lot of finer points.

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Even though this game doesn’t have an Index (and it really should), the back of the rulebook had an invaluable list of Abilities and Keywords.

Don’t get me wrong, there’s a lot of good stuff in the rulebook, but it was too minimal in a few places (For example: a few more sentences about the Retain keyword or why Summon deck shouldn’t be shuffled).  I was able to learn the game and playthrough solo … and I had fun. I was able to play cooperatively with a bunch of friends (who hadn’t played the Video Game) … and we all had fun.  It wasn’t until I played with seasoned Video Gamers that knew the game that I realized this rulebook needed some more clarifications: it depended a little too much of knowledge of the video game.

Solo Game

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Like the Video Game, you can play this solo (thank you for following Saunders’ Law)! See above as I set-up the red guy for a solo game. There’s not really a lot of special rules or exceptions for the solo game, you just play! The main balancing mechanisms are really in combat:

  1. In plain combat, a monster comes out per row (i.e. per player). Thus, the solo player will be fighting just one row of monster(s).
  2. In Big Bad combat, the number of hit points is scaled to the number of players.

So, in general, you can just jump in and play the solo game without any real special rules! Thank you Slay The Spire! It was SO EASY to jump in solo!

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I had so much fun playing solo that I played through the first three Acts of the game! I had a blast!  There are so many places where you upgrade or get new cards, that you always feel like you are making progress!  You always feel like you are getting better!

Really, solo was fun.  I had a blast. I played wrong on a few points (one to discuss below), but even without knowing the Video Game, I had a good time.

Cooperative Play with Players Who DO NOT Know the Video Game

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I ended up playing a full 4-Player game of Slay The Spire with three of my friends who have never played the Video Game!  We ended up playing through Act I in one night in about 90 minutes (with a little extra time for set-up and tear-down).   So, I just had to teach the game as-is … no one (including myself) had ever played Slay The Spire the Video Game!

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The biggest conceptually difference, of course, is that this is a fully cooperative game! Slay The Spire is always thought of as a solo game! But the board game is fully cooperative!

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The biggest change is that every character gets his/her own row of monsters to fight!  See above!  While you nominally tend to fight the monster in your row (it sort of becomes “your responsibility” as it does damage to you only), you can target any monster in any row!  So, if a monster has a particularly bad effect for everyone (certain monsters can attack everyone), or if a comrade just needs a little help, players may choose to work together to take out particularly vexing monsters! 

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My favorite rule in this game is that it allows fine-grained Player Selected Turn Order (see more discussion of PSTO here).  The rulebook calls this out on page 12:

“Players can play cards, use potions, and activate abilities in any order they choose.”

What this means, is that we (as players) can intersperse our actions to accomplish things! If we need Sara to play a Potion, then Andrew attacks to add a Vulnerable, to which then Sara can play another card and attack (for double damage), we can do that! Players can work together to find the best combination of their interspersed actions to take down the baddies!

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In fact, in some ways, Slay The Spire gets the best of both worlds! Since you “generally” need to fight the monster in your row, players can do Simultaneous Actions to fight their own monster, but defer to fine-grained Player Selected Turn Order if they really need to! The Simultaneous Actions helps keep everyone involved … rather than waiting for “your turn”, you can all fight the monsters at once … this means there is much less downtime.

I think this is where Slay The Spire shines the brightest as a cooperative game: the players can choose the best way to play to either help each other (with fine-grained Player Selected Turn Order) or move the game along quickly (with an easy way to Simultaneous Actions fighting your monsters!) It’s the player’s choice, and I noticed we shifted between these modes pretty seamlessly when we played! It was something I didn’t notice until I looked back on our plays.

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The cooperative game worked fantastically, probably better than the solo game because I got to talk and strategize and have fun with my friends!

Cooperative Play With People WHO HAVE PLAYED The Video Game

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So, I wanted to make sure I played this game cooperatively with some friends who have played the video game: I wanted to see what they thought.   Jon and Keala (above) are both fans and have played (and like) Slay The Spire the video game.

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What happened sort of surprised me: we fell into a rhythm fairly quickly.  Every time there was any rules question, Jon or Keala spoke up and said “Well, it’s like this in the video game”, so we didn’t spend very much time pouring over the rulebook.  The Video Game became the reference implementation of the game!  This was both cool and annoying.  It was cool that the game seemed to fall inline with the Video Game, but it was annoying that the rulebook didn’t do better at explaining a lot of things.

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We had so much fun playing, we ended up playing Act I and Act II in one night!   The game just seemed fun to everyone.

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Jon saved our bacon a number of times: he had the ability to shield other players (as the blue guy), which worked out very well!  I would be able to attack something (as the red guy) and Jon (as the blue guy) would shield me or Keala (the green guy) so that we wouldn’t die!   This cooperation seemed seamless!  It just happened that way!   

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The game really clicked for everyone that night: I feel like I know the game better (with all my friends’ comments on how the Video Game works), and I was able to bring my friends into the card game quickly from reading the rules.  We had a great time and plan to play again!

A While

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It’s taken a while for me to get to this point.  I initially had some misgivings about the game.

At first, I was grumpy at the rulebook for how minimal is was: it really needs a lot more elaborations on the rules.  There was one rule in particular I was enchanted with, until I realized I was playing wrong. The “Draw 5 Cards: there is no maximum hand size” (p. 12) lead me to believe that maybe I had more choice of which cards I could discard.  Maybe I could keep cards between hands?   Why else would you emphasize this rule of no maximum hand size?  Jon and Keala had to tell me this, but you always discard all your cards!! All of them! … just like in the video game.   (to be fair, it is in the rulebook but it is one sentence).  I think that rule is there to show that during your turn you can draw as many cards as you want.  

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Another thing that threw me off for a while was the art. I had just gotten a new deck-building expansion for Thunderstone Quest (see art above), and the art and graphic design for Thunderstone Quest (above) is significantly better than the art for Slay The Spire (below).

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Comparatively, the art for Slay The Spire is a little anemic after looking at Thunderstone Quest. But I seem to be the only one who doesn’t love the art.  I will admit, the art for Slay The Spire has grown on me a little: it’s very simple and not too busy.  It’s also very readable.  But since I have never played the original video game, I was not as “enchanted” with this art as others.

Flaws

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This is a funny flaw in the game: you can’t (easily) have multiple games going on!  You can save your game fairly easily (putting the appropriate cards in the appropriate slots), so you know you can come back and do another session.  The problem is, if you want to play another game, you can to reset ALL THE CARDS for each deck!!  We worked around it by taking pictures of our decks: if worse comes to worse, we can always use the picture of all our cards (see above) to recreate our save game.   I suspect many people will want to try this game, and we won’t be able to easily have many games going on.  In some ways, this is a product of its own success: it’s so much fun, people want to try it!  But, be aware that a single game is easy to save, multiple games will require taking pictures of all your cards. And also the Unlocks sheet (see below) .. which presents more issues.

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Another problem with this game is it’s really unclear how you move on once you play through Acts I, II, and III.  The Ascension decks (see above) add some variety and keep the game interesting, but it’s kind of unclear how this fits in.  Do you start a new game at Act I with the changes?  Do you start a new deck?  To play Act IV, you have to unlock it, but are you playing Act III again and again and again?  Like everything I have seen in this rulebook, I wanted more elaboration!  This rulebook frustrates me!  Give me an example, give me a few more sentences, give me a page!  I have played a solo game all the way through Act III.  What do I do now?  Add Ascension cards? Start over at Act I?  This is very unclear!!!   This is probably my biggest ding against the game: I don’t know exactly how to move forward.  Sure, I suspect I will post to BoardGameGeek and someone will respond, and I will be able to move forward.  But this rulebook does not make it clear how to move forward after Act III. UPDATE: I had lunch with my friend who has played the Video Game.  He told me that in the Video Game, you just reset everything (including you deck) back to ACT I, but make a few cards (like the uncoloreds) available.  I really DID NOT get that sense from the rulebook … another instant where knowledge of the Video Game helped and the rulebook didn’t. 

Conclusion

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Honestly, this Slay The Spire board and card game has really grown on me: I have played it solo numerous times, and I have shown it to many diverse game groups. The more I play it, the more I seem to like it!  The upgrade paths makes this game great: there are so many opportunities to augment and upgrade your deck as you are playing!  The fact that each players is so distinct in both powers and upgrades really contributes to how great this game is!

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The production is fantastic, and the art is … thematic to the game.  I have grown to appreciate the simple art and graphic design, but I still think the art and graphic design is a little anemic.  

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The solo game is great: it’s about an 8.5/10.  It’s easy to play, and there’s really no exceptional rule changes needed to get the solo game to the table.   

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The cooperative game is about a 9/10: the base game is all there, with all the upgrade and augment paths, but the cooperation really shines brightly! Players can choose so many ways to help each other with fine-grained Player Selected Turn Order, with Simultaneous Play keeping everyone engaged at all times! And even though these play modes seem mutually exclusive, players seem to weave in and out of Simultaneous Play and PSTO without even noticing! 

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Players who know Slay The Spire the video game might find this to be a 10/10 for them: the game is great and also evokes so much atmosphere from the Video Game!  

Over the course of many  play sessions (both solo and cooperative), I ended up liking the game more and more.  There are some issues with the rulebook, as it seems to assume players know Slay The Spire Video Game pretty well! Other than my issues with the rulebook, the game is great.  Putting everything together, this feels like a 9.5/10 as an overall production!  This game surprised me how much I liked, especially given my anti-Rogue-lite tendencies.

Cooperative Hacking: A Review of Hacktivity

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Hacktivity was a game on Kickstarter back in June 2022: see link here.   This is a cooperative hand management game for 1-4 players.  It originally promised delivery in February 2023, but didn’t deliver to my house until late April 2024: this makes it over a year late!  

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I was originally a little concerned about this game because at some point there was a Kickstarter update saying they lost their manufacturer! I was worried that this meant we might never see the game, but the Hacktivity people persevered and did deliver final copy! I was actually quite impressed with their positive attitude and communication during the Kickstarter! I’ve had a number of Kickstarters recently with poor communication and it was nice to see someone owning every step of the process!

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Let’s take a look!

Unboxing and Gameplay

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This is a fairly standard sized box (“about” the size of  a Ticket to Ride sized box): see Coke can above for perspective.

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In this game, each player takes on the role of a special hacker. See the four decks above.

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Each hacker has their own board as well: see the boards above.

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Each hacker’s deck is different and has a different emphasis or/and special powers.  See two such decks above.

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The players are interacting with a board (see above) with three separate regions. Notice how nice the plastic components  of each region are! 

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This is a game about managing cards.  The purple cards are the virus cards that have bad effects … we’ll dub these the “bad news” cards.  The blue cards are the player cards that keep the bad news (the viruses) under control.  We’ll call the blue cards the “good news” cards. See above.

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The leftmost board (yellow) keeps track of activity: you move the leftmost yellow cube up as a “bad news” as the games plays.  If all yellow cubes make it to the top (see above), players lose!  

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The middle board (blue) is a place where you can “isolate” viruses that come out.  This isolation defers their effects and makes you deal with them later.

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The right-most red board keeps track of “the strange bug”: this is usually what you are trying to keep under control.  In the first game, you need to keep the “strange bug” in the white area to win.

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In order to win, players (usually) need to make it through all of the bad news cards (purple cards) and all of their own cards (blue) without losing! See above, a winning game!  All bad news (purple cards) are in the discard! And “the strange bug” was kept under control in the white zone!

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What’s interesting about this game is that every turn presents a lot of choices!  The first choice: how many bad news (purple) cards do you take and how many good news (your character cards) do you take?  See above as we choose two good news (ArTeMis) and one bad news (A1).  You have to work your way all the way through both decks eventually, so you can’t always take more good than bad! You have to balance that out!

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Once everyone chooses their cards, everybody flips and has to deal with their cards!

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Every card offers one of two choices.  For the bad news card above, you can choose the top or bottom: either isolate the virus on the blue board (notice the blue circle on the TOP CHOICE) with hope to destroy it later OR you can destroy it immediately, but pay the full cost on the bottom of the card.

But it’s a choice.

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The good news cards (your player cards) are also a choice: the top choice is usually a lesser choice, but with no side effects.  The bottom choice is usually more powerful, but with a bad side effect! On the card above, the upper choice is an attack of 2 on an isolated virus … but no side effect.  The bottom choice is a more powerful attack of 3, but having the side effect of raising the activity (the yellow board).  

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Players continue to play until they meet the winning conditions!  Usually, this means playing though all decks (bad news and good news decks) and keeping “the strange bug” under control!

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Given that the Kickstarter had to switch manufacturers halfway through, the game has really nice components!  My only major complaint is that I wish the cards were linen-finished: you do handle the cards a lot as you play.  But I liked the art and three-part board works well.

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Rulebook

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The rulebook is two-sided: one part is in French and the other in English! It’s much less daunting when you know it’s only 12 pages (with the other 12 pages being the French rules).

The game does pretty well on The Chair Test: The rulebook fits on the chair next to me pretty well.  The rulebook is a little bigger than I wanted, but it still stays open.  The font is a little thin and a little small, so it’s a little harder to read than it should, but it still works: this is about a B+ on The Chair Test.

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The components are well-labelled. See above.

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The Set-up (above) is pretty well documented: this set-up spans two opposite pages, so it’s easy to set-up by just leaving the rulebook open.

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The rules are generally pretty good and well notated.

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The biggest flaw is that there is no index (boo), but the last page of the book has a nice list of symbols.

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I was happy with this rulebook.  This rulebook was obviously a translation, but there were only a few places where that was readily apparent.

Solo Play

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So, the game does have a nice solo mode (thanks for following Saunders’ Law)! 

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The solo game is NOT playing two characters: basically, you combine the decks of two characters (see above as I play BLASSST!!! and ArTeMis!) and just play that one deck (setting up the rest of the game as if it were a 2-Player game).  I was worried about this solo mode at first … “Is this really different from the cooperative mode?”   And it’s really not.  You just have more cards to play through.   I am surprised I like this solo mode: I usually prefer playing two separate characters with two positions (see Leviathan Wilds from a few weeks ago), but this combined-deck solo-mode worked for me.  

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So, the solo game combines two decks and has the solo player become a “cyborg” of those characters (I am taking artistic license here).  See above.

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Interestingly, I played my first solo game when I got the game a while ago, but it took a while to interest my friends!  So I had to remind myself how to play with a few more solo games right before I taught them how to play.  I am happy to say that I enjoyed the solo mode more the more I played it.  It’s only a 40-60 minute game! It moves quickly!  And it was easy to remember how to set-up and play.

I liked Hacktivity solo and I liked the solo mode that came with it.

Cooperative Mode

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The cooperative mode was easy to teach.  The basic flow of the game is pretty simple once you get the idea.  

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I think the least favorite aspect of the cooperative game were the limits on communication.  Strictly speaking, you can’t say much about your hand: you can sort of hint about how much damage you can inflict,  and you can hint at stuff.   As we played, we kind of ended-up slowly moving around this restriction … because it wasn’t fun!  We play cooperative game because we want to talk and interact with our friends: we usually dislike cooperative games with limits on communication. 

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There are a lot of little icons in this game as well: that took a little to get our heads around, and the rulebook had to be passed around a little (see above).  After a while, the icons took hold and we could just play: it didn’t take too long (and the little player aid cards helped a lot).

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In general, the cooperative game went pretty well, but not great.  The real issue was the limit on communication.  And we get it: sometimes you need that restriction to keep the Alpha Player in check … but we ended up just going around the communication restrictions.

What I Liked

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The color-coding scheme worked very well.  The blue section of the board … gets affected by the blue markers.  The yellow part of the board … is affected by the yellow icons.  This was very clear and very well done.  This color coordination really helped move the game forwards, as it appealed to your intuition (“this color goes here”).

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The order in which you resolve your good news and bad news cards is players’ choice:  You can even intersperse your card resolutions between players!  You can do good news first, then bad news, or all at once!  It’s players’ choice!! This is fine-grained Player Selected Turn Order at its finest!!  This is where the cooperation shined (shone?) most in this game!  As a group, we had to figure out the order to resolve cards, and we felt clever when we could avoid certain bad news effects by playing these certain orders!  I really really liked how they used Player Selected Turn Order in Hacktivity! It really made the game feel that much more cooperative.

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Every card is a choice!  This is great! Every single cards has to be resolved, and you have a choice of whether to take the top or bottom option!  

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The game is easy to teach and play quickly. And it’s a pretty quick game at 40-60 minutes. 

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We didn’t get into it too much, but there is a campaign here if you want to pursue it.

What I Didn’t Like

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This is more of a missed opportunity than a dislke: the backs of the bad news card don’t mean anything (unless it’s a yellow activity card, which happens just a few times). See the A1 and A2 above? They mean nothing useful for gameplay: they only denote which player count decks you are using. Paleo did the wonderful thing (see our review here) of having the back of the cards be a “hint” as to what’s on the front of the card. The A1 and A2 on the backs of the cards above …. don’t really mean anything. They SHOULD give you a hint to “how hard” the bad news is, but they really don’t.

Since you are drawing bad news cards without knowing anything, it makes the game feel a little more random. How many Bad News cards should I draw? I don’t know … I don’t hav a sense of how hard each one is!!! I think a “hint” of some kind would make the game feel less random.

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The limited communication rules felt too constraining; they hampered our enjoyment of the game. The best combinations we played in the game where when we could keep the bad news cards from having any effect … and we could only do this if we were more sharing. This game needs an Open Hand rule:

“If you and your friends are comfortable with Open Hand, go ahead and play with all cards showing. Realize that Open Handed may make the game easier, invite analysis paralysis, and/or cause Alpha Players to take over the game.”

Really, this communication limit drop probably dropped by friend’s rating of the game: see below.

Conclusion

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I liked Hacktivity! I enjoyed all the choices in the game: choosing how many good news/bad news cards to choose, the order to resolve the cards (fine-grained Player Selected Turn Order), and the choices per card! All of this really made me feel like I was making choices that mattered as I played.

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I was be remiss if I didn’t include my friend’s opinions: I liked this more than them. I would give this a 7/10, and suggest we play Open Hand. My friend Teresa liked it ok (no rating), but Sara said “I would give it a 4/10: I liked it okay, but there’s a lot better games to play!” I don’t necessarily agree with her, but you may feel as she does. The main issues for Sara were the lack of Hints on the back of the bad new cards and the stifling of cooperation. The limited communication can be counteracted by playing Open Hand, but the lack of hints can make the bad news feel too random and I am not sure what we can do about that.

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I would be happy to teach this to you: I think Hacktivity is a quick and easy game to teach/learn and it promotes a lot of choice.  The solo game was fun and the cooperative game was fun once we added Open Hand.

Top 10 Surprises in Cooperative Games of 2023

As we look back at 2023, we’ve played quite a number of solo and cooperative games and expansions! There were a number of surprises in this list: some of the surprises were bad, some were good, and some were mixed! I want to highlight some of the games that we played that we might not discussed elsewhere: these are all different games than our Top 10 Solo Games of 2023, Top 10 Cooperative Expansions of 2023 and our Top 10 Cooperative Games of 2023! These are ordered in how much of a surprise it was!

10. The Stuff of Legend

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This is at the bottom of the list because it’s the least surprising in one way, but still very surprising in another! The Stuff of Legend is by famed designed Kevin Wilson (of Arkham Horror 2nd Edition fame), so that makes it likely for me to enjoy it (no surprise there)! What’s surprising is that I like I liked it despite it being a hidden traitor game: I usually hate hidden traitor games, but this one has some surprising mechanics that make it it fun! 

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There’s exploration, dynamic loyalty, “tainted” support, and interesting art/components! So, if you want to play a hidden traitor game with me, this is probably the only one I’d play: that’s the surprise! See our review here for The Stuff of Legend to see if you think you might be interested!

9. Bedlam in Neverwinter
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This was a surprise because it was better than I expected!  It’s seems a dubious proposition: “Let’s mix Dungeons and Dragons with an Escape Room Mystery!” … um … this feels a little like a cash grab, just cashing in on the Dungeons and Dragons name.

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The game is very simple, (with an element of randomness that I thought would be too much), and the mystery is pretty simple. But, I had a great time playing through all 3 Acts with my friends Charlie and Allison!  It’s better than you think! If you are expecting a deep hard-core mystery with lots of hard-core Dungeons and Dragons elements, you should look elsewhere.  If you like Dungeons and Dragons and escape rooms, go in with an open mind: this might surprise you.    See our review of Bedlam in Neverwinter to see if this is something you might enjoy!

8. Express Route

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So, I picked this up for my friend Robert so we could play a cooperative map game when he came to town.  It’s a cooperative game about delivering packages.

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The production is better than I expected, and the cooperative gameplay was very pronounced!  We had to cooperate well to win!  Even though the theme for this game does absolutely nothing for me, I was surprised at how engaging this was for a cooperative game.  See our review here to see if Express Route might be a game you like!

7. 14 Frantic Minutes!

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This was a cooperative real-time game that kinda came out of nowhere: It was from a very small Kickstarter.  And yet, I liked it!  It presented a very unique and interesting cooperative puzzle for 1-4 players!

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Kimberly from Tabletop Tolson is one of the few people I know who liked it as much as I did! See her Top 10 Cooperative Games of 2023!  After all is said and done, I think I prefer this is a solo puzzle game, but this is a really unique game: it’s surprising how much I liked it, given that I usually eschew real-time games!

See our review here of 14 Frantic Minutes! to see you might like it!

6. Clue: Treachery at Tudor Manor

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Okay, what?  They’ve made a new mystery solving game in the Clue universe?  The surprise is how much fun it actually was! 

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This is a lighter Escape Room game that I got at Target (so it’s fairly easily available), and it was surprisingly good!  It’s a play-once mystery, but it’s fairly inexpensive, and the mystery was very interesting!  We were shocked at how good this was, considering how inexpensive and “Hasbro” it was.  See our review of Clue: Treachery at Tudor Manor here!

5. The Big Pig Game

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What a light and silly game this is!  And yet, it enchanted my game groups!  It made the RichieCon 2023 discussions because it was just so fun and surprisingly good!  The Big Pig Game is a great  gateway game or end-of-the-night game when you want a light and simple, but surprisingly engaging, cooperative game!

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This adorably cute game came out of nowhere to become one of my groups favorite lightweight cooperative games of 2023!  See our review of the The Big Pig to see of this is something you might like!

4. Tamashii: Chronicle Of The Ascend

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I love the production of Awaken Realms games, but I have bounced pretty hard off most of their games after I got into them.  The surprise here is that Tamashii is probably my favorite Awaken Realms (technically, Awaken Realms Light) game! We still talk about how much we disliked the grind in Tainted Grail to this very day … (see Part I and Part II of our Tainted Grail review here).

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Tamashii didn’t quite make any of my Top 10 lists of 2023 (Top 10 Cooperative Games of 2023, Top 10 Solo Games of 2023), but it almost did.  The programming mechanism is very interesting and unique: I liked it!  The only thing that holds this game  back for me is that the trace rolls are just a little too random and game-changing.  I still like it, I will keep it, and I suspect I will play it solo more than cooperatively.  See our review of Tamashii: Chronicle of The Ascend here to see if this is something you might like!

3. Lord of the Rings: Adventure to Mount Doom

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What a bizarre combination: roll-and-move in a cooperative game  … in the world of Lord of the Rings!  I had trouble getting my group to play it because of that weird combination, but it was pretty good.  It played quickly, it was easy to learn, easy to teach, and still a decent little cooperative game.

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The surprise here was that it was much better than I expected.  Although I probably won’t play it very much,  I am still keeping it as a decent gateway cooperative game, especially for new gamers who love Lord of the Rings!  See our review here to see if this is something you might like!

2. Daybreak

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I love the games of Matt Leacock: he’s one of my favorite designers.  Pandemic (and all its ilk) and the Forbidden series (Forbidden Desert, Forbidden Island, etc) are some of my favorite cooperative games of all time!  And yet, Daybreak didn’t work for me.  The surprise was how much I disliked Daybreak

Daybreak storage solution using a $3 token tray and the pulp containers that are included with the game.

The game was on the Kickstarter (pardon me, BackerKit) and Daybreak even made our Top 10 Anticipated Games of 2023!  Yet, when I got it, I found it just waaaay too random.   There are four independent sources of randomness (dice, card draws from different decks), and hidden “bad news” you simply can’t mitigate because you don’t know what’s coming!  I gave it a number of plays and I just bounced off it hard! Everyone else seems to like it, so this is obviously just me.  I found Daybreak to be way too random to be fun.  (To be clear: I don’t have a problem with the theme! It’s an exploration into making energy more sustainable … very interesting!  Some people who have spoken out against this game are because of the theme … that’s not me).

I love Matt Leacock: this is a huge surprise how much I bounced off Daybreak, especially when everyone else seems to like it.

1. Artisans of Spendant Vale

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I am surprised this game hasn’t done better! I haven’t seen it on any Top 10 lists for 2023, and I haven’t really heard anyone talk about it! It’s basically a cross of Jaws of The Lion (with the storybook and combat) and Crusoe Crew (with its shared books) and some Forgotten Waters (with its upgrade system)! It’s a gorgeous game with amazing production! See our review here to see if this might be something you enjoy.

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I personally had a problem with the dice mechanism because the dice kind of tell you what to do: I’ve never liked that mechanism … (see our review of Batman: Shadow of The Bat for more discussion), but otherwise I should have loved this game. I think the reason we haven’t heard more about this game was that its theme can be very divisive: it’s all about playing characters who are gay or non-binary … that may have turned off some people.

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It’s a big surprise to me that this didn’t do better: there’s a lot to like here.

Point-And-Click Adventure for Families! A Review of Eppi: An Interactive Adventure Book

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Eppi is the second series of games in the Paper Point-and-Click line of games from Lookout Games.

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The first game in this series was Cantaloop by Friedemann Findeisen: see our review here! We loved Cantaloop so much that it made the #1 spot on our Top 10 Cooperative Games of 2021! This was a series of three games: we liked all three of them! See here, here, and here!

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What makes these games so interesting is that they are the paper book equivalent of the old “point-and-click” video games! 

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Think of the Secret of Monkey Island, King’s Quest, or the more recent Thimbleweed Park. Players “point-and-click” at objects in their world (on the computer screen), combining objects to solve puzzles! Players also move around, exploring the world they play in!

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These games are all about combining objects and exploring the world, trying to solve the puzzles in the story you uncover along the way.

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However, instead of a computer screen, these Paper point-and-click games have book and cards! You combine cards, solve puzzles, and flip through the book exploring the story therein!

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Let’s take a look at Eppi!

Unbooking

We can’t have an unboxing, as this is mostly a book. So this is an unbooking.

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Eppi is a book first and foremost: everything else is contained in the front pouches at the front of the book.

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The big bottom pouch contains the inventory page, the play sheet, a postcard map, but most importantly … the red decoder!

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This little red decoder is the main gimmick of the game! Hidden text in the book waits for you to unearth via the red decoder! The red decoder reveals important text in the adventure! See above as you encounter Eppi for the first time in the hall! 

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Most of the “objects” you will interact with come from the three card pockets. As you reveal text in the game, you will uncover more cards which you can combine!

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One thing that’s differentiates Eppi from the original Cantaloop series is that about a third of the cards are stickers rather than cards: see above That’s right, this is a legacy game (but see below)! As you explore, you will put stickers on locations to reveal new options or hide old options that are no longer relevant!

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The map tells you where you can go in the house, and the corresponding pages of the book. Note that you can’t get into certain rooms until there are unlocked via triggers! (You can’t get to Saira’s Study until you hit trigger D4!)

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The play sheet comes with a little matrix of “triggers”: as you explore and combine objects, you will mark triggers on the sheet to show you’ve “accomplished certain things”. 

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This same Play Sheet also has your “TODO” list: in order to win the game you have to accomplish 5 goals! See above. (Why are there two Play Sheets above? Keep reading!!).

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The rest of this game is the book! 

  • The introduction and tutorial is fabulous and tells you how to explore and combine objects!
  • The next section has the 12 Locations (2 pages each) in the game
  • The next section are Cut-Scenes (further expansion of the plot as you move forward)
  • Finally, the last section is a Help Section

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This game looks great! It has a very family-friendly and welcoming vibe to its art. It’s very clear this is aimed at younger kinds and families! I mean, it says that on the cover, but the art choices reinforce that.

Legacy or Campaign Game?

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Since you are supposed to put down stickers as you play, this is pretty much a legacy game! You won’t be able to replay it again … or will you? You really can’t remove the stickers (they are very sticky), and you also mark up the Play Sheet with the triggers. So, this is a legacy game (but see below)! And honestly, what kid doesn’t like putting on stickers? For some families, the stickers may the best part of the game.

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Having said that … If you are very careful, you can reset the game: you can use little pieces of tape to “tape” the stickers in the book rather than stick them.

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I was able to play the entire game all the way through, using just little bits of tape on the edges to hold the stickers down (see above). After I was all done, I was able to reset the entire game by just carefully pulling off the tape! If you use small, little pieces of tape, you can keep the stickers down without too much work to remove it later. The bigger the piece of tape, the harder it will be to remove!

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The only thing other thing you need to do to reset it: make a copy of the trigger sheet! That’s why I have two copies of the Play Sheet above: one is a copy!

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So, with those two “tricks” (tape and a copy of Play Sheet), I was able to reset the back to pristine condition after full playthrough (it did take a little bit of time to undo the tape).

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It’s a little fiddly to keep making little pieces of tape, but I suppose no more fiddly than trying to stick the sticker on and aligning it just so. However, I suspect the best way to play is to just put the stickers in: the best part of being a kid is playing with stickers!

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The only reason you may not want to put stickers in your game is that this is a 3-Part series (I think): this is Part I after all.  The next Eppi book is “probably” a year away, so you may want to replay this game again just before the next one comes?

In general, it’s probably more fun to put the stickers in (it’s a legacy game)! If you are just a little careful, you can get by and make it resettable (making it a campaign game). It’s up to you!

The World

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Most locations in this world look like the above: the left side of the page has a lot of hidden text (to decode with the red acetate) and the right side of the page is a picture of the room you are currently in (with objects you can combine with). As you explore the room, you will combine objects and read some of the text on the left!

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The typical way to combine objects is to align the left side of a card with either a location or the right side of another card. If the two letter code (u6w6 from the picture above) corresponding to the arrows shows up on the appropriate sheet, you can read it with the red decoder! Otherwise, if there’s no such code, nothing happens! (It’s like trying to combine a bowling ball and a feather, it doesn’t make sense, so nothing happens).

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Sometimes, the little red decoder will tell you to read a cut-scene: it looks like the above, where characters talk to each and further push the plot and character development.

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This game is all about “trying” things in this world: Do these objects combine? Do this object combine with this location? Nothing here? Let’s look around at a new Location! You try stuff, go to new Locations, and just keep exploring this world.

Flow

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This is an adventure game: you will start off making tons of progress, then slowly and slowly start making less and less progress until you hit a wall. Eppi has the same ebb and flow as most adventure games: sometimes, when you are stuck, you just have to go around and just “try stuff”! Arguably, the least exciting thing about adventure games is the brute force approach is sometimes needed: it can be boring and soul-crushing to just try stuff that makes no sense. Even worse, it’s harder in this game because you physically have to do a lot more work to just “try stuff” (turn pages, combine items, look up text, see if it decodes: Lather, rinse, repeat). But once you break through that wall, it’s so exciting! The story picks up again, and things make sense again!

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Eppi is an adventure game! Every point-and-click adventure game I have ever played has this same flow: lots of cool stuff then some frustration, then excitement, some more frustration, then more excitement!

Help

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If you do get stuck, there is a Help Section in the back of the book (see above). In this case, you lookup help sections by seeing what trigger conditions you are missing! You correlate your Play Sheet and find the lowest trigger you are missing! This is usually where the problem is! 

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A few times, I had to look up some help, but I had to look at more than one trigger to find what I needed. But it was there! It’s a little confusing the first few times you try to use the help. One of my biggest problems was that I sometimes forgot to mark off a trigger, so that prevented me from moving forward!

This isn’t the best Help system, but it seemed to work for me once I kept at it.

Story: Solo vs Cooperative

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So, Eppi is a family friendly story! In fact, the main characters of the game are a family! Mom and Dad and some kids of all ages!  As you explore this game, a story moves forward.   But, why read a story when you can play it?  

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The two main ways to play Eppi are solo or cooperative.  Cantaloop (the first of this kind of games) definitely felt like more of a solo game, although arguably you could play it cooperatively.  Eppi feels like it is better at being both solo and cooperative: it absolutely works solo (that’s the way I played it), and then it absolutely works in a family environment (a 7-year old girl and her family gave us some feedback).

Solo

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I ended up playing the entire game solo one Sunday: it took about 5 hours (the box says 5-8 hours, so that’s accurate). 

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I definitely stopped and took a break at some points when I was getting frustrated, so wall-clock time was probably more like 7 hours, with 5 hours of play and 2 hours of taking a break.

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This would be easy to reset if you needed to: you just take a picture of the cards you have, and put everything away. If possible, it’s probably just a little easier to keep everything set-up between sessions, but you may not have that luxury.

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The solo game worked pretty well. I got stuck a few times and had to consult the Help. In general, it was pretty fun.

Cooperative Family Mode

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What I Liked

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Turning pages to explore and move through Locations worked great: the binding is good for that, and the pages are high quality: they definitely learned from the Cantaloop experience! The very first Cantaloop game had lesser quality paper, and it actually made a difference, as you were much more careful turning pages (afraid to tear them)! With the higher quality paper and binding, it’s easy to make your way through the book.

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The stickers are cool. In Cantaloop, they “new scenes” were on cards, and if you turned the page, you would have to reset the scenes. By putting the “new scenes” on stickers, you can work through the book quicker, as you don’t have to worry about “new scenes” flopping around! Besides, stickers are cool … especially for kids! (And, like we said, if you are careful you can get the equivalent experience with taping the cards, but you should use the stickers!!!)

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By making the Eppi game more “family-friendly” (to be clear, Cantaloop was NOT family-friendly), it opens the door to cooperative play more than the original Cantaloop: the story and art is very inviting in Eppi! It’s just something the whole family can be immersed in. This definitely feels the cooperative mode is much more accessible. I loved Cantaloop, but it really is best as a solo game. I think this might Eppi might be more fun as a cooperative game.

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I adore this genre: the Point-And-Click Adventure game is fairly rare! I am so glad Cantaloop did well enough to spawn further games in this genre. I love this genre so much! More games like this please!

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The tutorial was very good: it showed what you can and can’t do when you combine objects.

What I Didn’t Like

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In the original Cantaloop, when you combined cards, the lowest number card ALWAYS had to be on the right: this reduced the number of ways you could try to “combine” two objects. Why didn’t Eppi adopt this rule?  You effective may double the amount of work you have to do to combine objects, as you may have to combine the cards twice! 

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I liked the story here, I did.  But, the wit of the original Cantaloop isn’t in here … which makes the game seem like a little more work.  Even if you got a puzzle wrong in Cantaloop, frequently there were funny jokes or amusing turns-of-phrase!  So, every time you worked for clue, you got rewarded by either advancing the plot or some joke!  I didn’t realize until I played Eppi that the jokes in Cantaloop distracted me from all the physical work you have to do to move the story forward!  Let’s be clear: there is a lot of physical activity of moving cards, combining objects, reading red text, turning pages, marking triggers, turning to cut scenes!  Whew!  All physical activities!  

I think some of this will go away if you play cooperatively, as the game is more about the cooperative experience with your family.  But I think the “work” to move the game forward is a little more prevalent in Eppi if you solo it.

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The final puzzle was pretty hard.  I feel like it was almost out-of-scope/too hard for a family game: I suspect you will have to use the Help System to finish the game.  That last puzzle seemed a little too much, even with a whole family looking at it.

Conclusion

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I am so happy there are more Interactive Adventures like Cantaloop! Eppi is a fun game solo or cooperatively, but I think the best place for it is the cooperative game with the family …

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… and that’s what the cover says! It doesn’t lie!

I like Cantaloop better overall, partly because of the non-stop humor, but I had a lot of fun with Eppi. This is a solid 7.5 solo, maybe 8 cooperatively with your family.

Union City Alliance: Heroes Unite! Like Marvel Legendary, but Now With More Theme! A Review

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Union City Alliance is a cooperative super-hero deck-building games that was originally on Kickstarter back in March 2021.  The game looked great and promised delivery in October 2021! I was so excited for this game that Union City Alliance made the #1 spot on my Top 10 Anticipated Cooperative Games of 2022!

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Unfortunately, the game is about 2.5 years late: The game arrived at my house April 30th, 2024! It’s basically been 3 long years since I backed the Kickstarter.

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Interestingly enough, I was never worried that this wouldn’t finally arrive.  The designer would do a pretty decent job of keeping us updated (with Kickstarter updates): he would offer full timelines of delivery and discussions of progress.  I was grumpy that Union City Alliance was 2.5 years late, but at the end of the day, the Kickstarter was well-run … and they delivered!

Let’s see what we got!

Unboxing

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The base game is about the size of a Ticket to Ride sized box: see above with a Coke can for perspective.

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The rulebook is the full-size of the box on top!

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There’s a lot of punchouts; these are just handy tokens to keep track of Heroism and other resources (Valor, Speed, Might).  Interestingly, the Heroism and Damage tokens, which persist between rounds, are circular tokens.  The Valor, Speed, and Might tokens, which evaporate between rounds, are square tokens.   Even though the game never calls this out, that subtle consistency (persistent vs. ephemeral) was a nice touch.

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Also included is a source book;  It has both set-up for various scenarios and tons of flavor text and back story for the heroes and villains: see below.

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There are a TON of pre-punched standees that are both the Villain and Hero markers.   See above.

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There’s also a GIANT (see can of Coke per perspective above) pile of Locations!  These Locations come out slowly as the Heroes explore the city!

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But, this is cooperative deck-building game.  So, at its core, this game is all about the cards. When you first open the box, it’s a little daunting to see so many cards!

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From an initial Unboxing perspective, this game looks great! 

Uncardening

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I feel like this needs to be a new phrase: uncardening.  It’s the event when you have take a lot of  cards out of a new game box and sort them appropriately.  But it’s not just sorting: it’s about collecting together “like” cards, figuring out where the cards go in the box, and making sure they are ready to go for play!

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Basically, we had to do the same thing in Earthborne Rangers: go through the cards, sort them, put like cards together (for some notion of “like”), and figure out where they go in the box.  See above.   Earthborne Rangers had a fairly grumpy uncardening (see our review of Earthborne Rangers here): the components page was misleading, and we spent far too much time trying to uncard the game.

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I almost think that the word uncardening (which is a word we coined for Earthborne Rangers) has a negative connotation: it implies you have to spend an extraordinary amount of time putting cards in order.  

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I remember when I first got Legendary: A Marvel Deck-Building game some 10 or so years ago.  It has the worst box opening experience I have ever had!  I just have tons of cards and no idea how to put cards together!  The rulebook is completely silent on how to sort!  As a gaming nubie at the time, I asked my friend John N. to help me (because he had Legendary), and with his help, I was able to put things together.  The phrase uncardening applied to Legendary, it applied to Earthborne Rangers, and unfortunately, it now applies now to Union City Alliance

If you think all deck-building games need a negative uncardening, I suggest you look at the Aeon’s End series of games! They do an amazing job of making the uncardening (in a good sense) easy.  See our review of Aeon’s End and Aeon’s End: War Eternal here, and Aeons’ End: Outcasts here!

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The first two pages of the rulebook … DO NOT address how to take the cards apart, sort them, put like cards together, and fit them back into the box.  I am actually annoyed by this: The Union City Alliance rulebook wasted two very large pages (see above) with huge fonts for credits and an introduction.  I am all for getting credit, but I was very annoyed at these designers because it was so hard to uncard their game!  They SHOULD HAVE used those two pages for something useful: how to uncard the game!

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A simple question: why is there a Playable Hero and a Team-up Hero for Wrangler?  See above. Which cards for Wrangler go where? This is an easy concept (once you know it) that should have been presented on those first two pages.

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And it takes some knowledge of board games (and perception) to know to look in the lower right corner of the card: the Wrangler cards are the W!  See above!

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Once you start looking around some more, you’ll notice there is a manifest on the back of the dividers!  Yay!  They list both the number and the card title (good job!).  

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I am SO GLAD they have both the title and the card number on the manifest!  The card number on the cards are SO SMALL as to be almost unreadable!!  I had to zoom in pretty heavily with my phone in the picture above to see the #2 Captain Jupiter card!  But having the titles on the manifests helped.

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There’s just a lot of cards.   I probably spent about an hour and half, maybe two hours uncardening this game.  It really shouldn’t have been this much work, and it really shouldn’t have been so cumbersome.  The cards are well-labelled, but throwing someone at the game without any directions is a misstep.  I am an experienced gamer (now), so I was able to get through this, but I worry a newbie will just give up in disgust trying to uncard this.

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But, everything is labelled (once you know where to look: bottom right, and the divider manifests) so you can get there.  And once everything is back in the box, it’s very satisfying. See above.   This lack of uncardening direction may be the biggest misstep in the entire game: the uncardening just needed a little bit of discussion in the manual.

Rulebook, Er, Play Guide

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This rulebook is gigantic, being the same size as the box.

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How does this rulebook do on The Chair Test?  Unfortunately, it gets a D on the Chair Test.

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It is almost impossible to have this on the chair next to you spread open because it was so big!  It does have lots of good pictures and good font, but it was almost unusable on the chair next to me.

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However, this game has spawned a new test: The Two-Chair Test.  If you put two chairs together (see picture above), you can have the rulebook open and readable without taking up valuable table space!  So, the rulebook gets a A in the Two-Chair Test (a second tier test) So, the rulebook lays flat, the fonts are big and readable, and I can read it easily from my chair.  In the end, The Chair Tests are all about keeping the rulebook(s) off to the side so I can look stuff easily and not take up valuable table space!

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I have to admit, I was a little non-plussed to learn that this wasn’t the full rulebook! It was only the Play Guide!  See above: “… but it is only a quick reference...”. You have to go to the website for a full rulebook.  It’s cool they have all this on the website (FAQ, full rulebook, etc), but at the time I went there, the web site wasn’t up yet! See below.

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At the time of this writing, however, the web site is up.  But, I had to play using only the Play Guide!

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Once you get past how HUGE this rulebook, pardon me … Play Guide  … is, it’s pretty good at getting you into the game.  I don’t usually like thematic fonts for rules (see our review of Hour of Need here and Obliveaon here), but it works here.  I think I like it because it’s a very big font, and it’s peppered with a lot of supporting pictures and colors: see above.  

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There’s no Index to the Play Guide (boo), but there is a Glossary (yay)!  See above, In fact, the Glossary seems very complete; it covered just about everything that came up when I played.

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Once we got going with the two chairs and through the uncardening, the Play Guide was pretty good at getting me set-up: there were lots of pictures, lots of flavorful text, lots of helpful annotations.

I am still annoyed I didn’t get the full rulebook.  I look at computers all day; the last thing I want to do is look online for full rulebook for a board game.  The Play Guide has been “good enough”, so I have been just pushing forward with that.  I haven’t needed the web site … yet.

Gameplay

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Union City Alliance is a cooperative super-hero deck-building game.  That tells you a lot about this game already!  See our Top 10 Cooperative Deck-Building Games for more discussion of deck-building games!

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Each player chooses a hero to operate: that player gets the Playable Hero deck for that character: see above as Player One chooses Captain Jupiter.

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An interesting thing that Union City Alliance does is the cards are divided into two groups: your initial deck (with the 0 in the upper right corner) and the Power deck (with the green in the upper right corner).  See above.   Power cards are separated out, and only that player can buy those Power cards later in the game, using the (green) resource Heroism.  It’s a real neat way of keeping each character very distinct, as each character has their own set of Power cards!

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So, when you set up, you have your normal intro deck and your Power deck “tempting” you with some cards you can buy! See above as Captain Jupiter sets-up with two Power Cards available to buy, with her initial 5 card hand at the bottom.

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Each card can be played for Resources! The three main resources are Valor (blue), Speed (yellow) and Might (red).  See the Plucky Interns above giving 1 Valor! Valor is generally the resource used for buying Hero Upgrade cards!

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You need at 2-4 characters to play: see above as Doctor Tomorrow and Captain Jupiter are set-up!

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One of the curious things this does as a deck-builder: you don’t usually get upgrade cards you can buy unless you go exploring!  As you explore the city, more Hero cards come out that you can buy!  This is different from other deck-building games like Legendary and Dominion and Aeon’s End where there’s just “9 types of cards to buy!”.  See an example from Aeon’s End below.

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As you explore Union City, new cards come out: see below.

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Every time you explore a new Location, two new Hero cards come out! (And a City Card, which is typically Bad Newsish).

This is interesting, as it forces the player to explore and look around to get upgrades.  There’s no “set set” of upgrades: you get what you get as you explore!  And you can only buy (generally) Hero Cards from the Location you are on!  This is a nice and thematic twist on the deck-building genre.

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To win, players must take out the baddies!  See above which represents “the bad guys!’  The bad guys in Union City Alliance are pretty complicated to run: there’s a Peril deck, a Plot deck, issues #1-4 of the Plot Deck, and specialized baddies (Mobsters and Gangsters in this case).   To win with Pterano-Don and the Dino-Mafia, players must defeat all the Mobsters!

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It’s quite hard to take out the Mobsters!

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The city has to be big enough for the Mobsters to come out (a rule requires that), so that also forces the exploration aspect!  See above as the city is pretty huge with one of the Mobsters looming!

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To win, take out all the Mobsters! As I took them out, I put them in “jail” on top of the box! See above!

Solo Play

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Unfortunately, there is no provided solo mode in the game!  See above, as the game is only listed for 2-4 Players.  

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It’s very discouraging that they didn’t follow Saunders’ Law here:  no solo mode!  So, I went ahead and played my first game two-handed solo.  That’s right, I operated Doctor Tomorrow and Captain Jupiter and just played this as if it were a 2 Player game, alternating between the two.

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I think I know why they didn’t include the two-handed solo mode in the game: it’s pretty complicated.  I ended up playing my first game (granted, a learning game) in about three hours.  Each character in the game is very distinct with a very different play-style!  There is a lot of context switching between the characters, as each character has their own specific cards and Power deck that players need to be thinking about!  And the game can get pretty overwhelming as you play: see the picture above near the end of my solo game!  There are a lot of distinct Hero cards and distinct challenges and distinct Locations! 

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And the Villains are complicated to play too!  Plot card, Peril Cards, issues, distinct baddies! So, the solo player has to run two characters AND the Villain deck!

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See above at the end of my first solo game!  The board is a bit of a mess between two characters, the villains, the Locations, and all the cards!  

I can see why the Union City Alliance people chose to avoid the two-handed solo mode: this game is very overwhelming in solo mode!  My first solo game took about three hours to play! It probably wasn’t the best way to learn the game, but I believe in trial-by-fire for learning games: the only way to learn is to jump in!  So, I think, if you are determined, the two-handed solo mode will work. And once you learn the game, the basic flow is pretty straight-forward.

Cooperative Mode

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My second game was a two-player, two character game!  I learned quite a bit in my solo game: things to do and NOT to do!

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First, I learned to allocate signficantly more space for the Locations!  See above as I leave half the table for that!

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I also learned to be more methodical when placing Locations: each Location (when explored) adds Two Hero cards and one City Deck card.  Since space is at a premium, we tried to make sure the two City Cards are on the bottom half, and the City Card (whether a challange or a Bad guy) is on the top of the Location.  Since each Location also has a unique ability, we made sure that text was readable!  So, there are four things you need to see on a Location: let’s make sure they are consistent and readable as we place!  That makes the game … less messy … as the city gets explored!

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See above as the city is a little less daunting as we have more space and the layout is a little more consistent.

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Even though each player runs their own character, which tends to make the players more isolated turns, Union City Alliance still encourages cooperation.  Players have to work together figure out how to take out certain monsters and challenges to clear the way to take out the Mobsters!  The game ramps up in difficult pretty quickly, and some coordination between the heroes is necessary to keep the badness under control.

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I liked the solo game, but the game is better at two or more: there’s more people to share the responsibility!  Union City Alliance can be very overwhelming (there’s quite a bit of maintenance per round) as solo gamer, but the sharing of responsibilities made this much easier to get through.  Teresa was in charge of The Green Death (that was here hero) and the Locations, and I was responsible for Captain Jupiter (that was my hero) and the Villain decks.  Off-loading some of the maintenance to other players made the game much more fun!  I could play without worrying about keeping the game up!

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Solo was fun, but the game is just more fun with more players. I see why they chose NOT to put 1-4 Players on the box.  

Theme

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This game is dripping with theme!

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Each hero is very distinct and plays very differently, representing the sum of their powers!   

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There’s a ton of flavor text on the cards, which you can ignore if you like, but it really does draw you into your character.

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The Source Book just digs even deeper into each character!  You want back story? You got it!

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The Power Decks, which are unique to each character, also contribute to making each character just feel so different and flavorful! 

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The Villain deck is quite complicated to run, but is very thematic! The “harder” cards come out in later issues of the game!  There’s quite a it happening per round with the Villain deck, but it is all unique to the Villain .. again contributing to the theme.

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The larger than normal standees (especially for the dino-mob) makes the game feel thematic! They are so cool looking!

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If you haven’t noticed, just about every card has unique art on it! It’s all the consistent from the same artist and just draws you into the game!

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This game has so much theme to it: I’d give it a 10/10 for theme.  The events, the characters, the Locations, the heroes, the art, the standees, the vibe of the game: 10/10.

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You do pay a price for this theme, though: from minor costs like flavor text (“Oh man, there’s flavor text on the card I should read“), to annoying costs (“set up the next city Location“), intrinsic costs like understanding you Power cards, to major costs (like running the very distinct Villain decks).  My games of Union City Alliance have run about 2.5 to 3 hours.  Some of that time  is just the sheer maintenance of immersing yourself into this universe.

The Art

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I love the art in this game.  It’s pretty clear the art is mostly the product of one artist (Antonio Garica), and I think he just knocked it out of the park!  The art feels very comic-booky and super-heroey.  It’s so thematic and so good.

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My only complaint, and this is not even really a complaint …  is that his style might be thought of as too cartoony!  I don’t have any problem with that, but if you saw the game cover in a store, you might this this is a game for younger audiences.  While Union City Alliance is generally family friendly, this is a deep complex game that might be too much for younger audiences.

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The age limits of 14+ should absolutely be adhered to (see back of the box), as I think someone who’s just starting in games might think “Oh that game looks cartoony and kinda cute! Let’s get it!”  Union City Alliance is much heavier than the art belies. Caveat Emptor.

Conclusion

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If you want theme, you have to pay for it!  If you want a lighter super-hero deck-building game, you should bring out Marvel Legendary: It has your Marvel heroes and is pretty straight-forward to teach.  But honestly,  I always thought the theme was lacking in Marvel Legendary: “Wait, you are buying a team of heroes? What?”  

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Union City Alliance is a deck-building super-hero game that has the theme I always wanted in Marvel Legendary.   In Union City Alliance, characters have unique powers, Villains are distinct, exploration/upgrading is both natural and encouraged, upgrades are tailored to your hero, and the art is very consistent and thematic.  

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If you want theme, you have to pay for it: Union City Alliance takes longer than many games (2.5-3 hours), has more upkeep per turn, and has more complicated set-up and interactions.   You pay for this incredibly thematic game by having a game that’s more complex.

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I want that theme!  Union City Alliance would easily make my Top 10 Cooperative SuperHero Games with a 9/10 and it will probably be near the top spot of my Top 10 Cooperative Games of 2024.  It took about 3 years to get Union City Alliance, but I was totally right to make this my #1 on my Top 10 Anticipated Cooperative Games of 2022!