Wait, What Am I Unfolding Again? Review of Tidal Blades 2: Rise of the Unfolders

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Tidal Blades 2: Rise of the Unfolders is a cooperative campaign that was on Kickstarter back in April 2022. This was the follow on to the original Tidal Blades game (which is really more of a head-to-head skirmish game). I knew nothing about the original Tidal Blades when I backed this: only that the components looked really cool. I backed it because it looked like it had a cool solo and co-op campaign.

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I went all-in and got the base game (lower right), the stretch goals (upper), and the miniatures (lower left): See above.  This is the deluxe version with awesome miniatures!

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The most important thing to realize is that this is a standalone solo or cooperative campaign game!  I.e., you don’t need the previous game at all!!! 

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It’s a little confusing because the side of the box says “Part 2” (see above), but this is really just the next game in the same universe! Tidal Blades 2 continues with the ideas of the original Tidal Blades (which was NOT cooperative) but in a solo and cooperative game!

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So, in some sense, this is still a skirmish game, as players play cooperatively against monsters in the game.  Honestly, this game really gives me a Gloomhaven (see review of Jaws of The Lion here) or Batman: Gotham City Chronicles (solo or cooperative mode: see our review here) vibe! Players move around on a map in a book and fight monsters!  You’ll see what I mean more below.

Let’s take a closer look!

Unboxing the Miniatures

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As much as you really want to see what’s in the main box, I gotta show you the miniatures first.  They are fantastic!

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The minis are washed, they are tri-color,  and they have 2 sets of bases!  These are some of the nicest miniatures I have seen!

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The top part of the box comes with the monsters you fight: they are all notated on a sheet (and, eben better, are labelled where they are in the box!!!) at the top of the box.

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Wow!  The monsters are all bluish and really great! See above!  Let’s take a look at a few!

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These are pretty awesome!  Below the tray with the monsters are the Heroes and Boss Monsters!

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The Heroes are light brownish, and the monsters are very purple: see below.

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Let’s take a closer look at some Heroes (below):

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The Boss Monsters are very purple! See below.

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These miniatures are just awesome!

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The game also comes with plastic bases for the minis so you can tell them apart.  The normal bases denote the normal monsters, and the sparkly bases denote the “mutant” monster (like the Elite monsters in Gloomhaven).  The “mutants” are just the tougher version of the monsters!

We also have really nice plastic Fruit and shells (replacing the cardboard from the base game).

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See above as the colored hit point tracks match the colors of the base?  And the “sparkly” yellow one is the mutant!

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These bases really make it easier to tell monsters apart so you can track the hit points.

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Overall, the colors and bases are well-thought out and make each entity stand out on the table. See above with some monsters, characters, and a boss monster all in the same frame! 

These minis are just fantastic.

Rulebook

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The rulebook is quite good.  But it has two major flaws.

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The rulebook completely fails the Chair Test!  See above as it flops over both edges being almost unusable!  This rulebook made a fundamental error by being the same size as the box!

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Much like Batman: Gotham City Chronicles, the solution is to use TWO chairs, and have the spine of the rulebook sit in between!  See above as we can keep the rulebook open and useful!  I do like that the fonts are big!  And the rulebook is full of good pictures!  It is easy to see the rules on the chair next to me … once there are TWO chairs!

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The rulebook has a Table of Contents that make it easy to look stuff up! Nice!

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The components pages are great, with every component having a picture and being well-labelled!

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The set-up is nice (it’s over three pages), but some of the set-up is deferred to the campaign book. See above.

In general, I thought this rulebook was great.   There’s a nice glossary in the back (ya), but no index.  I’ll forgive the lack of index because the glossary and Table of Contents were great.

My other major complaint (besides the form factor) was that the combat wasn’t quite as well specified as I want.  We’ll discuss that below.

Otherwise, great rulebook!

Unboxing the Base Game 

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This base box (and the minis box) and both pretty big!  My friends lifted the main box and were surprised how heavy it was! What’s in this gargantuan box?

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See how tall the box is too (relative to a can of Coke)!

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If you want, you can use the Foreteller app to read the “plot” as you go: this is a campaign game where a story unfolds and you may want to get some professionals reading it aloud.  I didn’t get the Forteller narration … and it was just fine without it (but it does have the option: sold separately).

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There’s a LOT of stuff when you unbox (see above); we’ll go through the components as we discuss gameplay.

Gameplay

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Each player (1-4 players) chooses a Tidal Blade warrior to play. See the six options above and below.

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Each player gets a sheet with their character: see the six above and one (closer, below).

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Each character sheet is for recording stuff as your character levels up during the campaign. Tidal Blades 2: Rise of the Unfolders is campaign game! Characters will be leveling up; you will be making decisions about how to do that! This sheet will become incredibly marked up as you play…

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See above as Caiman has experienced a lot and marked up his character sheet!

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On the back of your character sheet are “tracks” where you will make choices about how you use experience points and other forms of up-levelling.   To be clear: each character is different! They have a different sheet with different cards and powers that can be activated!

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But, what really distinguishes the characters are the combat decks: see above!!!  Each player has a different Persistent Power (see above) when they start, as well as a different deck!!!  (Well, some cards are in common, but generally the decks are different!!)   These decks will be augmented, culled, and clogged as you play!  To be clear, Tidal Blades 2 is not a deck-building game per se (as that implies you are dynamically changing the deck as you play), it’s what we called a deck-advancement game.  We made this distinction back in our review of Adventure Tactics: See that review here for more discussion of the difference.    Suffice to say, your combat deck only changes/updates  at the end/beginning of each chapter of the campaign.

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What’s even cooler is that when you use of the cards during play, you activate either a row or a column on your board!  What this means, of course, is that you piggy-back on our previous turn! For example, if we just played Careful Strike to the board (top middle), we are allowed to activate ALL the actions in either the middle column or the top row!  Some actions give you shells (armor), some actions allow melee strike (swords), some actions give you resources (yellow/pink), some actions give you movement, and so one!

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As your character takes excessive damage throughout the game,  you can take WOUNDS (see bottom right) which clog your board!  Now, if activate the last row or column, you can’t use anything from that last space!

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This mechanism of playing a card to a row is central to the game!  What card you choose dictates your initiative (Stand Fast! gives me +1 initiative), your current turn, and what actions you might want to play on future turns!  And it’s really fun, because you feel like you have a lot of choices:

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1) Which card do I play?  It affects my current turn and initiative!
2) Where do I place my card?  It affects which “core” symbols I block!
3) Which row or column do I activate?  What previous cards do I want to leverage?
4) Do I want to finish a row with 3 cards?  I may clear it, but I get a very powerful one turn!
Each turn is just rife of choice!

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Each character also has spirit, focus, and some “shells” which can serve as armor or activate other abilities!  Armor in the game is handled by putting shells from your uncharged area into your blocking area!  So, if you want to play defensive for a round, you can choose the shells action! Yet another type of choice: defensive or offensive!

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Players move around a map of hexes, fighting creatures! (Sound familiar? Gloomhaven, I am looking at you…)  See above.

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The map books remind me a little of Gloomhaven: Jaws of the Lion, as you just set-up the board from a book of maps and go!  This map book was the key innovation in Gloomhaven: Jaws of the Lion. What’s cool, is that Tidal Blades 2 furthers that innovation!

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The storybook is the play area! Set-up is easy! Just turn to that page!

Players move around the map, but the stupid spiral binding gets in the way of the map in Jaws of the Lion!  See above.

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What Tidal Blades 2 does is very clever! Rather than just one map book, Tidal Blades 2 has two map books (actually 3), but each book is rotated so that the spiral bindings are on the outside!  Instead, the middles just touch and make a contiguous surface!  See above!  The middle of the board, where a lot of action is, in untainted by the spiral bindings!  It looks more like a contiguous surface!

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It’s really easy to set-up each chapter of the campaign!  Just turn the book to the proper pages!

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Combats are decided by dice: every SWORD you generate from your cards gives you a die! Red symbols are a straight-up hit, blue CAN be a hit if you have advantage (if your compatriots are flanking), and yellow focus CAN be a hit … if you spend a focus point!  And that decides how much damage you do!

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Monster combats are similar: all monsters perform the actions of their current card: see above as the mudcrabs move 2 (to the closest character) and then just do 2 straight damage! (This is modified a little by a damage die).

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There’s all sorts of monsters with all sorts of abilities! Some poison you! (See above)

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Each monster is tracked by a hit point track (see above) with the bases differentiating them.  The purple die (lower left) modifies every monster attack!

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There’s a lot more to this game, but that’s the “flavor” of the game!

Campaign

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Let’s be 100% clear: this is a campaign game!  It last about 18 chapters, and each game is about 2 to 2.5 hours (including set-up and tear-down: a lot of your time will be set-up and tear-down).

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Each chapter describes in great detail which maps you need, which monsters you fight, and what the set-up is!  See the first chapter above! (Minor spoilers above).

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There is a story unfolding (pun not intended) about the folds of time.  Each chapter begins with some text describing the story (picture blurred on purpose above).

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After a few chapters, there will be Interludes which give you a chance to level up.  To be clear, there is SOME levelling-up after most chapters, but the Interludes offer significant levelling-up!

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At these Interludes, Players choose where to go to “spend” their resources: the market? The floating gardens? It depends how you want to level-up your character. Cull cards? Add Items?  Add skills? Whatever you want!

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Although this is a campaign, the Stretch Goals pack (see above) comes with 5 one-shot scenarios.

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Since this is a campaign, and you have to mark up your sheet, I went ahead and made a copy of all the character sheets so I don’t have to sully the originals.  There are enough sheets in there that you “probably” don’t have to do this, but I prefer not to mark up the originals if possible.

Solo Play

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So, Tidal Blades 2: Rise of the Unfolders has two solo modes! (Congratulations for following Saunders’ Law!)  The simpler of the two solo modes is to just play two-handed: choose two characters and operate them as-if it were a 2-Player game.  This is the route I chose. And so should you!!

If you REALLY REALLY REALLY want a solo mode where you only play 1 character (but then still kinda have to operate some other pets/creatures anyways) with complicated exceptions, there is a second solo mode.  I usually eschew complicated solo modes because the exceptional rules are always SO HARD to keep track of!  Play two-handed: you’ll thank me for embracing the simpler mode … the simpler two-handed solo mode has NO exceptions to rules; you just play the game they way it was meant to be played.

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At the time of this writing, I am eight chapters into the campaign!  I have seen boss battles, several maps, several different ideas (jumping, running water, flying, etc), and some really great miniatures!    Every new chapter introduces new monsters and new ideas and keeps the game fresh!

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Playing two characters is juuuust about the right level of complexity.  Sometimes it’s a little overwhelming, since each character has their own deck with their own unique cards, but since the system is well-described and well-notated (seriously! The icons are VERY intuitive), it doesn’t make it too hard to context switch back and forth between the characters.

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One drawback is that there is a lot of maintenance for the solo player: set-up, run character 1, run character 2, operate the initiative track, operate the villains, lather-rinse-repeat, tear-down. This is really where the vibe felt like Batman: Gotham City Chronicles: there’s just a lot of work to keep the game going!  But, it’s kinda fun!  Everything is so bright and well-notated! The monsters are well-tracked (with the bases and colored hit point tracks), and the rules are pretty solid (so there’s not much second guessing, modulo one issue).

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I really like this solo mode: I hope to finish this campaign at some point during the year.  I am currently playing two campaigns: my solo campaign with 2 characters and a cooperative campaign with the other 4 characters (with my friends).

I fully expect this to make my Top 10 Solo Games of 2024: it’s that good!  There are just so many good choices!  Where do I go? What cards do I play?  How do I level-up my character? The choices keep me involved the whole time, even if there is quite a bit of maintenance per turn.

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The solo game took longer to play than perhaps it should: the box says 60-90 minutes but I frequently was at 2 hours; I also tend to like a little analysis paralysis when I play by myself.  There’s no one around, so I can try lots of things without fear of wasting someone else’s time.

Cooperative Play

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The cooperative experience is just in its infancy as we are only two games in, but my friends still keep wanting to play it!  “Let’s keep playing it!”  They really like it!

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Every player has agency on their turn; the game is just too complicated for an Alpha Player to come in and ruin a player’s experience … there are just too many choices for a single player: the Alpha Player will be too busy figuring out his own turn!! At the same time, there’s plenty of cooperation and players plan when to flank (see below), which enemies to engage, which actions to take, when to defend vs. attack!   This has a good blend of agency and cooperation.

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One of the things we DIDN’T like about the cooperative game Endeavor Deep Sea (from two weeks ago: see review here) was that the game didn’t “really” have any mechanisms for helping each other too much; players had a lot of multiplayer solitaire going on in Endeavor Deep Sea.  That’s not the case here!  Even you though you can choose to play multiplayer solitaire, you can also do quite a few things to directly help your compatriots!  You can spend shells to allow your friends to re-roll dice (if they run out of re-rolls)!  You can set-up flanking opportunities! You can use skills that help everyone within 2 spaces!  There’s a number of mechanisms where the sole purpose is to help your compatriots!  And that does increase the level of cooperation!  Even choosing the initiative order can be an act of cooperation!  And THANK GOODNESS there are no Communications Limitations in this game!  Just last week, we saw how the Communications Limitations ruined that cooperative game!  Luckily, you can talk all you want and work together in Tidal Blades 2!!

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The only real negative for the game is that sometimes it can take a while to get back around to your turn (as there is no simultaneous play): players must play in initiative order.  Like any game with lots o choices, sometimes a little Analysis Paralysis can slip in and slow down the game.  It’s still not too bad, because you can always be talking with your friends or figuring your own turn out while waiting for others.

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It’s easier to overlap turns in a cooperative game (like Tidal Blades 2) because you can ask your friends to leave the board “in a certain state” so you can preplan your turn!  In a competitive game, you always have to wait until the previous turns are over to re-assess the board every turn!  With a little cooperation, there can be much more overlap!  And we saw some of that overlap here in Tidal Blades 2!  It’s a minor point, but that overlap can make cooperative games (without simultaneous actions) move a little faster.

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Overall, this game was a lot of fun cooperatively.   It’s a good blend of agency and cooperation, and there are many ways players can help each other.  It’s fun to talk and plan with your friends!

Flanking and Advantage

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So, this is, at its core, a miniatures fighting game!  Which means you have rules for flanking and advantage!  If you flank  (players surround an enemy adjacently from opposite sides), you can get advantage (which allows you to turn the blue wave symbols on dice into hits)!  This is very cool, because it is a mechanism that encourages the players to cooperate and coordinate their attacks!  The best results come if you cooperate, flank an enemy and maybe get 50% more hits because you can gain advantage!

If you saw “Flanking and Advantage” and thought “What is this … 5th Edition Dungeons and Dragons?”  You are not the only one who thought that!!!  But, these ideas in this game really do help improve the cooperation: they encourage an easy way to increase the odds of hits! 

What I Liked

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The minis!  You can get the game and just use cardboard standees, but I would strongly recommend getting the miniatures! See above!! They are so well done, with the different bases, the beautiful sculpts, the different colors to highlight the different types!  I feel like they really made the game feel more thematic.  The minis add to the cost of the game (as you buy them separately), but I think in this case, they were worth it.

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Combat Mechanism! The combat mechanism of choosing a card, then choosing where to put it, then choosing a row or column to activate is so cool!   Your choices affect your current turn as well as future turns!! This mechanism is at the core of the game, and it makes you feel like you have choices at all times!

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Well-done Monsters! The monsters are pretty easy to run (modulo one problem, see below)!  The cards clearly specify what to do, the bases clearly denote which monster is which, and it’s pretty quick to set-up a game!  Heck, I spent more time putting plastic bases on monster minis than I did setting up the cards!  It really is easy and quick to SET-UP and RUN the monsters!

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Not too much Randomness!  I was very worried that there would be too much randomness with dice deciding combat … but here’s the thing, there’s not that much randomness!  There is usually at least one hit per die and sometimes your focus shows (which means you may have to spend focus if you want extra hits).  See the dice above! If you roll XXX dice, you will probably get about XXX hits!  If you have extra focus to spend, or some special abilities, or flanking (see below), you may need much better!  It’s like having a baseline of hits, and you choose (by having focus, or flanking) if you need to do better!  I really like this system!   I usually dislike the randomness of dice, but how it’s done here works for me!

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Easy-to-Read! The components are well-labelled, bright, and have very easy-to-discern icons!  This game is very intuitive and easy to read!

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The Components!  The components (even if you don’t get the miniatures ) are fantastic!!  The dual-book system solves the spiral middle problem, the cards are linen finished, the dice are clear and beautiful, and the cardboard components are well-done … just overall the components are a joy!

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Cooperation and Agency!  The game has many many ways to encourage cooperation, but still allow each character to have their own agency.   The card choice mechanism is very intense and full of choice; players are allowed to coordinate if they like (there are no silly communication limits)!!  Players must decide who goes after what!   Players must decide if it makes sense to flank!  But, you can’t really Alpha Player the game because each deck is so different, and frankly, each character is so involved (in a good way) to run!  Players will have intense agency on their turn to operate their character, while still having to work together to come up with a plan!  And that flanking mechanism I think really encourages finer cooperation: it’s so good to gain advantage, you just need to!

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Loot 2.0!  In some ways, Tidal Blades 2 feels like it should be called Gloomhaven 2.0.   One of the things we house ruled in Gloomhaven was the Loot Rule (see discussion here: Top Seven House Rule for Cooperative Games).  Basically, stopping to pick up  loot  takes you out of the flow as you have to stop and use actual resources to do that.  The nice thing in Tidal Blades 2 is that you can a free action every turn to “interact” with one item!  So, maybe you can’t pick up three pieces of fruit or five rewards, but you can move by something and pick it up without needing to spend one of your precious actions.  Granted, you may still have to spend movement, but usually a reward (when you kill an enemy) comes out right next to you, and you just pick it up!  We enjoyed this free interaction SO MUCH more than Loot in Gloomhaven!

What I Didn’t Like

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Wait, What Am I Unfolding?  I love story in my games (it’s why I like Astro Knights: Eternity better than the original … it has a compelling story!!), but the story and the writing here feels … forced and a little turgid.   And I like story!   But it felt like Tidal Blades 2 were trying to hard to have their own “surfer-techno” lingo, and it just didn’t work for me.   I tended to just skim over the exposition and head straight into the scenarios.

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Enemy Movement:  As easy as the monsters are to set-up and operate, the AI for the monsters movement is a little weak.  There’s some nonsense about “clockwise heading north” in the case of ties, but the description in the text and the picture don’t match (for me anyways).   In the end, the final rule for specifying things is done using “Fastest Initiative”: the character with the fastest initiative is the tie-breaker … that tended to be my goto rule!  Many times, that was the tie-breaker (when it was really unclear) for us because it just make things easier.  Otherwise, the enemy movement phase becomes an overwrought “look at all possibilities”, which isn’t fun.  Gloomhaven did a better job at specifying the enemy AI, but at the cost of more rules.

The AI basically works, but if you focus too much on it, the game can become overwrought.  I worry that zealots for rules will make playing this less fun as you spend the entire game getting the AI rules “just right”.  And that’s fine if that’s what you want, but I think most people won’t love that.  Just play the game; it’s good!

Bases didn’t Work? Some of the mutant bases didn’t quite work: the miniature just kind of “slipped” out the base: see the video above.  It wasn’t all the mutant bases, and most of them worked, but it was weird that some of them didn’t work!

Reactions

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Rich: This is probably a Top Ten Game of the year, both solo and cooperatively! I am keeping my solo campaign alive as I still venture cooperatively with my friends!  There is just so much to like!  This feels like the next evolution of Gloomhaven!  This is a 9.5/10 for me. I just wish the AI was better and the story was better: that’s what keeps it from a 10/10.
Sara: I really liked it! Let’s keep on playing it!  It’s probably a 7 for me!
Andrew: Ya! Let’s keep playing it! A 6.5 or 7 for me!
Teresa: I loved the minis and how the game worked, 7 or 8 for me! It was like a better Gloomhaven, and not nearly as dark!

Conclusion

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Tidal Blades 2: Rise of the Unfolders is a fantastic game!  I still am not quite sure what we are unfolding (I think we are unfolding space and time), but there are so many things to love in this campaign miniatures skirmish game!   The components are first-class, the miniatures are stellar, the cards are easy-to-read and intuitive, the combat system has so many great choices, the leveling up is fun, and the campaign is really interesting! In some ways, Tidal Blades 2 is the next evolution of Gloomhaven as Tidal Blades 2  evolves the map book ideas, the Loot rules, and the combat with the row/column mechanism!

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The card “activate column/row” mechanism works so well, that I think it elevates the game significantly.  It’s such a unique mechanism and makes the player feel like they can do so much! I expect to see this mechanism in upcoming games because it just works so well.

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This is a 9.5/10 for me, with my group rating in highly with 7s and 8s as well. This will make our Top 10 Solo Games of 2024 and the Top 10 Cooperative Games of 2024!  

A Review of Valroc and The Cooperative Expansion: The Legend of Aquiny

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I wasn’t sure if I wanted to pick up Valroc.  It was on Kickstarter again in September 2022: see here.  This second Kickstarter offered the base game and a cooperative expansion called Valroc: The Legend of Aquiny

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The base game is a fully competitive drafting and worker placement game (with a solo mode).  See back of the base game above.

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The expansion (The Legend of Aquiny) promises a fully cooperative mode with lots of envelopes to open!  Ooooh fun! See above.

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The Valroc Kickstarter promised delivery in September 2023, but it ended up delivering in April 2024 sometime. See above.  For a Kickstarter, 6 months late isn’t bad.

Let’s take a look at this game!

Unboxing The Base Game

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The base game is a fairly normal sized box: see Coke can above for perspective.

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The game comes with a nice board: this board is for the worker placement part of the game.

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There’s a lot of buying of things and acquiring of money: I ended up getting the metal coins (called Vals) which are quite nice.  The money is used to help you stuff in your worker placement phase.

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This game is all about buying of the creatures in the game: see a bunch above (You have to get 6 to invoke the competitive endgame).   The right hand side of the card are all the resource prerequisites needed to acquire the creature.

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There’s a lot of colored cubes and meeples: 4 colors for the 4 different players.

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There’s a bunch of multi-use Action cards: see above. These same cards are used for digging, offerings, and training.  The section of the card you use depends on the activity; the cards are nice enough. 

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The components are all quite nice and consistent.  Probably my favorites pieces in the game are the dual-layer player boards: see above.

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In general, I think these guys did a great job with the production.  I thought the game looked really nice! See above!

Rulebook for Base Game

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The rule book was okay.

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It’s a little too big of The Chair Test (maybe a C+), but I can still read it.  At least it stays open and the font is readable. There’s a lot of white space: this could have easily been a smaller form factor to fit better on the chair next to me.

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I was grumpy that there was no correlating pictures with the list of components.  The rulebook can “sorta” get away with that because there’s not too many components in the game.  I think, since this is a dual-language game (I think French and English), everything is labelled with abstract symbols, which was a little frustrating until you got used to it.

The set-up was decent, although they interspersed NUMBERS and LETTERS???  Each step should have been marked with one or the other: I found this unintuitive.  A couple of steps had multiple things exposed, which is why mixed NUMBERS for the steps and LETTERS for the items, but I felt like this would have been better served by having JUST numbers.  I think there were trying to do double duty and have the components list and set-up on only one pages.   I would have rather had the first 2 pages (which had ONLY a picture and some flavor test) list the components and then had the set-up steps be NUMBERS and labelled with NUMBERS.

Regardless, I was able to figure out what was going on.

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I was also grumpy because the rules specify special set-up for 2 and 3 players .. what about the solo game?  Nope, you gotta wait for that … (so I can’t set-up the solo game just yet?)

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There’s a very very nice list of creature cards to se for your first game.  

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The rules were okay.  It’s very clear this game was originally a competitive game and the solo and cooperative modes were grafted on: Everything about this rulebook puts the competitive mode first and foremost. 

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Later in the rulebook (why aren’t the pages numbered?) they finally have rules for the solo mode.  So, they are in there, but only after elaborating the competitive game.

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There’s some nice explanations of symbols: see above.

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The back cover has something called the Archmages path … which is really only useful to the solo player (see solo discussion in a later section below).

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There is no index and this game really needs one!  Boo!  But there is a further elaboration of many of the cards later in the rulebook.

The rulebook was probably best for the competitive mode: first and foremost, this is a competitive game.    The lack of an index really hurt this game, because I was frequently trying to look up rules in the game, and I struggled to find things.  

The rulebook taught the game decently: I was able to learn the game from the rulebook.

Gameplay

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Each player takes the role of a mage in the game. There’s no different deck or asymmetric powers: the mage color is used only to disambiguate players.

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Each player starts the game with 3 worker placement tokens: left-to-right above: the assistant (tiny one), Wizard (hat), and Mercenary (nun hat?).   Each wizard also has resources: Fire, Water, Earth, and Air.   The mage himself slowly grows his resources in the game so he can acquire the creatures.

There’s also some MP (magic points in blue) that are used for many operations in the game.

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Money is also an important resource the game: each player starts with 3 Vals.  

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After you choose your Mage, you set-up for getting Creatures to acquire.  If you playing competitive, you draft (7 Wonders style) the creatures.  If you are playing solo or cooperative, you set-up a “river” of creatures (see above).

Either way, these represent the creature you can acquire: the resource prerequisites are on the right side of the creature cards.

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The rest of the game is Worker Placement!  Players place their workers at one of the 8 spaces on the board (see above).  Some spaces can ONLY be used by the Wizard, some spaces can only be used by NOT the Wizard!  If you make an offering, you can also get the Monk worker for one round.

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The players continue to play until they get to the endgame!   The solo, cooperative, and competitive games all have different ending conditions.  

But at its core, this is a worker placement game. Players manage money, MP, resources, creatures, their workers, and try to make the best tradeoffs they can.

Solo Game

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Valroc does have a solo mode (thank you for following Saunders’ Law)!  My first play of a new games is almost always a solo game, as I have to learn the game to teach my friends!

Unfortunately, the solo mode seems to be less well-described in the rulebook. 

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The pages describing the solo mode are full of text with almost no pictures (see above). I really struggled to get the solo mode going, especially the Offering phase.  There’s a LOT of rules changes for the solo mode, and I don’t think two pages was quite enough to cover everything.  Or at least, the solo rules needed some more elaborations.

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I was able to get through a solo game to see how everything worked.

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Instead of a drafting phase, creatures can only be acquired from the River (see above) … there is no drafting in the solo mode.

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At it’s core the solo mode is basically the 2-Player mode, with a solo deck of cards controlling the second (opposing) player.  See above: the solo card tells you where to place the “opposing” players worker pawns. It’s basically an automata placing pawns to simulate “blocking” you.

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The solo mode did work: I was able to play a learning game to get most of the concepts in the game so I could teach my friends.

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I had three major problems with the solo mode.

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One, it’s not quite the same as the competitive mode.  What do I mean by that?  For my purposes, I learn the solo game to play that game with my friends. The more”different” the solo mode is from the base game, the less useful it is for me.  The solo mode, although it introduced a lot of ideas of Valroc, was different enough in rules to be frustrating.  A bunch of rules had to change to play solo, so it was harder to switch gears that to the base game.

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Two, the solo mode was exhausting: see above as it takes over the table!!  The solo player has to do everything, including playing the second opposing player! And the rules for the second opposing player are different than your rules.  So, I frequently had to stop and discern “What does it mean when the opposing player goes there versus when I go there?” I found the solo mode to be a lot of upkeep work, as I placed my workers, the opposing players workers, all the while trying to lookup rules differences.

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Third, the solo mode “win” condition is not very satisfying … it is not a win condition but a CAMPAIGN win condition?   You have to play 8 to 10 FULL GAMES and try to get as many checks on the Archmages path (the chart on the back of the rulebook: see above).  At first, I thought that was a misprint!  Surely, they can’t mean you need to play 8 to 10 FULL GAMES to “win”?  In other words, you can’t just play a single solo game for fun to see if you win … a win is described ONLY as a result of a 8 to 10 game campaign!!!  If there was a more meaningful “single solo play” win condition, I might like the solo game more, but I don’t want to feel like I am tethered to a 8 to 10 FULL GAME CAMPAIGN to enjoy this!   

I liked the solo mode well enough, and it taught me most of the game basics, but as an entry point into the Valroc universe, it could have been significantly better.

Competitive Mode

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At its core, I think Valroc is best as a competitive Worker Placement game.  The rulebook puts the Victory point/Worker Placement game first … because I suspect that’s how it was developed.

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The core drafting phase is kind of fun: this sort of reminds of many competitive games like Res Arcana or Seasons where players draft at the start of the game to get the initial game going.

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The competitive game isn’t too cut-throat: it tends to be more multi-player solo, where each player does his own thing (unless we get in each others way).  There were a few take-that cards and mechanisms in the game (mostly in the Dark Magic area, and the University area with the Lessons cards), but they only came out occasionally.  I would probably consider taking the take-that cards out of the game: none of my groups particularly like that aspect.

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The funnest part of this game is trying to balance all your resources (Vals, Fire/Earth/Water/Air, Magic Points, Creatures) to maximize your victory points at the end of the game. How do you place your workers to get the best results for yourself while steering your opponent(s) away? 

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I feel like this game is best for people who like Seven Wonders and Lords of Waterdeep: the drafting is fun to set-up the game, and the worker placement is fairly straight-forward like Lords of Waterdeep.

Sam texted me after we played through the competitive game: He said something like:

Valroc reminds me a lot of Res Arcana.  The drafting in the beginning, the resources, and such make me feel that people who like Res Arcana might like this game”.

The Legends of Aquiny Unboxing

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The cooperative mode was the reason I picked up this Kickstarter. It’s a full box with a “whole new game mode” for playing Valroc cooperatively!

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This is obviously a campaign cooperative mode.  Look at all those cool envelopes!  My group and I were excited for this … we were looking forward to opening the envelopes!  What do we get??

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The Adventure book (above) outlines the campaign and the rulebook (below) describes the changes.

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Basically, this is a campaign over 10 Chapters … see above.

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We look forward to these envelopes!

Cooperative Play

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We were all excited for the cooperative play!  The cooperative play appeared to be a real full expansion!   Remember when we got a cooperative expansion for Thunderstone Quest!? It was its own thing!

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Unfortunately, the cooperative game didn’t go well.  My friends did not enjoy this at all.

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First of all, my friends hated the Limited Communication.  You can only communicate in the Communications phases (see rules above).  You could be standing next to each other in the Arena or any place on the board, but you still can’t talk!   I might take a creature from the river that my friend wanted and he couldn’t say anything!

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There’s the notion of a Communication token (which you can use ONCE per game), but even that didn’t feel like enough communication.

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It just felt like we took our turns in silence as we played.  We even “narrated” our turns just to break the silence.  

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We also didn’t like how slow the upgrade path was.  Remember those cool envelopes?  Finishing a chapter in the campaign made it so we could open an envelope! COOL!  … but only one player could upgrade??? And you were told which character!!!   So, the next chapter would have one character being stronger … and no one else would be …  It wasn’t fun for the rest of the players.  I looked at a few more envelopes … it was more of the the same.  We all said the same thing: Lame.  We ALL want to upgraded every adventure!!

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The cooperative rules were okay.  They worked.  

Me and my friends didn’t like the cooperative rules.  The cooperative rules felt grafted on: they didn’t seem to enough of the fundamental change needed to make Valroc feel cooperative. 

Communications Limitations

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Recall that we just ended up “ignoring” a lot of the communication limitations in Hacktivity  weeks ago … because it didn’t seem like a big deal.  Hacktivity is a lighter game, and having real communication made the game more fun!!   Here in Legends of Aquiny … it felt like breaking this limitation would break the game.  I don’t know, we did NOT like this limitation.  Our turns were couched in silence.

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A lot of time, Communications Limitations feel like a “crutch” designers use:

“You can make a game cooperative by just adding Communications Limitations!!  Just play the game cooperatively but you can’t talk!” 

The typical justification is that, by limiting communications in cooperative games:

 1. You can get rid of the Alpha Player: the Alpha Player can’t tell you what to do if he can’t talk!

2. You can avoid analysis paralysis: If you can’t talk, you can’t talk with each other to over-analyze

3. You can shorten the game: the game is quicker if you can’t talk!

Here’s the thing: I want to talk to my friends!  If it means I am enjoying the game by discussing things with my friends, I am okay with that.  If my friends want to find a better and optimal path, sure, let’s over-analyze  a little!  At least I am engaged and talking with my friends as opposed to sitting in silence as we play!

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One of my friends (I forget who) made this brilliant observation:

Limited Communication may actually cause analysis paralysis as you try to guess and figure what each other player might do! If they can tell you what they can do, that gets rid of the extra analysis!”

I think they are onto something: Limited Communication can cause the same Analysis Paralysis they are trying to get rid of!

In the end, my friends and I prefer cooperative games without Limited Communication.  Limited Communication is just less fun.

Conclusion

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Valroc seems best as a competitive worker placement game for 2-4 players: it feels as that as how it was first designed and how it plays best.  If you like Res Arcana, Seven Wonders, or Lords of Waterdeep, this might be a good game for you. This is probably a 6.5/10 or 7/10.

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The solo mode is okay and works, but there’s too much upkeep per turn, the win condition is not satisfying (it requires a 8 to 10 game campaign), and the rules seem less well-described in the rulebook.  The solo mode is probably a 5.5/10.  With a few tweaks (give me better descriptions in the rulebook and a more satisfying single game win), this could get a better score: I would welcome a second edition for the solo mode.  The rulebook does teach most of the principles of the game if you want to try it solo.

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If you, like me, you picked up Valroc (and the expansion) for the cooperative game, I think you will be deeply unsatisfied.  Legends of Aquiny feels very much like a grafted-on cooperative mode: the limited communication feels stifling and the upgrade path in the envelopes is too slow.  I can’t recommend the cooperative game.  It worked as a game, but it wasn’t fun.  My group would probably give it a 4/10 overall: they did not have fun and they did not want to continue playing.  

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Valroc seems best as the base game: a competitive worker placement game.

Endeavor Deep Sea: A Review of the Solo and Cooperative Modes

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Endeavor Deep Sea is a worker placement game from Kickstarter: it was originally up for funding back in May 2023 and promised delivery in May 2024.

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My Kickstarter copy arrived October 1st, 2024 (see above) making it about 5 months late.  Meh, that’s not too late in the grand scheme of Kickstarters.

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I backed this because it is a worker placement game promising both solo and cooperative modes!  That’s right!  Cooperative worker placement games are a rare creature, so I was excited to see what this would bring! (How many can you think of?  Exactly!)

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Let’s take a look below!

Unboxing and Gameplay

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So, my version is the deluxe version (see above: I had to pay extra for that).  Anything you see here will be from the deluxe version: mostly, the deluxe version has nicer components and adds a 5th player.

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This is a pretty big mamba-jamba!  Look how the Coke can is dwarfed by the box!

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There is a LOT of stuff in this box!  See above!  The easiest way to take a look at it is to talk about gameplay and show the pieces as we do, so you can see how everything (so much stuff!) interacts!

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There’s 5 “teams” in the game: each player chooses one of them to operate.  (They are all the same except for the color: there’s no special powers or anything).  Each team has a whole bunch of tokens in their little trays.

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The circular tokens are the worker player disks: these go out to “do actions”.  The hexagonal tokens are special tokens that go on the Impact Board (we’ll discuss more below).  Each team also has a Specialist called the Team Leader … they are a Jack-Of-All-Trades: they can do any of the actions in the game!

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As the game progresses, you acquire more and more Specialists: see above.  Basically, you place a circular “worker placement” token (see above) on a Specialist to activate their ability!  Notice that each of the Specialists can only do certain things!  The Skipper can only MOVE!  The Underwater Photographer can either DIVE or JOURNAL!    So, your choice of Specialists is important, as it shapes what you can do!

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The Specialists come from a special tray (no pun intended).  It’s nice, because at the start of every turn, each player gets a Specialist, no matter what!  So, as the game progresses, players get more and more Specialists to activate with the “worker placement” tokens.

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There’s some real interesting things going on with worker placement in this game!  For example, the “worker placement” tokens tend to placed out in pairs!  Also, you can only do an operation (like DIVE or JOURNAL) if your sub is on a Deep Sea Zone with that action on that board!

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For example: Let’s say you want to JOURNAL!  See configuration above!
1) Your sub has to be on a zone with a JOURNAL action (it is: the sub is in the upper portion)
2) One of  your Specialists would have to have the JOURNAL action as something they can do (the Team Leader can do anything, so he can JOURNAL!)
3) You place one token on the Specialist AND one token on the JOURNAL action on the board! (We have enough tokens: one to activate the Specialist and one to put in the JOURNAL action on the board)

This is a little different than most worker placement games … it took me a game a few rounds to get the gist: some of your worker placement tokens go onto the board and never come back!   The idea is that your tokens on the sea boards score you victory points/achieve some goal.

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For example, in the cooperative solo game, you might need to get 5 JOURNALS on the board!  See GOAL 2 above!  So, that’s why one of your worker placement tokens stays on the board: to denote progress for those Goals!

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Now, lest you think you run out of these tokens quickly, never fear!!! These worker placement tokens are both created (from your supply) and reclaimed  (from your Specialists) every turn!  But it’s your player board determines the rate you get more tokens!

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Each player gets a board like above (all boards are the same except for color; there are no special abilities).  The 5 tracks above help determined the rate of many things!! The higher the track the better!

  1. Orange Bubble: How good a Specialist can you recruit? (Reputation track)
  2. Green Light Bulb: How many worker placement tokens do you create this round? (Inspiration Track)
  3. Yellow Arrow: How many worker placement tokens can you reclaim for specialists this round? (Coordination Track)
  4. Blue Puzzle Piece: How fast can your sub move/How many Subs do you have? (Ingenuity Track)
  5. Black DNA: Research Track … How much Research do you have so you can JOURNAL?

At the start of every turn, you will gain a Specialist, create some worker placement tokens, and reclaim some of them from your Specialists.  

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Once you have all tokens for this round, you put all your tokens in your Staging Area … and you are ready to go for your turn!  Players play an action one at a time, and play until they want to, are out of tokens, or out of Specialists!  Many times, you will find you have more tokens that Specialists that can use them …

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And that is the worker placement part of the game!  Using worker placement, New Zones come out, players explore, players journal, they dive, they conserve, they explore the deep sea! See above for what a completed game might look like, both with new Zones explored, worker placement tokens everywhere, and a bunch of journals!

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There’s significantly more to this game, but it’s got such a different worker placement feel, I wanted to go over that part a little!  I really do like the components! 

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When the seascape is all explored, it looks really cool! 

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Everything is very readable and the trays make it so easy to jump into a game!

Rulebook

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The rulebook has good points and bad points: generally, it’s pretty good.

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It’s does well enough on The Chair Test: it opens up without drooping too much, it stays open, the fonts are big enough, and there are plenty of pictures. It’s about a solid B+ on The Chair Test.

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The front page jumps right into the overall game: it does a nice job “introducing” you to concepts that will permeate the game!  I also like how it mentions there are several ways to play the game! (Play Against your friends, or With them, or without them!)

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The Components pages are pretty great: they show all the components and show the fronts and backs of cards and Specialists.  This is well done.  See above.

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The Set-Up is good.  See above: It shows pictures of everything and has easy-to-read annotations.  I had no trouble getting set-up!

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Generally, this rulebook is very concise.  This is both boon and bane: it keeps the rulebook shorter (which makes it easier to peruse and get through) and generally clear, but there are several places where a few sentences would go a long way.    My friend Sam actually knocked a full half-point of of the score because it was too concise in a few rules!

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One such example of this is the cooperative rules (the last page), where it’s not clear that little blue bubble is considered an optional one of the 7 goals you can achieve!  It clearly looks you must achieve it as well as the other goals … but the more you stare at the components, the rules, and the game, you have to conclude that it has to be optional, or the game is too hard.  A sentence saying “The Impact Mission Goal is one of the optional 7 goals” would have done wonders for my first few solo games.

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This is a pretty good rulebook overall, it just needs a few more edge cases defined and few more sentences for clarification.  Honestly, I really like this game, but this is one of my major complaints.  Concision and precision are worthwhile goals, but not at the cost of clarity.

There is also no index.  Or Table of Contents. You pretty much have to go searching linearly for rules when you need to find them.   This is a big enough game that I think a Glossary or Index would have helped a lot.  

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This is a generally pretty good rulebook, so I don’t want you to think I didn’t like it…. I did like it!!  It has lots of good examples, lots of good pictures, and it teaches the game pretty well.  But the lack of index and lack of some extra clarity were frustrating.   It was pretty good, but it could have easily been a great rulebook.

Solo Play

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Endeavor Deep Sea does support solo play!  Congratulations for following Saunders’ Law!

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All of the solo rules (and cooperative rules) are found on the last page of the rulebook. The rules SAY  there’s only one real change between Solo and Co-operative rules: The Solo player plays 7 rounds instead of 6 rounds… that’s it!!  That’s great!  … well, that’s what the rules SAY … but the solo and cooperative rules really do change the game more!  Instead of victory points, players are trying collectively complete some goals, (and must choose from 7 goals to complete).  The basic rules stay the same, but the victory conditions are VASTLY different!   The game feels very different in solo/cooperative mode, so I don’t 100% buy “only 1 change”. But generally, that’s true.

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Nominally, this is a competitive worker placement game FIRST (as the competitive rules come first), but there’s not too many changes to make the game solo/cooperative.  

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The competitive game is all about victory points on the goal cards (see above)!  But, the cooperative game (and solo) is all about working together to achieve (collectively) a certain number of Goals … 4-7 Goals, depending on your difficulty.  For example, for GOAL 2 (above) JOURNALing, the 1P needs to do 5+ JOURNALS to “achieve” the goal, but 2P need (collectively) 8+ JOURNALS!

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Each scenario you choose will have 3 unchanging goals (as per the scenario) …

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… and then bonus goals you draw (4 in the solo game) …

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.. and finally the Impact Sheet goal!!  (This was the goal we complained about in the rulebook section, which was unclear that it was one of the OPTIONAL goals!)

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You get to choose which of the Goals you want to try to achieve, but you can change you mind mid-game as the game evolves!

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I have currently played about 4+ solo games!  I played two with the starting Scenario, and a few others to get a sense of what other Scenarios do!  I had to play one full game to “get” the game, but after that, the game flows pretty quickly!

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I like this game!  There are about 10 Scenarios, so there is a lot of variability to extend the life of the game.  And the game plays fairly quickly: with only 7 rounds, you find yourself running out of time quickly!  So, your turns are fairly thinky as you try to take the best advantage of the Specialists you have, how to advance your tracks, when to explore, when to move, when to JOURNAL, when to dive, and what regions to explore! 

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This game has a really neat “explore” feel as you SONAR to find new regions of the sea to explore!  But, even cooler, you get to choose which of 2 regions to bring forth!  And each region has different bonuses when discovered! And different special abilities!  And different new Locations!  Remember, Locations get “filled” as you play, so you absolutely have the explore to open up new regions and new Worker Placement Locations!!!  So, you have to balance “Well, I like the bonus I get if I discover this region, but we need these spaces to win!  Which do I choose?”    Every thing you do involves some kind of choice which affects your game!

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I had a really nice time playing this solo.  The plays pretty well once you’ve played it solo.  And you can absolutely teach your friends the game quickly once you know it.

I would absolutely play this again solo.

Two Players

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Sam and I had a good time playing 2-Player.  Because of my solo experiences, I was able to teach the game quickly, and we jumped right in!

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There was a good balance of cooperation and solo agency in the game: every one did what they wanted on their turn, but there was discussion about what Zones to bring out, what Journals to do, what Specialists to focus on.  I don’t think there would be a lot of Alpha Player problems in this game, as each player still has agency.

Generally, the 2-Player game went … swimmingly (pun intended).

The only real problems were more with the rules: both Sam and I felt like the edge cases and some of the cooperative Goals needed more explanation.  Since this is a competitive game first, the co-op explanations get the lesser explanation.

3-4 Player Games

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The three and four player cooperative games went over quite well.

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The only real problems of the 3 and 4-Player game was the downtime between turns.  In the solo and 2-Player games, the game moves much more quickly as the turns bounce back and forth quickly.  In the 4-Player game especially, sometimes it felt you did have to wait a long time for your turn to come around.  There is some analysis paralysis in this game, as you try to find the right Specialists, right actions, and so on, so they gets multiplied out.   This isn’t as bad as you might think because the game is still cooperative—while your friends are thinking, you can be talking about strategies with others, plans on your turn, and generally communicate.   Luckily, there are no communication limitations in this game!  So, even when someone might be taking a longer turn, players can still talk!  

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Another possible negative was that the game was pretty multiplayer solitaire.  Sure, players could talk freely, but none of the actions of the game “really” help others … (some of the Journals help all the other players, but those are few and far-between); mostly, each player is trying to do the best they can on their turn, while trying to keep the cooperative goals in mind. I am not sure that’s too big of a negative, because the multi-player solitaire keeps everyone involved on their own turn.    Even when someone is taking a longer turn, there are still cooperativ things the other players can talk about.

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Generally, the balance of the multiplayer solitaire and the longer turns seemed to balance out: players were either thinking about their own turns or talking to each other about the cooperative goals.   There did seem to be less cooperation and more multiplayer solitaire in the 3 and 4-Player game than the 2-Player game.  Nevertheless, it still seemed to work fine.  Everyone had a good time.

What I Liked

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Exploration: I liked exploring the seas!  It’s a real interesting phenomena in a worker placement game that you have to explore to bring out more location because you keep using them up!  The exploration worked really well because you got to CHOOSE which of 2 tiles comes out!  That choice kept me more involved and interested in the game.

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Components: The components are generally very high quality and easy-to-read.  I liked that the tokens were in a token box … it was so easy to set-up!  I don’t think this game will win best components of the year or anything like that, but I liked what I saw and everything was easy to read. 

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Seas: I did like the look of the seas once you had explored a lot.

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Worker Placement Mechanism: The fact that the worker placement is so different in this game really elevated the play (you have to be in a Location with an open spot, and you have to have a Specialist that can do that action, and tokens are typically placed in pairs).  But it also felt very thematic to the game, with the Specialists!!! Also the fact that worker placement worked so well in a solo, and more impressively, in a cooperative game really made this stand out.

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Variability: There’s quite a bit of gameplay to be had between the variability of the Scenarios, the Zones, the expansions (which were included with our copy), the many Goals, and all the little touches in the game!    That really extends the life of the game.

Continue reading “Endeavor Deep Sea: A Review of the Solo and Cooperative Modes”

YANG: Yet Another Nature Game. A Review of the Cooperative Nature Deck-Building Game Ecosfera

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Ecosfera (Eco sfera as implied by the cover) was a game on Kickstarter in April 2023: See here.

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This is a cooperative deck-builder with a few push-your-luck elements. This is also a nature themed game! Nature is a very hot theme for games right right, so I call this Yet Another Nature Game (YANG). Many nature games are competitive, so this stands out as a cooperative YANG.

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This is a game intended for 1-4 players, ages 8+. The intended time is 45-60 minutes, which is about right, but see more discussion below.

Let’s take a look!

Unboxing and Gameplay

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Ecosfera is a smaller box game: see Coke Can above for scale.

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Ecosfera is mostly a card game, but it also has a lot of punch out tokens: see above.

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This is a deck-builder with three different “currencies” of buying.  Elements buy plants, plants buy animals, and animals buy biomes.  See the offering of elements, plants, and animals above!

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The base currency is the elements: the multi-colored cards above are also multi-labelled cards to avoid color-blind issues.  These elements can only buy plants.

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See two plants above: notice the element symbols on the BOTTOM of the cards. You can only buy a plant if you have the elements (we need two winds to buy the Papever radictum). You can be missing one element and still buy a plant … if so, you get that extra missing element for free into your hand. You’ll also notice the symbols at the TOP of the cards: these are the currency for buying the next level: animals.

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Animals can ONLY be bought if you have two plants with matching symbols on that animal!  Again, the cost to buy animals is on the BOTTOM of the card.   Using the two plants from above, we can buy a Penguin, because we have two of the Tundrus symbol!

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Finally, the animals buy biomes.  If you have two animals sharing some biomes, you can immediately spend them to buy the overlapping biomes!  Using the penguin and the lizard above, we can acquire the Aquaticus biome since the animals share that!

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If you make all biomes, you win!

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Along the way, many things can go wrong: you can get the Disaster cards (see above: the different symbols mean nothing)! These cards clog your deck, preventing you from buying things along the way!

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If you can’t buy anything on your turn (either a plant or animal or biome), you get a Disaster card in your deck. By itself, the Disaster card doesn’t do anything: it clogs your deck mostly.

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But, if you ever get 3 Disasters in your hand (see above) …

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… your turn immediately ends and you get an Extinction Tile! (If you get 4 Disasters, you immediately get 3 Extinction Tiles!)

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If you ever get 7 Extinction Tiles, you lose!

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Along the way, each Player gets some tokens to help them.  The Plus (+) can be spent to pull an extra card, the Star (*) can be spent to refresh a line of cards (to get better buy options), and the Arrow is the most important symbol in the entire game: you can use it to move cards to other players OR to cull cards (ya, but you can’t EVER cull Disaster card).

These are one-time usage, however, you do refresh them every time you have an animal pair that matches a biome in your hand.  (So even if you can’t buy a new biome, you can still refresh your tokens).

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You’ll notice that some of the cards ALSO have these symbols: you can choose to use these symbols from your hand as well! (Only one OR the other)
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To help remind you which cards have been used, the game provides some leaf reminders: see above as we use to remind ourselves that we used the + and can’t use that card again.

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This game is quite lovely to look at: the art and tokens are easy to read, and cards are a very nice linen-finish.  In all my game groups and plays, the players commented on how nice the art on the cards is.   This is a beautiful production.

Rulebook

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The rulebook was okay.  It looks a bit daunting because it’s very thick, but it also have 4 translations in it.  It only take about 9 pages to get the rules across.

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Although the rulebook works fairly well on the chair next to me, and the font is a decent sized, I was slightly annoyed that I had to hold the rulebook open many times! I want my rulebook to lay open on the chair next to:  this ventures into C territory for The Chair Test, but since I can “break the spine” to get the rulebook to stay open, I’ll give this a B- on The Chair Test.

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The set-up and components were fairly well-notated on the first two pages.  This allowed me to jump in fairly quickly, which was nice.

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The rules had some nice pictures showing how the game flows and plays (see above).

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I felt like some of the organization was a little off: they spent precious space showing simple rules, but then failed to elaborate more complex rules in a few places. 

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The rulebook was fine: it taught the game, but sometimes you will have to go hunting for a rule.

I won’t ding this for the lack of an index because it is a pretty simple game overall; it doesn’t need one.

Player Count

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More than any other game I have played in some time, the Player Count matters for this game.  It’s either a slog of playing of cards that play themselves, or a dynamic event! 

Solo Game

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This game does support solo play (see top of page 10): Thank you for following Saunders’ Law and giving us a solo mode. The only real difference is that the Arrow symbol means that you can’t share cards with anyone else (you can still cull), you can only share with yourself and give yourself an extra card.

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See above as I have a solo game set-up!  The solo mode does allow you to learn the game: I have played this game quite a bit solo.

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My first solo game was a slog and I hated the game. What am I missing? I found this thread on BoardGameGeek where someone else had the same experience: What Am I Missing? Armed with that information, I tried again and did a little better.

The most important thing you learn from a few games is that the Arrow symbol is critical.

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The major problem with solo mode is that your deck just builds and builds (see how huge my solo deck is) and many times you feel you have no agency!   You just draw cards and hope you get the cards you need.  You can either do something or not.  That’s it.  The game feels like it plays itself!!!  If you have used all your tokens, well, it’s even less fun.  Right now, the solo game hovers at a 4/10 for me.  (I will revisit this below)

I had enough information to teach my friends AND emphasize the Arrow. Maybe the game works better with more people?

Two Player

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Sam came over and we gave it a a try: I made sure to emphasize the Arrow symbol and that we needed to talk.

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The game went a little better as we tried to be intelligent about the use our symbols. Again, the most important feature is to use Arrow to share cards at the right times.

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The decks still got pretty big (see above), and many turns had nothing happen as we acquired Disaster after Disaster. See below.

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We started to see a little more strategy: maybe it made sense to move a card to my compatriot, maybe it made sense to cull this card.  There was more sharing as we tried to help each other.

In the end, we won, and there was some sharing.  And there was some discussion.  And there was some strategizing.  But there were a whole lot of turns where nothing happened and we just acquired a Disaster.   During those turns, it just felts like the game was playing itself.

In the end, Sam gave the 2-Player game about a 6/10.  I was a little more down on the game after my solo play and I gave it a 5.5/10.    The decks got huge, and there were still a lot of turns where nothing happened, but we saw a glimmer of the sharing and strategy.

3- Player and 4-Player

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We saw, in the first 3-Player game that this game CAN be fun!  As long as you use all the symbols on the cards, and try to use the Arrows to move and cull cards, and communicate and cooperate, the game feels like you have agency!

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The difference between a solo/duo game and a 3 to 4-Player game is the number of opportunities!  More players means more opportunities to share resources smartly!

“I can share this card, but Sara doesn’t have any animals.  AH!  But Andrew does! I’ll share this with him so we can get the last biome!” 

All of a sudden, people are looking around the table for opportunities to share!  People are talking, people are communicating, people are cooperating!  

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The 3 and 4-Player game is fun!  As long as you exploit the shared opportunities, this game can be quite fun!  My friends all had fun and wanted to play again.  

I mentioned the problems with  solo and duo play, and my friends said “There’s just more opportunities to be smart with more players!”

Be aware, if you are looking for a game that is good as a multiplayer solo game, this isn’t the game for you!  If you play Ecosfera like multiplayer solitaire (no one really works together and everyone just plays by themselves), Ecosfera will have all the problems of the solo game … and it won’t be fun.  In order to truly enjoy this game, you need 3 or 4 players with a group that will engage with each other! 

You need to have opportunities to share.  You also need to strategize to use those opportunities well.  There’s a lot more of this in the 3 and 4-player game.

Conclusion

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If you are looking for a solo game, I can’t recommend this game: although the solo game is good enough to teach the game, it leaves a bad taste in the mouth that this game plays itself.  It’s about 4.5/10 at a solo play because it just barely works.

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Even a 2-Player game isn’t quite right: there’s not enough quite opportunities for intelligent sharing; the game still feels like it’s playing itself too much of the time.  It’s better at 2-Player than solo (maybe a 5.5 or 6/10), but I still can’t recommend it.

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It’s not until you get to 3 or 4 players together that this game opens up and becomes fun!  There are so many more opportunities to work together and strategize together as a group when you have 3 or 4 players!!!   In that configuration, I can recommend this game, as can my friends: they have suggested we play again! This is a 6.5 or 7.0/10 for 3 to 4 players.  Just make sure you play with a dynamic group!

I don’t think we’ve ever had a game that is so player count dependent! If you want a solo game or something to play with your partner, I can’t recommend this game.  If you want a game that plays multiplayer solitaire with little interaction, again, I can’t recommend this game.   I think this game only works with 3 to 4 players with a dynamic group … and then it’s fun.

The Nature theme is fairly thematic, the art is pretty, and the game is gorgeous …. but that will only get you so far: Be aware of when this game works and when it doesn’t before you pick it up.

Project PEGASUS: A Campaign for Marvel United

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The Project PEGASUS series was one of my favorite comic series when I was a kid. It took place in Marvel Two-In-One Issues 42, 43, and 53-58 back in 1978 and 1979. There are several reasons I liked this story: it featured the Thing and a really interesting cast of characters, including Quasar and Man-Thing! Plus, it’s one of the few times you see the art of John Byrne and George Perez together.

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Once Season 3 of Marvel United arrived, I saw that Project PEGASUS was indeed a Location from the Multiverse base set: see above (we reviewed the base Multiverse set here)!

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We also got a chance to play some of the campaigns that came from the Marvel United Campaign Decks!   See last week as we reviewed some of these experiences!

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See all the great series of Marvel Comics!  But where’s the campaign for Project PEGASUS?

Never mind, I’ll do it myself.

The Road To Development

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Over the past month, I have read and re-read the Project PEGASUS series (a burden of joy) to get a sense of what its campaign might look like.  See above as I have taken out most of the content I need!

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After coming up with a general outline of what the Villains, Heroes, and Games should be, I started to put something together!  See above for written notes on the first draft of this campaign.

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I’ve have also had some play testing from my friends, as well as many many many solo games (with 2, 3, and 4 Heroes).

In the end, I am very proud of the Campaign I came up with: it follows the story of Project PEGASUS pretty well and adds some new ideas to Marvel United.

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Over the last few weeks, the campaign has evolved quite a bit: I have some added some new Villains and Heroes for the final cut. 

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Some of the ideas in the Project PEGASUS campaign are a little outside the box, because even though Season 3 made this all possible, I will still missing some pieces (Heroes/Villains/etc) to make the campaign complete.  So, I had to improvise using what I had. 

I am very proud of what I did for Games 1 and 5, and especially Game 2.  But be aware that those games are a little different.

What Do I Need?

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Like all of the campaigns, The Project PEGASUS campaign needs a lot of pieces stolen from all parts of Marvel United. See the complete list below.

• Base Marvel United
• Spider-Geddon Marvel United
• Multiverse Marvel United
• Season 1 Stretch Goals
• Season 3 Stretch Goals
• Fantastic Four
• World War Hulk
• Annihilation
• Civil War
• Enter The Spider-Verse
• War of Kings

Current State

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The current draft of the campaign is at version 1.0.1.  I fully expect there to be revisions made as me and others playtest it. 
UPDATE: We are now at 1.1.0: we had some explanation clean-up and a few balance adjustments to Game 1!
Oct 20th, 2024 UPDATE: Updated to 1.2.0: Added explanation of how to play solo, updated Game 2 with better descriptions and a rules fix/clarification.

Feel free to download the PDF below and give it a try!!!   If there is interest, I can try making the form factor more like cards (with Rules cards and Event cards), but right now the Events are presented alongside the Games of interest in the PDF document below.

 If you have any feedback (too easy, too hard, spelling problems, unclear rules), please email us at returnfromsubroutine @ gmail.com

We’d love to hear from you!  How did it go?

 

Campaign Decks for Marvel United: How Much Story Do They Add?

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The Campaign Decks were part of the Multiverse Marvel United Absorption Expansion Explosion (where we received so much new context for Marvel United)! !

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The Campaign Decks give you just that: campaigns you can play through using the Marvel United system.

Let’s take a look!

Unboxing and Gameplay

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This is a surprisingly small box of cards: see Coke Can above for scale.

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The game comes with a very small pamphlet (sigh, I am not a fan of pamphlets) and 114 cards for 8 campaigns.

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Each campaign is 8 to 23 cards each, with Age of Ultron and Maximum Carnage being 8 cards, X-Cutioner’s Song and World War Hulk being 13 cards,  War Of Kings and Dark Phoenix Saga being 16 cards,  Avengers vs X-Men being 17 cards, and The Age of Apocalypse being a whopping 23 cards!

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Each campaign has two types of cards: Campaign Set-Up and Rule cards (top cards: each game in a campaign is defined by one of these) and Campaign Event cards (bottom cards: which are brought out during certain points of the campaign).

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The front of the Campaign Set-Up and Rules card define the parameters of each encounter: the Villain you will fight (Emma Frost above), the Heroes you can operate (Prof. X, Storm, Wolverine, Colossus above), and special set-up or rules (split the start-up, must start with HANGAR BAY, etc.). See above.

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The back side of the Campaign Set-Up and Rules defines special rules for that scenario, as well as  triggers to bring out Event cards: see above.  Warning: minor spoiler below!!

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Events are related to the scenario you are fighting: see as Event 01 brings some rules into play once you rescue Kitty Pride.  Many times, Events just add Heroes to your roster: this is important, as it gives you more choices of Heroes to play when you fight (and some Heroes are better in certain scenarios).

Basically, these cards control the progression of games.

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Generally, you need almost all of the Marvel United content to play these Campaigns.  The back of the pamphlet tells you ALL the base games/expansions you need to play through!

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See how The Dark Phoenix Saga, Age of Ultron, and Maximum Carnage all require a whole bunch of expansions! And a very disparate set of expansion as well!

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These expansion all look really cool … but how do they play?

Campaign Flavors

Not all campaigns are created alike.

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The World War Hulk campaign requires players to play in the one-vs-many mode known as Super Villain Mode in the game: this is definitely not solo or full cooperative!

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The Maximum Carnage campaign requires the players to do The Carnage Challenge (at least for games 2 and 3).

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The War of Kings requires team vs. team mode, at least for the first game, then the game goes back to being solo and/or cooperative for games 2, 3, and 4.

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The Avengers vs X-Men is mostly Super Villain Mode (one-vs.-many), and game 1 is a special PVP mode: Clash of Heroes.

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The rest of the decks (Age of Apocalypse, Age of Ultron, X-Cutioner’s Song, and Dark Phoenix Saga) can all be played solo or cooperatively.

We’ll only be looking at those decks you can play solo or cooperatively today.  Over about 2 weeks, we were able to get through a few campaigns.  Let’s take a look!

Campaigns and Spoilers?

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So, to talk about the campaigns, we have to talk about some of the stuff that happens.  However, that could mean spoilers.  We have done two full playthroughs in this review: decide if you want to read them or just jump ahead to the Conclusion!

The first campaign is the Age of Ultron story.  There are some very minor spoilers in this section (just below), but if you want to go in the game without knowing anything, skip to the Conclusion!

The second campaign is the Dark Phoenix Saga. There are some pretty significant spoilers in that playthrough, both in terms of reveals and stories!   If you know X-Men #131-137, the story won’t have have any spoilers, but some of the events/happenings may still be spoilers.  Since this playthrough has Major Spoilers, we’ve moved this section ALL THE WAY TO THE END to the Appendix section.  Feel free to read it if you want more of a feel what the Campaigns look like, and you don’t care about Major Spoilers

You have been warned. 

Age Of Ultron Campaign: Minor Spoilers Ahead

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The Age Of Ultron campaign is 3 to 4 games long (depending on how well you do). This is probably the best campaign to start with.  (There a few minor spoiler ahead: skip ahead to the Conclusion if you want to avoid any spoilers).

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Basically, you fight Ultron a LOT, and he gets stronger and stronger as you play!

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Each game will usually have a different set of Heroes you can play: I started the campaign with Wolverine and Iron Man, but was told (by the Campaign Set-Up and Rules card) that I had to use some different Heroes for Game 2.  I liked that I had to change Heroes (it kept the game interesting), as I had to try to pick a good set of Heroes to play together.

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Winning or losing a game usually gets you an event: so far, many good events I see add a new Hero to the Campaign Roster (see above as Spider-Man joins the roster as a new Hero I can play!)

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My second game used Emma Frost and Black Widow together.  Wow, were they good together!  Black Widow‘s predictive power made a huge difference!  They took out Ultron!

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Finally, I used Captain America and Iron Man for my Game 3!  They (barely) kept Ultron under control …

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Basically, by (barely) defeating Ultron in game 3, I was able to avoid a final Game 4 (which gives a few more chances to defeat Ultron).

There wasn’t a lot of story per se in this campaign, as my Heroes were just doing the best they could in each Game.  It was, however, very thematic to have Ultron get better and better and better in each game! Really, he was quite tough by the time Cap and Iron Man took him on. I probably should have lost (and had to play Game 4).

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It was fun to play the Age of Ultron campaign, Ultron had an interesting progression, but there really wasn’t any story. 

Conclusion

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In the end, the Campaign Decks reminded me a lot of Set A Watch: Doomed Run (see our review here).   Why is that?  Each particular game of Set A Watch: Doomed Run is thematic, but the story tying them together is very very loose: it’s so loose you can drop players in and out of the campaign as you play!  And I think that’s true here as well! Each Campaign game is thematic and fun, but it doesn’t really twist and turn very much; each Campaign is fairly linear.  If you were looking for a thematic story with lots twists and turns to entertain you, the Campaign Decks aren’t really that.

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There’s a few “twists” I saw, but in general, I think the purpose of the Marvel United Campaign Decks is an excuse to relive your favorite comics and an excuse to play through the ridiculous amount of Marvel United content.  There’s a lot of theme, especially if you know the stories involved, but the Campaign Decks don’t present a deep, dark, complex adventures: they are just an excuse to play Marvel United and relive your favorite comics!  As long as you know what the Campaign Decks are, they might be right up your alley.

Just be aware HOW MUCH Marvel United Content you must have in order to play these!

Appendix: Dark Phoenix Saga Campaign: Major Spoilers!!

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NOTE: There are MAJOR SPOILERS ahead!  Skip this Appendix if you don’t want any spoilers!!

The Dark Phoenix Saga campaign is a little longer at five games.  Honestly, it will probably be more: you will almost certainly lose a few games, because the game gets hard! I lost two games along the way, but was able to come to a successful conclusion (so six games total).

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I was really looking forward the Dark Phoenix Saga: when Jean Grey fights for her life in X-Men #137, it was a very powerful and moving story. Could the Campaign capture some of this?

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Well, the Dark Phoenix Saga starts Game 1 with Emma Frost and Kitty Pryde (ShadowCat): see set-up above! This is reminiscent of issue X-Men #131 where Kitty Pryde wanders the Hellfire club trying save her compatriots … see below.

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In this Game 1, I had Wolverine and Professor X take on Emma Frost.  Remember, you have choices of which heroes you can use!  Part of the fun of the campaign is trying to find the best heroes…

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Well, it turns out I played my first game so very wrong (I missed some of the threat effects and special rules about accelerating the Master Plans, and didn’t realize I was supposed to find Kitty), so I restarted halfway through.  

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Wolverine and Professor X were able to find Kitty and take out Emma Frost.

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This led to Game 2:

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Game 2’s villain is Sebastian Shaw: a Hellfire club member!  We are firmly in issues #131-#137 of the X-Men now!  It feels like we are in X-Men #132 fighting Shaw!

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We were required to play Jean Grey and Cyclops: definitely very thematic!

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And why isn’t Jean Grey called Marvel Girl like in the comic … but I digress … I mean, her secret identify is her hero name?  No, she should be Marvel Girl (Jean Grey).

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Shaw was rough: I ran out of cards (losing the game) and had to flip Event 5.  To be fair, this loss feels very thematic, as Sebastian Shaw really trounced the X-Men in this particular series of comics!!

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Too late!  But, at least I had Nightcrawler on my Roster now …

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The next game up (Game 3) had us fight the villain Mastermind: he’s the evil creature trying to take over Jean Grey‘s mind!

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We get to choose heroes in this Game!  If you look carefully at the Threats, you realize you want to try to keep the Heroes together (bad things happen to lone heroes).  Nightcrawler pretty much HAS to teleport every turn (the black text on his cards means you are forced to do that), so it would be easy to keep the Heroes together.  When the Heroes WOULD take damage, Kitty was able to phase and mitigate that!!  This was a great combination of Heroes for this game.  And it felt thematic: Kitty’s phasing kept them safe, and Nightcrawler’s teleportation kept them together.

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This was thematic from the character’s perspective.  The story not as much (I should have used Wolverine: Wolverine fights alone!)

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Then Jean Grey becomes Dark Phoenix.  Oof!!!!  There’s some really thematic stuff that happens in this part of the game, but I don’t want to give away too much.

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Dark Phoenix was one of the hardest battles I have ever had.  

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I started with Kitty and Cyclops, but after losing to Dark Phoenix once,  I had to “remove Kitty” from play.  I could only keep playing as long as I had 4 Heroes in my Roster.

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See above as Dark Phoenix easily takes out Cyclops and Kitty.

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I get to try again: For my next trial against Dark Phoenix, I brought out Nightcrawler  (and you are required to keep Cyclops).

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I was able to eke out a win, but just barely.

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Dark Phoenix’s Master Plan cards are just rough!

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I fully expected to need 3 or more games to beat Dark Phoenix.  I mean, she’s Dark Phoenix.

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Even though the X-Men were able to defeat Dark Phoenix, … things happened while Jean Grey was Dark Phoenix. Like, she ate a sun and destroyed a world, so she must stand trial. 

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And Gladiator is the one to deal with her. 

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Jean Grey must fight, since she’s fighting for her own life.  The choice of Wolverine is important here: we know from playing Gladiator from the War Of Kings, it’s important to always have a full hand!  Since Wolverine has his healing factor, he is an exceptional character to play against Gladiator.

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In the end, Wolverine and Jean Grey were able to defeat Gladiator.  And win the campaign!

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Although, technically, Jean Grey doesn’t survive … they don’t tell you that … see above …

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I know the Dark Phoenix story and wow, this felt incredibly thematic!   From how hard Dark Phoenix herself is, to some events in the deck, the Dark Phoenix Saga Campaign Deck was very thematic.  To be fair, the Campaign Deck didn’t “tell a story”, but it sure reminded me of one of my favorite X-Men stories of all time. 

Run Run Run! See Cats Run! Run Cats Run! A Review of Run Run Run!

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Run Run Run! is a cooperative game from Kickstarter: it was up on Kickstarter in February 2024 (with several other games) promising delivery in May 2024. It actually delivered in late August 2024, so it was about 3 months late. Eh, that’s pretty good for Kickstarters.

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With a name like Run Run Run!, this sounds like it should be a real-time cooperative game, but it’s mostly cooperative tile-laying game. See our Top 10 Cooperative Tile-Laying Games for more discussion of the tile-laying genre.  Run Run Run! is also a little bit of a boss-battler game.

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This is a light-weight cooperative game for 1-4 players taking about 30 minutes: the game time listed on the box seems accurate enough.

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So, this game was part of an “import Kickstarter” where they found games from around the world and imported them to the USA.  Apparently, this is an older game by Bruno Cathala and Antony Perone.  BoardGameGeek lists the game as a 2021 game, although for some of us here in USA, this is a brand new game (including me).  This is the 2nd Edition of the game, so I guess it’s new in that respect.

Let’s take a look!

Unboxing and Gameplay

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This is a game with a LOT of tiles: more than half the box was filled with punch outs. The first 30 minutes of my unboxing was just punching out all the tiles and other components! We did say this was a cooperative tile-laying game!

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Players assume the roles of one of four explorer cats (Catventurers to use the nomenclature of the game)! See above! Each explorer cat has a special power that is invoked when they roll a ‘?’ on the dice …

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This is also a cooperative boss-battler game: you will face one of the three Final Boss Mummy’s above! To win, you have to take out the Final Boss before it makes it back to the Relic room!

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Along the way, lesser Mummies will be summoned to slow you down. If any of the Mummies ever make it to the room with the Relics of the Pharaoh, all players instantly lose! You need to keep all Mummies OUT of the that room!!

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Players lay out tiles, one at a time, trying to build a maze out.

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To unlock the Final Boss, you have to build three tiles adjacent to each other with different symbols!  And you have to do this three times (or more)!!  See above!  This is the only way to unlock the Final Boss, but every time you do that build, you invoke a “trap”!  See above as the Mummy  summon triggers a “trap” that gives the Final Boss 5 more hit points!

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Torches are an important part of the game: you need to put torches in rooms to see!  You start with 5 collective torches, and if you can’t place a torch, you get closer to summoning a Mummy!

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At the start of the Mummies’ turn, you roll a die (or  more…)! If you roll the monster symbol (see above), you have to move all Mummies closer to the Relic Room AND you also come closer to summoning a new Mummy!

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Every time you roll a monster, you have to put a heart on the current top Mummy tomb!

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If a mummy get 5 hearts, it has been summoned the Mummy and that Mummy goes on the board! Where on the board? Player’s decide!

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Usually you put the mummy as far away from the Relic Room as possible (see above), or right next to a Catventurer so they can fight it!

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Mummies are defeated by rolling dice!  See the attack dice above!  Some symbols give you a successful Attack: note above we do 4 damage to a Mummy with 7 hit points! But since we have have the x2 token, we do all 8 damage and take it out in one shot!

How do we get dice?

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Every exit on a tile you discard give you an attack die!  For example, to get all 6 attack die above, we can discard the one tile with all 6 exits to get all 6 dice (6 is the max).

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How did we get the x2 token?  Whenever we explore a Sarcophagus room (with the little golden coffin, see above), we get a Sarcophagus token … one of which may be a 2x!  See above!

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Oh yes, if we ever run out of torches, we can get new ones in a couple of ways. One: if we build three rooms adjacent (see above) the same symbol, we immediately get 5 torches!

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There’s also a cooperate action which can give more torches (or tiles if needed). See above.

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If we can take out the Final Boss before he reaches the Relic Room, we win! See above as we LOSE as the Mummy enters the Relic Room!

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The production for this game is pretty great with tons of thick cardboard tokens! The art is super cute and the game looks like a high quality, but cute, production!

Oh, and this is a cooperative cat game! It may not be clear at first, but we are all cats working together!

Rulebook

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The rulebook is good.

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The rulebook gets an almost perfect score on the Chair Test with an A!  See above as it fits perfectly on the chair next to me, it stays open, it has readable fonts, and it has good pictures!  This would probably get an A+ on the Chair Test if the fonts were just a little bit bigger.  

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The Components page is great: it shows all the components with annotations. See above.

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The set-up pages are perfect: the entire set-up is pictured and each step is labelled with a relevant number!  I can leave this open, and set-up the entire game from these two pages!

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The rest of the rulebook is pretty good.

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My only real complaint is that they didn’t show/explain all the possible Trap tokens that can come out. I had to “guess” what they meant.   It was mostly intuitive, but not always.

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The last page of the rulebook is useful: this is where I wish they would listed all the trap and Sarcophagus tokens with more description. Still, at least the back of the rules was useful.

There’s no index, but this is a 30 minute game, so I don’t think it needs it.

In general, this is a good rulebook.

Solo Play

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 This has a solo mode! (Congratulations on following Saunders’ Law!).  So, there’s a very small section describing the Solo Mode on the very last page of the rulebook.  See above.  The solo game basically plays true solo: you play one Catventurer (the Cat Explorer) and play the game as-is!  The only rule that needs some “slight” expansion is the COOPERATE action: you can still play the COOPERATE action, but only the solo cat gets the rewards!  This is great!  No real changes: just play the game as-is!

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My first game was a win, as I killed the final Mummy on his way to the end! See above!

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My initial tile selection wasn’t great (as only one room has more than one exit), but I soon got a lot more branching rooms.   I also had a lot of Sarcophagus rooms …

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Those Sarcophagus rooms enabled me to get some great tokens at the start of the game!  I saved those 2x tokens for the end game, because I knew how hard the final Mummy would be!

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I played my first game very well: I kept the Mummy’s under control and I had plenty of tiles going into the final battle, and I was able to build enough space so that the Mummies were far enough back that I could take them out!

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My second game was a close loss: I made the mistake of not having enough of the temple built!  

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I was able to knock the Mummy down to 5 hit points, but he just moved too fast!  He made it to the Relic Room and I lost! See above!

I admit my final loss was depressing because I rolled so poorly; not on the Attack dice but on the Mummy movement!  It’s basically a 50% chance that the Mummy will move every turn, and he moved EVERY TURN after he came out!  The Mummy screamed to the exit and I lost!

Cooperative Play

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Cooperative play went pretty well.

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There was shared workload setting up and playing.  There are enough components in the game (torches, tiles, 5x torch, sarcophagus tokens, mummies, player tokens, etc) that it was nice to share the workload of taking care of the tokens.

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We were able to take out the final mummy!

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Basically, after he came out, were were able to all pounce on him and do as much damage as we could!

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The cooperation in this game was interesting.   We didn’t “love” that you couldn’t talk about the tiles you have, but you were allowed to “point” to to where you were going to build, and that seemed enough to allow us to all move forward.  There was never any “fine-grained” cooperation (“I’ll build this tile, you build this tile”) as we played … because there can’t be!   The cooperation was more “coarse-grained” in that each cat did their own thing on the way to helping the party:  “I’ll take out the light mummy if you can just build!  Oh! I need help with this!”  The game was kind-of multiplayer solitaire with many moments of high-level cooperation.

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If you don’t like cooperative games because of Alpha Player Syndrome (because the Alpha Player tells everyone what to do), then Run Run Run! is game that keeps the Alpha Player at bay pretty well. Because you can’t do any fine-grain cooperation with tiles, the group decides more of the high-level actions together! Everyone stays involved on their turn by choosing the tile to play, but everyone stays involved with the group as they makes high-level decisions together.

With some retrospective, I liked the amount of cooperation the game elicited, even if we did have some communication restrictions.

Communications Restrictions

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My groups don’t tend to like communications restrictions because we get together to play, talk, and strategize together!  We are friends and we want to talk to each other!   Some games with communications restrictions work, and some don’t!  And it’s a razor’s edge of difference.

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Run Run Run! works mainly because it doesn’t stop all communications: you can’t really show your tiles and talk about them precisely.  The rule is (from page 2):

“Also, even though you may openly discuss your intentions, you may not show the tiles from your hand to the other players, nor describe them precisely. You may, however, point a finger to a specific Room, without saying anything…”

The rule is still imprecise (“What does it mean I can’t describe them precisely? Can I tell you it’s a symbol?“), but I think the intent seems to be don’t tell/show others your hand.  Other than that, talk as much as you want!  That seems to work!

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Compare this against the Communications Restrictions in Defenders of the Wild (see our review here):

“At the start of each round, all players must cease communication and maintain silence while choosing a defender card from their hand to play…”

The restriction is much more draconian, and squanders an opportunity to make a multi-player solitaire game even more cooperative!

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What’s the difference?  In Run Run Run!, you simply can’t share your tiles, but in Defenders of the Wild, you can’t talk at all (for that phase)!!  I think this very minor difference makes a world of difference: I liked playing and talking and cooperating in Run Run Run!, and I am annoyed in Defenders of the Wild by the restriction.  (I still don’t think the communications restriction rules work at all in Defenders of the Wild, but maybe the rule should have been simply been “You can’t show/discuss your Defenders“).

It’s a fine line, but the Communications Restriction works in Run Run Run!, but not in Defenders of the Wild.

Try It Out

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Since this game has communication restrictions, one of the things you are NOT allowed to do it show your tiles to any other person.  The problem is, sometimes you want to “try stuff out!” See above as we have a bunch of tiles we want to play with and see what we can do!

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In our review of Race To The Raft (another cooperative cat game with tile-laying), we saw the same problem!  You aren’t allowed to share what you have in your hand in Race To The Raft either, and many times you want to “try” stuff out! 

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In Race To The Raft, we developed the house rule “look away while I try stuff” so we didn’t break the spirit of the game!  That way, you can still try stuff out, while preserving the confidentiality of the tiles.   We ended up doing something like this in Run Run Run!

It’s a shame: neither Run Run Run! nor Race To The Raft nor many of the cooperative tile games games on our Top 10 Cooperative Tile-Laying/Tile-Placement Games have any acknowledgement of this very human phenomenon: People want to try stuff out!  Please, if you make a cooperative tile-laying game, please have some sort of rule for addressing this issue:

“If you wish to try out some tile layout ideas on your turn, please ask others to look away so you don’t overshare your tiles!”

Otherwise, you make people dislike your game because no one feels like they can “play with” and/or “try stuff”! Or people come up with a house rule like the one above anyways.  

Acrylic Standees

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I am a huge fan of acrylic standees!  I loved them in Tokyo Sidekick (see review here) and Kinfire Chronicles (see review here) and Weirdwood Manor (see review here)! So, when this Kickstarter offered a deluxe side of Acrylic Standees, I was in!

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This is a small box full of replacements for the wood standees that come with the game.

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It’s a small box (it turns out, you can fit that box into the final game box with some creative packing).

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See above the the standees!

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They are pretty nice! See above!

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Unfortunately, I had two that were broken.  I think they can be fixed with a little glue, but it was still a bummer. (They had fallen out if their standees, and they really didn’t fit back in).

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My friends and I did a comparison of the Acrylic Standees to the wood meeples: see above and below.

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Which do you prefer?

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In the end … both me and friends preferred the COLORED wooden meeples.  Whaaaattttt???? It’s not that the acrylic standees weren’t gorgeous, but the wooden ones were (1) more HEFTY and  (2) we could distinguish the colors easily from the wooden standees!  The wooden meeples made the game easier to play.

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In our review of Weirdwood Manor, we also loved the Acrylic Standees!  See above!  One of the major differences here as that Weirdwood Manor standees are color-coded ON THE BASE!  See above!  This color-coded base makes it that much easier to distinguish the standees across the table!  I think if Run Run Run! had added color to bases,  that would have made them that much better!

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In the end, my friends preferred the wooden meeples.  And I think I do too.  

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A good compromise might be to mix them: use the wooden meeples for the characters (so you can see each player’s color very easily) and then use the acrylic standees for the mummies!  That way, you get a nice differentiation on the board between the good guys and the bad guys!

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But, you really don’t have to get the Acrylic Standees; the wooden meeples that come the game are very very very good.  

What I Liked

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One: This Is A Little game! This is a fun little cooperative game that’s only 30 minutes.

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Two: Wooden Standees: The wooden standees that come with the game are much better than you think; it is nice that you have the option for Acrylic standees, but you don’t need them.

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Three: High Quality: The components are pretty high-quality, from thick cardboard tiles, wooden standees, and thick readable tokens.

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Four: Limitations Okay: I generally don’t like Communications Limitations in my cooperative games, as they tend to suppress the reason I get together with my friends: to talk!   In this game, the restriction on NOT sharing your tiles didn’t seem to get in the way of us still communicating: we still made plans as a group and had a good time.

What I Didn’t Like

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One: Acrylic Standees: I am slightly annoyed that the Acrylic Standees weren’t better: some of mine were broken, and they really needed colored bases to help distinguish them on the board.   They are still gorgeous, but not as “mind-blowing” as I had hoped.

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Two: Random. The game is pretty random; it all depends on what you roll on the monster dice and what tiles you draw!!!   

Maybe you get terrible starting tiles!! I think there needs to be a Mulligan House Rule at the start of the game where you can redraw your tiles).   

Also, the monster dice gets rolled every turn and there’s a 50-50 chance (greater with more dice) that something bad will happen.   I lost my last solo game because the monster moved EVERY SINGLE TURN when I rolled badly 5 turns in a row!  I simply couldn’t stop him and there’s no dice mitigation for that!

Reactions

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Rich: “I generally liked it.  As I look reflect back on it, I liked it a little better cooperatively than solo. Even though I generally don’t like communications limits, we still strategized as a group and were able to get stuff done, while still having agency on our own turns.  The randomness of the game is a little much (as dice and tile draws control the fate of the party), but since it’s only 30 minute game, it’s not a big deal if you get wrecked.  It’s probably a 6.5/10 for solo, 7/10 for cooperative”

Andrew: “5.5 or 6? It was pretty good. I like cat games.”

Teresa: “6 or 7, it was pretty fun.”

Conclusion

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Run Run Run! is a light cooperative tile-playing game which just so happens to be a boss battler.  The game seems to unfold as multi-player solitaire, as each player cannot share what tiles they have.  But, a higher level cooperation seems to emerge as players take on high-level roles as they play (“You kill the mummy, I’ll build out!“)  If you are looking for a game with mechanisms that tend to suppress Alpha Player Syndrome without losing too much cooperation, Run Run Run! seems to strike a good balance of being cooperative but still giving each player some agency.

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There is some randomness in the game, as it really depends what you roll and draw!  Luckily, this is only a 30 minute game, so even if you get wrecked, it’s a short game.

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I would recommend Run Run Run! if you like the theme and are looking for a light cooperative tile-laying game … with cats!! I am very sad that I can’t recommend the Arcylic Standees: all of my friends (and myself) preferred the wooden meeples that come with the game.  

Run Run Run! would probably make my Top 10 Cooperative Tile-Laying/Tile-Placement Games, just not near the top of the list.

A Message From the Stars: A Cooperative Word and Math Deduction Game. A Review.

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A Message From The Stars is a cooperative word game that was on Kickstarter back in October 2023.  It was a group of games (Through the Desert, Switchbacks, and A Message From The Stars) that was part of the same Kickstarter: see link here.   The only game we care about here today is A Message From The Stars.  This arrived at my house in last April 2024, after promising delivery in May 2024!  That’s right! It delivered early!  Congratulations to All Play for delivering early!

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As a Kickstarter, it came with a little bit extra: fancy dice and dice holders!  See above right.

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At first blush, this looks like it might be a party game!  It’s a smaller box and the player count is 2-8+ !

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You should heed the label on the back of the game: The Strategy Line (see above).  This isn’t really a party game?  I guess Codenames, another word game, is considered a party game, but this is deeper than Codenames and much harder. Message From The Stars is much more of a deduction game with math and word elements.

Let’s Take A Look!

Unboxing and Gameplay

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Even the size of the box suggests it might a party game: it’s relatively small.  See the Coke Can above for scale.

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This is a game about two teams: the Aliens and the Scientists!  The two teams are trying to guess (cooperatively) each others words and some important letters!   This is, at its core, a word game.

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Each team gets a card with some words on it: see above. The words are in three groups.

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Each team (Aliens or Scientists) rolls some dice to choose randomly a word per column.  The Kickstarter expansion that came with the game (see more discussion of this below) holds the card and the dice; this is so you can see what words the Alien (pink above) is trying to communicate to the Scientists! The words are  Pollution (2), Mirrors (5), and President (6).

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The Scientists do something similar: the words the Scientists are trying to communicate to the Aliens are Atlantis (2) , Field (4), and Factory (5).  See above.

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You might think this sounds like a lot of party games.  But hold on! It gets more complicated! It this were just about guessing words, then, ya, this would be a by-the-numbers party game.  What makes this more complex is that you are also trying communicate which letters are important as well as the words!

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There is a deck of 26 cards with the letters on the alphabet.  Each label is labelled with its frequency in words in the English Language: A is a very common letter (green above) and Z is a very very uncommon and labelled a “tough” letter (red above).  The Alien will be randomly choosing 6 of these letters!

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Behind the Alien Screen are places for 6 letters: Trust, Amplify, and Suspicious letters. See above and below.

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To be clear: this isn’t a cooperative game where you “win” or “lose”!  You just get a final score that tells you how well you did!  The final score of this cooperative game is a metric of how well the Scientists and Aliens communicated!  The final score is the number of words guess correctly (max 6: 3 words from the Aliens and 3 words from the Scientists) plus the number of letters guessed correctly (max 6)!  The maximum score is 6 + 6 = 12, which represents perfect communication.

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The game last 4 rounds (in the cooperative mode), which each side providing single word clues to the other side in a round.

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For example, over the course of the game, you can see the 4 clues the Aliens (above) provided to the Scientists.

Basically, in just 4 words (and a hash value), the Aliens have to communicate their 3 words and 6 letters, and the Scientists must communicate their 3 words similarly!

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The hardest part of this game, which takes it away from a party game and into a deduction game, is that each clue word is also “scored” by how many matching letters it has!

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Remember those 6 letters the Alien has?  If the word clue contains some of those 6 letters, the “hash score” value is given along with the word.  Disgusting is given a score of  – 2  for three reasons:

  1. It contains the letter T (Trust +1), which starts the value off at 1
  2. It contains the letter G (Trust +1), which increments the value to 2
  3. Finally, it contains the S (Suspicious -), which negates the value to -2

The rules for the score are not simple, and it takes a few turns to kind of get what’s going on there.  You’ll notice that the word DISGUSTING is doing double-duty: it’s trying to communicate some of the letters AND also a clue on the first column (“Pollution”)!  Is DISGUSTING enough to imply POLLUTION?

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There are a number of dry-erase boards for helping keep track of the word “hash scores” so you can try to reverse-engineer why the score was made!

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See as Jeff (above) tries to reverse engineer “Hibernate” and “container” to see why they got their scores. Notice how nice and thin the letters are!

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This game has fantastic components: everything in the game is dry-erase (the cards and the boards) so it’s easy to re-use them over and over!  Perhaps the best part is that the game uses ultra-fine dry-erase markers!  Recall how “thick” dry-erase markers ruined both The Revenant Society (see link here) and The Forests of Admiron (see link here).   I am glad to see the A Message From The Stars got the better dry-erase markers!!  This makes a huge difference in a word game!

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For a game that looks like party game, A Message From The Stars has really, really good components.  Except for the die that comes with the base game …

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The base game comes with just a single die you roll.  See above.  You probably want the expansion (below) with the cool dice.

The Expansion

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You probably want to get the dice and box expansion (see above). It makes the game that much easier to play.

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As a warning, there are absolutely NO INSTRUCTIONS on how to build the dice holders!  I had to look up an image online to see what they looked like!  As a community service, I am providing some pictures (below) of the what they look like when assembled!

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Almost there …

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Done!  Notice how nice the dice are too.  These holders just make the game a little easier to play.

Solo Play

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There is absolutely no solo play in this game!  See the box above!  This is a game for 2 to 8+ players!  Boo for not following Saunders’ Law!!

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Since there was no solo play, I just “pretended” to play both sides (mostly the Alien side) so I could get a sense of how everything works.  Once you see how the scoring system works, it clicks!  But it does take a little bit to “get” how this game works.  “Oh, my WORD is supposed to be both a clue for the words AND the letters!! Oh, that’s hard!

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I get why there’s no solo mode: you really can’t have any knowledge of what the other side is doing for their clues.  This is a game with a lot of implications and connotations and indirections with your word clues: it requires a good grasp of the English language and some math skills, but also knowledge of implicit and explicit meanings of words.

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Basic Set-up (for a solo game): After a few turns where the DOOM token has moved up to 3, and the Guesses token is only at 0! I haven’t guessed anything right yet!

We’ve discussed The Changing Perspectives Idea here before, where you run both sides and “pretend” you don’t know what the other side is doing.  That’s a lot harder here in A Message From the Stars because the clues have so much open interpretation!  The Changing Perspectives Idea works so well in Shipwreck Arcana (see link here) because all information is precise: you can use logic to dictate your choices rather than any implications.   Here, in A Message From The Stars, not only do your words have connotation and denotation and context, but they also are chosen to help with the letters! There’s too much “innuendo” and “vaguery” in words for a clean Changing Perspectives Idea to work here.

So, no solo mode.  

Cooperative Mode

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So, we’ve tried this a number of groups.   Sara and Teresa and myself played a 3-Player game (I was the Alien, they were the Scientists).

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They groked this game pretty quickly, and we got into it.  They liked it!  Sara and I have had good luck with Word Games; I played the Paperback Adventures, another word game, with Sara and we both loved it! See our adventures here!  And Teresa is very smart and precise.  Between the two of them and myself, we had a very good time.  But, me, Sara, and to a lesser extent Teresa, really like word games.   And the math Sara didn’t know, Teresa filled in on.  They were a perfect complement to each other.

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Unfortunately, not all my sessions went that well.  See above, as Robert’s look of confusion (upper right) belies his disinterest in the game!  Robert’s a smart guy, but the rules are a little intimidating.  I give Robert a little bit of a pass because he was busy trying to get some work done in the background.  We didn’t have his full attention … and it’s clear this game requires your full attention!

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At some point, Robert just walked away and left me and Jeff to play.

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Jeff and I had a good time.  But Jeff didn’t love the game: his Math and deduction skills were good, but he doesn’t like word games.  He generally expressed an “admiration” for the game: “This is a good game, just not for me”.

Group Dependent

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This is a game that is very group dependent. It has a weird cross-section: you have to like word games, you have to be able to do some math, and you have to be able to do logical deductions. It’s a very cool cross-section! And I love it! I love word games! I love math! I love deduction!

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But the rules, especially for scoring the letters, can be very intimidating.  This definitely does not feel like a party game: it’s a very contemplative game as you traverse word, math, and deduction skills.

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That picture of Robert walking away is kind of ominous and a little telling: you have to be completely focused on this game for it to be fun.   Otherwise, it’s too easy to get lost.

Know your group.  This game is very group dependent, more than many other games.

Conclusion

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I give A Message From The Stars a very strong recommendation … but only for certain groups.  That cross-section of people who like words, maths, and deduction seems like a small set.   I think you’ll know from the description of the game whether this is for you or not.  

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The components are great, and the production is quite good for this word game.  They even used ultra-fine dry erase markers!  That’s a gold star from me!  

I really liked this game, but you need to decide for yourself if this is a game for you and your friends.  If you are unsure, give the game a try at a convention or a game store.  I really liked it, and so did some of my friends.  But not all of them.

The Inhumans: War of Kings! A Marvel United Review

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War of Kings: Marvel United is the next expansion we will look at from the Absorption Expansion Explosion of Multiverse Marvel United!  To be clear, you need one of the base games in order to play this: this is truly an expansion only.

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We’ve looked at The Coming of Galactus  (see review here) and the Stretch Goals box/Team Decks (see review here), as well as the base game Multiverse Marvel United (see review here).

This week, we’ll dig deep into the heroes and villains from this set!

Why This One?

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You might remember that there are 8 major expansions in this delivery of Multiverse (see 7 of them above).  Why are we concentrating on the lesser known War of Kings?

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I was first introduced to the Inhumans (the heroes of The War of Kings expansion) back in December 1976. I still have the original comic where I met them! See above and below!

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Something about this group of misfits enchanted me: the stern quiet of Black Bolt, his loyal wife Medusa, and the interesting group of heroes!

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I try to remember why the Inhumans made such an impression on me … and I think the artist George Perez (see above) may have had something to do with that. I have always loved his art! In fact, George Perez was responsible for the art in Future Imperfect, the defining Maestro story (which we saw last time in Multiverse Marvel United).

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Over the years, I have always loved The Inhumans cameos in The Fanastic Four! Issue #240 by John Byrne (see above and below) was a defining moment in their history as they move Attilan to the moon!

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There’s something glorious and regal about the Inhumans. So, they had to be my next set to open!

Unboxing

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The War of Kings is a standard (if smaller stature) sized box in the Marvel United line.  See above with a Can of Coke for perspective.

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There are a bunch of distinct tokens you need for this set: we’ll see them as they come out in our games (see later below).

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War of Kings comes with 4 new Locations: Attilan (remember that city Black Bolt lifted in Fantastic Four #240?), Blue Area of the Moon, Watcher Citadel … all part of the Inhuman’s mythology!  (For those of you who don’t know, the Watcher’s house is on the moon is near where the Inhumans live now).

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War of Kings comes with two bad guys you can fight:  Gladiator (hero and villain, i..e., an anti-hero) and Vulcan (definitely a villain). They both operate VERY differently!  

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There are seven Inhumans in this box (8 heroes if you count Gladiator): Medusa, Black Bolt, Lockjaw, Crystal, Karnak, Gorgon, Triton and Gladiator (left to right, top to bottom).

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The minis are all pretty fantastic, with Crystal’s looking the most stunning!

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The hero decks look great (not as great as Perez or Byrne, but still great and consistent with Marvel United).

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The Villain decks also look great.

Over the course of 4 games, we were able to playthrough all villains and heroes to get a sense of this set! Each game revealed something interesting about each of the heroes and villains! Let’s go through the games and see what we saw!

Vulcan vs. Black Bolt and Medusa

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In the comics, Black Bolt and Medusa are husband and wife (king and queen).  The new mechanism of bond seems to be very thematic: it allows you to choose which Black Bolt/Medusa card you want from the storyline!  See above. This cool feature pretty much dictated that I needed to play with Black Bolt and Medusa  in my first two hero game!  I wanted to see how well that worked!

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Also, both Black Bolt and Medusa have the Terrigenesis card as their Starting Hand card.  What is that crazy thing Terrigenesis?

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The Terrigen Mist tokens go into the board (one at each location) and if a Terrigen Mist token is there (and a Terrigenesis card is up), that hero may draw that token! See rules above.

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See a sample Terrigen Mist token above.  It’s turned face-down: if you draw it, you must use the symbol immediately!   Most of the Inhumans have this as their starting Hand card (Lockjaw and Karnak don’t … we’ll see why below).  This mechanism is just a nice way to add “a little more power” to the Inhumans.   It’s not game-breaking, as you don’t know what symbol you might get, and it really just gives you one more symbol you might be able to use!  But it’s something all the Inhumans “share”.

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Take a look at Black Bolt’s Terrigenesis card above.

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The Villain here is Vulcan, and he’s rough!!! 

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Every time the heroes get KO’d, they have to take a KO token: if the heroes are ever KO’d too many times, they lose (4 times in 2-Player game, more for more players)!  See above as Medusa has been KO’d twice and Black Bolt once!

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Another thing that’s rough about Vulcan is that when he BAMS, he makes players discard a card (at the start of his turn) for every card with Special Effects!  That makes you rethink the cards you play the cards with Special Effects!!  See above, as Medusa knows she might have to discard a card: her Bond with Black Bolt will be used against here! Interestingly, this isn’t called damage, implying damage mitigation techniques won’t work against it.

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This is a very difficult mechanism to play against, as most heroes have many Special Effects.  I wish this had been specified a little better, as I think there are some open questions about this:

One: What’s Damage? Discarding a card is akin to damage, so does it count as “damage”?  We don’t think so, as it’s not explicitly called damage, just “discard 1 card”.  See above. (This would useful for Triton, we can stop all damage with some Special Effects).

Two:  What’s Blank? One of the Threat cards in Vulcan’s set is Power Suppression which “…treat Special Effects on all their cards as blank this turn”.  What does that mean? Can Heroes use the BAM effects against Vulcan and NOT take damage if we start on one of those Locations??  It’s really not clear, but the phrasing suggests “this turn” which is just for the Hero’s Turn? Maybe?  It’s not clear. It would be cool if we could be strategic and try to use those Locations against Vulcan.  But, I think the phrasing suggests you can’t do that: the duration of the effect is just the player’s turn, I think?

The problem with too many expansions is that sometimes things can get underspecified: this is an example of that.  We saw some of this underspecificity in the Absorption Expansion when we fought Emma Frost.  To move forward and not bog down, we went ahead and played with the interpretations that hurt the heroes the most (discarding 1 card is NOT damage, and Special Effects are only blank during the Hero turn).

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Moving forward, it was an interesting battle!  Since Vulcan does damage to 3 Locations (his and adjacent) when he BAMS (and he BAMS a lot), we had to work to make sure Black Bolt and Medusa were far enough away from each other so that Vulcan’s BAMs didn’t damage both of them (every KO is a KO token that brings us closer to end game).  We had to mitigate that as much as possible to keep the KOs under control!

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The use of the Special Effects was worrisome too, as it made you reconsider when to use them!  In the end, it was Medusa’s Bond with Black Bolt that allowed her to use Black Bolt’s double-double wild to take down Vulcan!

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Despite the issues with underspecificity of some of Vulcan’s rules, this made for a really interesting puzzle: when do you use Special Effects card and when do you not?  And the Special Effects on Black Bolt and Medusa seemed very thematic.   This was a great game: thematic and engaging with lots of thought and strategy!

Vulcan vs. Lockjaw and Crystal

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Crystal has Terrigenesis like the other Inhumans.

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Lockjaw is a dog, so he doesn’t have Terrigenesis.  He’s a dog.  A smart dog, a cute dog, a good dog, a loyal dog, a teleporting dog (!),  but still a dog.

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Crystal and Lockjaw really struggled against Vulcan, losing after too many KOs!

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There’s something sad about seeing LockJaw KO’d on his turn: What villain would do this to a dog???

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Crystal even has a cool power to put up a Seismic Barrier: see above!  … but it didn’t work as we as hoped, because Vulcan still does damage to his location AND adjacent Locations, so even when he was stopped, he still did damage to Crystal!

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In the end, Vulcan won by KOing Crystal one too many times.

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I think that Crystal’s cards are cool, but she doesn’t seem ideal against Vulcan.  To use the Seismic Barrier against Vulcan requires two plays in the Storyline: one to put it down, and one to get away!  

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One important lesson I got from this session is that Lockjaw is probably the perfect hero for newer players!!!  He’s a dog, which most people love, and he’s cute, and he’s not too hard to play.  Lockjaw isn’t the most powerful or more interesting deck, but he’s fun and simple to play.

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Crystal is interesting, but you have to know how to use her deck well.

Gladiator vs. Karnak and Gorgon

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Gorgon is just kind of a heavy weight attacker: his Starting Hand card is Terrigenesis, like most of the Inhumans.

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Karnak is a little different for Starting Hand: his Foresight card (see above) allows players to do a little more planning (by looking at the top few Master Plan cards).  I didn’t use this ability too much with Gladiator, as we were too busy taking out threats/civilians/thugs.  

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Gladiator is SO DIFFERENT from any other  villain from Marvel United!  

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As an anti-hero, Gladiator has a Hero Hand … which you use when he is a villain! Whaaat??

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Gladiator can’t be defeated by doing damage to him.  (Gladiator is basically one of Marvel’s answer to Superman).  Basically, he duels the players every so often, and you keep score!  Whosoever has more points wins!  In a 2-Player games the Heroes need 3 victories to win (see Heroes Duel Track above),  but Gladiator wins if he gets 3 victories (see Gladiator Duel Track above)!

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A duel is all about Matching symbols on cards!  When you duel Gladiator, he draws a number of Hero cards (usually 2, sometimes 3 if a particular threat is on the board), and you have to match symbols one card at a time!  See above as Karnak has a duel ready to go!

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The first card is revealed: and Karnak can match the Wild!  The duel is underway!

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But, the second Gladiator card is revealed and it’s a wild!   Karnak has no wild to match a wild!  Karnak loses this duel!!  Had Karnak matched the second wild, he would have won!

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Karnak and Gorgon had a fantastic time dueling with Gladiator!

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Before you go into a duel, you assess your hand: “Do I have enough variety of symbols to do a reasonable duel?”  It’s a very different way to think about fighting!  You can’t take down Gladiator, but you can gain his respect in combat!

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And yes, you can use two cards to match symbols on a single card (see above, as Gorgon matches the second card with TWO cards).

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While Vulcan’s rules are very poorly specified, Gladiator’s duel rules are VERY WELL specified!  See the rule sheet above.

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On the end, Karnak and Gorgon gained Gladiator’s respect!  So much so, that he joined their team!

Vulcan vs. Gladiator and Triton

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Gladiator was so impressed with the Inhumans, he joined them as friends!

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Gladiator as a hero is pretty intense: he is a butt-kicker.  His Starting Hand is amazing (with two amazing cards), as he heals AND fends off Crisis tokens!! Holy cow! See above!

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Triton is arguably the most interesting of all the Inhumans, as he puts Water Tokens out.  If these Water Tokens are on his space, he can some cool things!

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See above as Communion With Water allows Triton to get a Wild token if there’s water!  There’s a bunch of cards like this Triton’s deck!  

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Triton and Gladiator had little trouble taking out Vulcan.  

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Although Vulcan’sDiscard 1 card for Heroes with Special Effects” was problematic (and still caused issues),  Gladiator and Triton made a good team.  Gladiator beat the crap of out Thugs and certain Threats, and Triton helped manage the other Threats.

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It was no surprise when Gladiator beat the crap out of Vulcan to win the game!

Thoughts: What I Liked

There’s some really great ideas in this set:

  1. Triton is fun to play, as he has to manage his Water Locations; he has to thoughtfully place and use his water cards.  This makes him different and really fun to play!
  2. Black Bolt and Medusa’s bond cards were very interesting and effective: it really does encourage playing them together, as they really work well together.
  3. Lockjaw, although one of the lesser heroes in this set, is still fun!  I would pull him out to newer players, or just to people who like dogs.  How can you go wrong with Lockjaw?  He’s such a good dog!
  4. Gladiator is one of the more powerful hero characters I have played!  His specials allow removing crisis tokens!  And heal!!  And he has so many attacks!  I may have to bring him out as backup if I am having troubles …
  5. Gladiator as a villain was so interesting!  The duel mechanic was just a breath of fresh air in this set!
  6. Vulcan was a real a tough villain: the Special Effects and KO issues associated with him really make you rethink how you play …
  7. Crystal can be interesting hero to play, but I think you have to know a little more about her deck before you dive in.
  8. The Teregenesis effects were  … ok.  They weren’t game changing, but added a fun element to the game.
  9. Karnak is a different flavor of hero with his Foresight: that ability could be game changing in some games!
  10. Gorgon was cool!  He was a butt-kicker too!

What I Didn’t Like

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The biggest complaint from this set was how poorly many of the rules around Vulcan were specified.  Does Power Suppression work in the player’s favor too? (I think the answer is no).  Does the BAM effect count as DAMAGE? (I think the answer is no).  Oh yes, and you aren’t allowed to play powers that affect Vulcan’s cards in the Storyline, but it seems to imply you can affect  the deck (which is not the storyline, so we did that a few times) … again, not 100% clear.

Given how much space they spent on specifying Gladiator’s duel, a few sentences describing Vulcan’s rules would have made this game that much more enjoyable.  I wouldn’t have been guessing.

Conclusion

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Even though I still have many many Marvel United expansion boxes in shrink wrap, I can very definitely see The War of Kings this coming out again soon!

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All the heroes and villains in this box are very interesting in some way!  Even Lockjaw, in his dog-like simplicity, becomes a hero I think people will want to play!

The War of Kings is a great expansion for Marvel United: 9/10 (probably would be 9.5/10 if Vulcan were specified better).

Marvel United Multiverse: What If This is The Best of the Standalone Sets?

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So, The Marvel Multiverse set finally materialized! See The Expansion Absorption Explosion for more! This week, we are just looking at the standalone box: Multiverse: Marvel United. In order to play any of the many many expansions we got during The Expansion Absorption Explosion, you need at least one of the standalone Marvel United boxes.

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There are four standalone boxes!!! See above!! Which one do you want? If you like Avengers, the original (top right) Marvel United is your best best. If you like the X-Men, the X-Men Marvel United (bottom right) is probably for you. If you like Spider-Man and the animated movies, Spider-Geddon Marvel United (upper left) is for you! Finally, if you like Marvel Multiverse shows on Disney+ (like Loki and What IF?), the Multiverse Marvel United (bottom left) set is probably best for you.

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So, why would you want this Multiverse box? We’ve discussed all the other standalone boxes somewhere else: you might consider looking at those posts before moving forward: Marvel United (see here and here), X-Men Marvel United, (see here), and Spider-Geddeon Marvel United (see here)!

Let’s take a look at the Multiverse version of the game!

Unboxing

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This is the same size as all the other standalone boxes: see Coke can above for scale.

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The production is very similar to the others: there’s two giant token sheets (this is one of the reasons you need a standalone version of the game: so you can get the tokens).

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The miniatures for this game are just as good as any of the standalones!  Se above as the villains (red) rest with the heroes (blue) and one anti-hero (purple)!

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There’s a bunch of new Locations, thematic to the heroes and villains we have in this set (another reason you need a standalone box: every game needs 6 locations).

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It’s the cards that you need to play: there’s a deck of heroes, and a deck of villains!  And, something new … Equipment cards!

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The equipment cards are new thing we’ll talk about below.

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There’s 7 new heroes: Captain Carter (from What If?), Loki (a good guy: from the Loki TV show), Spider-Man 2099 (from the comic), IronHeart, Mighty Thor, Black Panther Suri, and Cosmic Ghost Rider!  See their decks above!

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The new villains (with their threats) are Immortus, Emperor Doom, Maestro, and Cosmic Ghost Rider!

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Each of the new Villains is very different: we’ll talk more about them below!

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Overall, this looks great, just like every other standalone Marvel United box!

Equipment

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This is a brand new thing: equipment cards.  See above!  Most (but not all heroes), can get some equipment cards!   Captain Carter gets a shield, Mighty Thor gets Mjolnir, Loki gets a Sceptre, Black Panther Suri gets a spear, and Cosmic Ghost Rider gets two things: A Hell Cycle and a Hellfire Chain!

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Equipment is optional: if you want to take your equipment, you have to take your double-double wild card out of your deck … for game balance.  See above as Captain Carter and Loki trade out their double-double wilds for equipment!

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Equipment has an active and inactive side: when active, you can use it effects listed: see Captain Carter’s shield above on the active side.

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Once you use it, it becomes inactive, and has to be recharged to flip back over.  Typically, some hero cards can recharge it, or you can take the recharge action on the card (see above).  This is why you have to get rid of your double-double wilds: the items can be used multiple times!

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Even if you don’t get a “specific” item, there are generic equipment cards that any hero can get (at the cost of a double-double wild card).  See above.

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Interestingly, there are Equipment cards for heroes from OTHER sets: see some Equipment for Wasp and Spider-man, and others!  If you have the original Marvel United with Wasp, you can use these equipment cards!  

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Overall, Equipment cards are my favorite new thing in the Marvel United system: the cards give you more choices during your turn!  And they make the heroes feel even more thematic (well, the specific equipment does).  Loki’s Scepter doesn’t feel that great, until he uses it to bash Maestro from across the board and take him down! It’s just like him to misdirect …

Playthroughs

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Over about 2 weeks, I played through all 4 villains of the game, with a wide assortment of the heroes (usually a different pair of heroes per game).  Mostly, they were solo plays, but there was one cooperative play as well.  We’ve talked so much about the gameplay for Marvel United elsewhere (from the Expansion Absorption to any of our reviews), we’ll just concentrate on all the villains!  And along the way, we’ll take a look at the heroes in here!

Cosmic Ghost Rider vs. Captain Carter and Loki!

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Cosmic Ghost Rider is the recommended first villain: he does seem the easiest.   

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The Cosmic Ghost Rider is collecting the souls of evil men (the thugs), and if he gets enough souls (his track goes high), he wins!

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I chose Captain Carter and Loki to battle Cosmic Ghost Rider.

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Good times: Loki and Captain Carter didn’t have too many problems taking out Cosmic Ghost Rider, but they showed the power of their equipment: see above as Loki takes out Cosmic Ghost Rider with his Scepter from afar!

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Good times.  We also got to see the flavor of Captain Carter: that shield makes her much more interesting! It can be used as defense or offense as needed: very thematic!! And Loki’s special effects are so interesting and thematic: he can redirect damage to somewhere else, or … the best bit … he can redirect a moving villain to any Location!  It totally fits with his trickster persona.

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Captain Carter is probably my favorite Hero from this set ..

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But Loki, with this Tricker abilities, is a close second!

It’s clear: the equipment cards work and they work well.  I am not sure I will ever play without them if I can.

Immortus vs.  Captain Carter and Loki

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Immortus is an interesting villain: he’s an immortal, so you can’t “kill” him! All you can do to win is to complete all three missions: see a winning game above!

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I liked Immortus: it changed up the gameplay enough to get around the normal arc the game takes (almost do two missions at the same time, so you can defeat the villain but get three turns as long as possible); in this case, you are working on all three missions all the time!

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Immortus wasn’t hard or easy: he was a good challenge.

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We stayed with Captain Carter and Loki for battling Immortus: they are my favorite combo!

Maestro vs. Cosmic Ghost Rider and Mighty Thor!

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Maestro is by far the hardest villain in this game!

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He heals ABOVE HIS STARTING HEALTH whenever a Hero is KO’d or an Overflow happens!  And the KO’s happens a lot, because Maestro Does 3 Damage to 1 Hero!! BAM!

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At first, Mighty Thor’s Mjolnir equipment wasn’t that great (because it can only summon 2 cards). I almost reverted her back to having her extra double-double wild.

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Cosmic Ghost Rider was an absolute blast to play! His two equipment cards give even more options when playing! And he babysits a baby Thanos! Cosmic Ghost Rider is probably my third favorite from this set.

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The Maestro destroyed us in three games: see above as he moves to us and KO’s Mighty Thor!!

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The problem is that the Maestro has a ton of hit points by the time you have to take him out (8? 9? 10?)  And you just can’t do enough damage!!!

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Oh! And Rick Jones has to be on the same Location as The Maestro  (this is so thematic: this comes right out of the Comic book: Future Imperfect! ) or Maestro IGNORES the first two damage you do to him! See Rick Jones above!  He’s just a token …

maestro

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We finally did defeat Maestro with Mjolnir!  We kept Mjolnir summon card at the bottom of Mighty Thor’s Deck when she was KO’d … so when we needed the full power of Mighty Thor and her hammer, would could summon her!!  Our fourth and final game resulted in a win!

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Without a doubt, The Maestro is the hardest villain from this set.  He may even be harder than Galactus!  (See our review of the Coming of Galactus from a few weeks ago!).

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Mighty Thor is great with her hammer … if you can use it right.  It may take a few plays before you get the hang of how to use the Mjolnir card.  Cosmic Ghost Rider was just fun to play with his equipment: you always felt you could do something interesting on his turn.

Emperor Doom vs. Captain Carter and Loki

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I asked Sam who he wanted to play … he wanted to play Loki!  So, I played Captain Carter and we played a two player cooperative game against Emperor Doom!

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Emperor Doom was a challenge: his little Doom tokens take over everything! If you don’t do something about them, you will lose!  Me and Sam squeaked out a win.

Emperor Doom is probably the second hardest villain of the bunch; we probably should have lost.

Conclusion

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What If? is probably my favorite show out of the newer Marvel Universe stuff, and Captain Carter makes a great showing in that universe!  She is my favorite character by far in this set! Loki  redeems himself (in his Loki TV show), becoming a good guy! His hero character is so thematic with his trickster capabiltiies!

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Most people probably don’t care as much about Mighty Thor and Black Panther Suri and Spider-man 2099 and some of the more obscure characters in this set (it’s not like Captain Carter is known outside of What If?).  And, if I were recommending a base Marvel United, it would be a hard sell to start with this one.

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And yet, I think Multiverse Marvel United is my favorite of the standalone Marvel United titles!  The Equipment cards really enhance the game thematically and mechanically, given each Hero more flavor and more choice!

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This set contains an odd assortment of characters, but if any of them speak to you personally, I would recommend Multiverse Marvel United.  For example: My friend Derek and I both loved What If? and Loki.  We’d have long discussions about the shows when the episodes were out.  He is a more recent board gamer, and if I were to try to get him into Marvel United, I would probably start with this set; I think these characters would speak to him.

The Equipment Cards are that cool: I think we’ve gotten to the point where Multiverse Marvel United has entered into 9.5 or even 10 territory.  I  love this game, and the Equipment cards make the game that much better.